diff --git a/13th Age Glorantha/translations/ca.json b/13th Age Glorantha/translations/ca.json
new file mode 100644
index 0000000000..1bf16b91d5
--- /dev/null
+++ b/13th Age Glorantha/translations/ca.json
@@ -0,0 +1,95 @@
+{
+ "Name": "Name",
+ "Race": "Race",
+ "Class": "Class",
+ "Level": "Level",
+ "AbilityScores": "AbilityScores",
+ "STR": "STR",
+ "Strength": "Strength",
+ "CON": "CON",
+ "Constitution": "Constitution",
+ "DEX": "DEX",
+ "Dexterity": "Dexterity",
+ "INT": "INT",
+ "Intelligence": "Intelligence",
+ "WIS": "WIS",
+ "Wisdom": "Wisdom",
+ "CHA": "CHA",
+ "Charisma": "Charisma",
+ "Base": "Base",
+ "+Misc.": "+Misc.",
+ "+Item": "+Item",
+ "Mod": "Mod",
+ "Total": "Total",
+ "Basic Melee Attack": "Basic Melee Attack",
+ "Basic Ranged Attack": "Basic Ranged Attack",
+ "Defenses": "Defenses",
+ "Attack": "Attack",
+ "Damage": "Damage",
+ "Miss": "Miss",
+ "Ability": "Ability",
+ "Misc.": "Misc.",
+ "Weapon": "Weapon",
+ "Item": "Item",
+ "On Miss": "On Miss",
+ "AC": "AC",
+ "PD": "PD",
+ "MD": "MD",
+ "Basic melee": "Basic melee",
+ "Basic ranged": "Basic ranged",
+ "Situational Attack Modifier": "Situational Attack Modifier",
+ "Damage on hit": "Damage on hit",
+ "Damage on miss": "Damage on miss",
+ "Escalation die value": "Escalation die value",
+ "Attack result": "Attack result",
+ "Hit Points": "Hit Points",
+ "HP": "HP",
+ "Recoveries": "Recoveries",
+ "Recovery": "Recovery",
+ "Recovery Value": "Recovery Value",
+ "Current": "Current",
+ "Max.": "Max.",
+ "Rec. Die": "Rec. Die",
+ "Temp.": "Temp.",
+ "Initiative": "Initiative",
+ "One Unique Thing": "One Unique Thing",
+ "Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
+ "Class Features": "Class Features",
+ "Talents": "Talents",
+ "Powers & Spells": "Powers & Spells",
+ "Feats": "Feats",
+ "At-Will": "At-Will",
+ "Battle uses left": "Battle uses left",
+ "Daily uses left": "Daily uses left",
+ "Show Description": "Show Description",
+ "Show Macro": "Show Macro",
+ "Usage": "Usage",
+ "Type": "Type",
+ "Points": "Points",
+ "Icon Relationships": "Icon Relationships",
+ "Icon": "Icon",
+ "positive": "positive",
+ "conflicted": "conflicted",
+ "negative": "negative",
+ "Background": "Background",
+ "Backgrounds": "Backgrounds",
+ "Roll": "Roll",
+ "Attribute": "Attribute",
+ "Check": "Check",
+ "Description": "Description",
+ "Macro": "Macro",
+ "Magic Items": "Magic Items",
+ "Equipment": "Equipment",
+ "Coins": "Coins",
+ "Qty": "Qty",
+ "Incremental Advances": "Incremental Advances",
+ "4th / 7th / 10th Level": "4th / 7th / 10th Level Artisan Approaches Refine (Air) Restore(Earth) Invent (Fire) Adapt (Water) Attune (Void)",
+ "martial-tooltip-u": " Martial Approaches Feint (Air) Withstand (Earth) Overwhelm (Fire) Shift (Water) Sacrifice (Void)",
+ "social-tooltip-u": " Social Approaches Trick (Air) Reason (Earth) Incite (Fire) Charm (Water) Enlighten (Void)",
+ "scholar-tooltip-u": " Scholar Approaches Analyze (Air) Recall (Earth) Theorize (Fire) Survey (Water) Sense (Void)",
+ "trade-tooltip-u": " Trade Approaches Con (Air) Produce (Earth) Innovate (Fire) Exchange (Water) Subsist (Void)",
+ "roll-emote-u": "@{name} rolls a skill! (Keep up to @{ringdie} dice, minimum of 5.)",
+ "army-u": "Armies",
+ "strength-u": "Strength:",
+ "discipline-u": "Discipline:",
+ "counter-up-u": "Up",
+ "counter-down-u": "Dwn",
+ "activation-colon-u": "Activation:",
+ "session-notes-u": "Session Notes",
+ "session#-u": "Session #",
+ "character-ninjo-u": "Character (Ninjō)",
+ "character-giri-u": "Character (Giri)",
+ "rank1-u": "Rank 1",
+ "xp-rank1-u": "XP spent at Rank 1 / Total:",
+ "rank2-u": "Rank 2",
+ "xp-rank2-u": "XP spent at Rank 2 / Total:",
+ "rank3-u": "Rank 3",
+ "xp-rank3-u": "XP spent at Rank 3 / Total:",
+ "rank4-u": "Rank 4",
+ "xp-rank4-u": "XP spent at Rank 4 / Total:",
+ "rank5-u": "Rank 5",
+ "xp-rank5-u": "XP spent at Rank 5 / Total:",
+ "xp-invested-u": "XP Invested",
+ "skill-group-u": "Skill Group",
+ "skill-nocolon-u": "Skill",
+ "technique-category-u": "Technique Category",
+ "technique-u": "Technique",
+ "rings-u": "Rings",
+ "completed-u": "Completed",
+ "school-mastery-u": "School Mastery Ability",
+ "unlocked-u": "Unlocked",
+ "purchase-u": "Purchase",
+ "cost-u": "Cost",
+ "school-rank-u": "School Rank?",
+ "title-name-u": "Title Name",
+ "xp-title-u": "XP spent in Title / Total:",
+ "title-mastery-u": "Title Mastery Ability",
+ "xp-and-advancement-u": "XP and Advancement",
+ "distinctive-equipment-u": "Piece of Distinctive Equipment",
+ "additional-item-u": "Additional Item",
+ "casualties-u": "Casualties:",
+ "panic-u": "Panic:",
+ "skill-emote1-u": "rolls",
+ "skill-emote2-u": "using the",
+ "skill-emote3-u": "approach! (Keep up to",
+ "skill-emote4-u": "rolls a skill! (Keep up to",
+ "skill-emote5-u": ", minimum of 1.)",
+ "skill-emote6-u": "attacks with their",
+ "skill-emote7-u": "kata using the",
+ "skill-emote8-u": "kihō using the",
+ "skill-emote9-u": "casts their",
+ "skill-emote10-u": "invocation using the",
+ "skill-emote11-u": "stance! (Keep up to",
+ "skill-emote12-u": "ritual using the",
+ "skill-emote13-u": "shūji using the",
+ "skill-emote14-u": "applies their",
+ "ninjo-giri-u": "Ninjō and Giri Notes",
+ "out-of-rank-u": "Out of Rank",
+ "defense-check-u": "Defense Check",
+ "fitness-defense-u": "Fitness (Defense)",
+ "ninjutsu-u": "Ninjutsu",
+ "maho-u": "Mahō"
+}
diff --git a/L5R Fantasy Flight Games/translations/hu.json b/L5R Fantasy Flight Games/translations/hu.json
new file mode 100644
index 0000000000..fe3e4caea6
--- /dev/null
+++ b/L5R Fantasy Flight Games/translations/hu.json
@@ -0,0 +1,270 @@
+{
+ "character-name-u": "Character Name:",
+ "clan-u": "Clan:",
+ "family-u": "Family",
+ "school-u": "School",
+ "rank-u": "Rank",
+ "player-u": "Player Name:",
+ "techtypes-u": "Technique Types Available:",
+ "narrative-u": "Narrative Mode",
+ "conflict-u": "Conflict Mode",
+ "advance-u": "Advancement",
+ "campaign-u": "Campaign Sheet",
+ "20questions-u": "20 Questions",
+ "npcs-u": "NPC Sheet",
+ "air-u": "Air",
+ "earth-u": "Earth",
+ "fire-u": "Fire",
+ "water-u": "Water",
+ "void-u": "Void",
+ "skill-name-u": "Skill Name",
+ "roll-u": "+Skill",
+ "keep-u": "+Ring",
+ "ring-u": "Ring:",
+ "skill-u": "Skill:",
+ "modifiers-u": "Modifiers:",
+ "modifiers-nocolon-u": "Modifiers",
+ "approach-u": "Approach",
+ "aesthetics-u": "Aesthetics",
+ "composition-u": "Composition",
+ "design-u": "Design",
+ "smithing-u": "Smithing",
+ "artisan-skills-u": "Artisan Skills",
+ "martial-skills-u": "Martial Skills",
+ "fitness-u": "Fitness",
+ "martial_arts_melee-u": "M.A. [Melee]",
+ "martial_arts_ranged-u": "M.A. [Ranged]",
+ "martial_arts_unarmed-u": "M.A. [Unarmed]",
+ "meditation-u": "Meditation",
+ "tactics-u": "Tactics",
+ "social-skills-u": "Social Skills",
+ "command-u": "Command",
+ "courtesy-u": "Courtesy",
+ "games-u": "Games",
+ "performance-u": "Performance",
+ "scholar-skills-u": "Scholar Skills",
+ "culture-u": "Culture",
+ "government-u": "Government",
+ "sentiment-u": "Sentiment",
+ "theology-u": "Theology",
+ "medicine-u": "Medicine",
+ "trade-skills-u": "Trade Skills",
+ "survival-u": "Survival",
+ "commerce-u": "Commerce",
+ "labor-u": "Labor",
+ "seafaring-u": "Seafaring",
+ "skulduggery-u": "Skulduggery",
+ "honor-u": "Honor",
+ "glory-u": "Glory",
+ "status-u": "Status",
+ "ninjo-u": "Ninjō",
+ "ninjo-colon-u": "Ninjō:",
+ "giri-u": "Giri",
+ "giri-colon-u": "Giri:",
+ "titles-u": "Titles",
+ "roller-u": "Roller",
+ "symbolkey-u": "Symbol Key",
+ "success-u": "Success",
+ "explosivesuccess-u": "Explosive Success",
+ "opportunity-u": "Opportunities",
+ "strife-u": "Strife",
+ "socialstatus-u": "Social Status",
+ "advantagesanddisadvantages-u": "Advantages and Disadvantages",
+ "distinctions-u": "DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.",
+ "adversities-u": "ADVERSITIES: Reroll two dice containing success or explosive success symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.",
+ "passions-u": "PASSIONS: After performing a check related to your passion, remove 3 strife.",
+ "anxieties-u": "ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).",
+ "personalunmasking-u": "Personal Unmasking",
+ "othercharacters-u": "Other Characters, their standing, and notes.",
+ "experience-u": "Experience",
+ "total-xp-u": "Total XP",
+ "saved-xp-u": "Saved XP",
+ "spent-xp-u": "Spent XP",
+ "air-stance-u": "AIR STANCE: +1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).",
+ "earth-stance-u": "EARTH STANCE: Others cannot spend Opportunity to inflict critical strikes or conditions on you.",
+ "fire-stance-u": "FIRE STANCE: If you succeed, +1 bonus success per Strife symbol.",
+ "water-stance-u": "WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your first action.",
+ "void-stance-u": "VOID STANCE: You do not gain Strife from strife results on checks.",
+ "advantages-u": "Advantages",
+ "disadvantages-u": "Disadvantages",
+ "school-ability-u": "School Ability",
+ "derivative-attributes-u": "Derivative Attributes",
+ "endurance-u": "Endurance",
+ "fatigue-u": "Fatigue",
+ "composure-u": "Composure",
+ "focus-u": "Focus",
+ "vigilance-u": "Vigilance",
+ "void-points-u": "Void Points",
+ "max-void-u": "Max Void",
+ "current-u": "Cur Void",
+ "conditions-u": "Conditions",
+ "weapons-u": "Weapons",
+ "armor-u": "Armor",
+ "name-u": "Name",
+ "damage-u": "Damage",
+ "deadliness-u": "Deadliness",
+ "range-u": "Range",
+ "protection-type-u": "Protection Type (Resistance)",
+ "physical-resistance-u": "Phy Resistance",
+ "supernatural-resistance-u": "Sup Resistance",
+ "qualities-u": "Qualities",
+ "notes-gear-u": "Notes and Gear Inventory",
+ "techniques-u": "Techniques",
+ "activation-u": "Activation",
+ "effects-u": "Effects",
+ "p-u": "p# ",
+ "narrative-mode-u": "Narrative Mode",
+ "rings-skills-u": "Rings, Skills, and Information",
+ "conflict-mode-u": "Conflict Mode",
+ "armaments-u": "Armaments",
+ "minion-u": "(Minion)",
+ "adversary-u": "(Adversary)",
+ "details-u": "Details",
+ "conflict-rank-u": "Conflict Rank:",
+ "combat-u": "Combat ",
+ "intrigue-u": "Intrigue ",
+ "skills-u": "Skills:",
+ "advantages-colon-u": "Advantages:",
+ "disadvantages-colon-u": "Disadvatages:",
+ "demeanor-u": "Demeanor:",
+ "typical-unmasking-u": "Typical Unmasking:",
+ "honor-colon-u": "Honor:",
+ "glory-colon-u": "Glory:",
+ "status-colon-u": "Status:",
+ "abilities-colon-u": "Abilities: ",
+ "gear-equiped-u": "Gear (equipped):",
+ "gear-other-u": "Gear (other):",
+ "artisan-u": "Artisan ",
+ "martial-u": "Martial ",
+ "social-u": "Social ",
+ "scholar-u": "Scholar ",
+ "trade-u": "Trade ",
+ "kata-u": "Kata:",
+ "kiho-u": "Kihō:",
+ "invocations-u": "Invocations:",
+ "rituals-u": "Rituals:",
+ "shuji-u": "Shūji:",
+ "20-questions-worksheet-u": "Twenty Questions Worksheet",
+ "20hello-u": "You can use this sheet to fill in your answers to the Game of Twenty Questions, and to take notes for later!",
+ "question1-u": "1). What clan does your character belong to?",
+ "question2-u": "2). What family does your character belong to?",
+ "question3-u": "3). What is your character’s school and role?",
+ "question4-u": "4). How does your character stand out within their school?",
+ "question5-u": "5). What is your character’s duty to their lord?",
+ "question6-u": "6). What does your character long for?",
+ "question7-u": "7). What is your character’s opinion of their clan?",
+ "question8-u": "8). What does your character think of Bushidō?",
+ "question9-u": "9). What is your character’s greatest accomplishment so far?",
+ "question10-u": "10). What holds your characters back the most in life?",
+ "question11-u": "11). What makes your character feel at peace?",
+ "question12-u": "12). What concern, fear, or foible troubles your character the most?",
+ "question13-u": "13). Who has your character learned the most from during their life?",
+ "question14-u": "14). What details do others find most striking about your character?",
+ "question15-u": "15). How does your character respond to stressful situations?",
+ "question16-u": "16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?",
+ "question17-u": "17). How would your character’s parents describe them?",
+ "question18-u": "18). Who was your character named to honor?",
+ "question19-u": "19). What is your character’s personal name?",
+ "question20-u": "20). How should your character die?",
+ "part-i-u": "Part I: Core Identity (Clan & Family)",
+ "part-ii-u": "Part II: Role & School",
+ "part-iii-u": "Part III: Honor & Glory",
+ "part-iv-u": "Part IV: Strengths & Weaknesses",
+ "part-v-u": "Part V: Personality & Behavior",
+ "part-vi-u": "Part VI: Ancestry & Family",
+ "part-vii-u": "Part VII: Death",
+ "ring-increase-u": "Ring Increase (1)",
+ "ring-increase2-u": "Ring Increase (2)",
+ "skill-increases0-u": "Skill Increase (0–1)",
+ "skill-increases1-u": "Skill Increases (1)",
+ "skill-increases2-u": "Skill Increases (2)",
+ "skill-increases3-u": "Skill Increases (3-5)",
+ "techniques-available-u": "Techniques Available",
+ "starting-equipment-u": "Starting Equipment",
+ "starting-techniques-u": "Starting Techniques (2–5)",
+ "glory-increase-u": "Glory Increase",
+ "honor-increase-u": "Honor Increase",
+ "distinction1-u": "Distinction (1)",
+ "adversity1-u": "Adversity (1)",
+ "anxiety1-u": "Anxiety (1)",
+ "passion1-u": "Passion (1)",
+ "advantage1-u": "Advantage (1)",
+ "disadvantage1-u": "Disadvantage (1)",
+ "or-u": "OR",
+ "notes-u": "Notes",
+ "samurai-heritage-u": "Samurai Heritage (Result)",
+ "name-colon-u": "Name:",
+ "damage-colon-u": "Damage: ",
+ "deadliness-colon-u": "Deadliness: ",
+ "approach-colon-u": "Approach:",
+ "effects-colon-u": "Effects:",
+ "immediate-effects-colon-u": "Immediate Effects:",
+ "kiho-effect-colon-u": "Kihō Effect:",
+ "silhouette-u": "Silhouette ",
+ "artisan-tooltip-u": " Artisan Approaches Refine (Air) Restore(Earth) Invent (Fire) Adapt (Water) Attune (Void)",
+ "martial-tooltip-u": " Martial Approaches Feint (Air) Withstand (Earth) Overwhelm (Fire) Shift (Water) Sacrifice (Void)",
+ "social-tooltip-u": " Social Approaches Trick (Air) Reason (Earth) Incite (Fire) Charm (Water) Enlighten (Void)",
+ "scholar-tooltip-u": " Scholar Approaches Analyze (Air) Recall (Earth) Theorize (Fire) Survey (Water) Sense (Void)",
+ "trade-tooltip-u": " Trade Approaches Con (Air) Produce (Earth) Innovate (Fire) Exchange (Water) Subsist (Void)",
+ "roll-emote-u": "@{name} rolls a skill! (Keep up to @{ringdie} dice, minimum of 5.)",
+ "army-u": "Armies",
+ "strength-u": "Strength:",
+ "discipline-u": "Discipline:",
+ "counter-up-u": "Up",
+ "counter-down-u": "Dwn",
+ "activation-colon-u": "Activation:",
+ "session-notes-u": "Session Notes",
+ "session#-u": "Session #",
+ "character-ninjo-u": "Character (Ninjō)",
+ "character-giri-u": "Character (Giri)",
+ "rank1-u": "Rank 1",
+ "xp-rank1-u": "XP spent at Rank 1 / Total:",
+ "rank2-u": "Rank 2",
+ "xp-rank2-u": "XP spent at Rank 2 / Total:",
+ "rank3-u": "Rank 3",
+ "xp-rank3-u": "XP spent at Rank 3 / Total:",
+ "rank4-u": "Rank 4",
+ "xp-rank4-u": "XP spent at Rank 4 / Total:",
+ "rank5-u": "Rank 5",
+ "xp-rank5-u": "XP spent at Rank 5 / Total:",
+ "xp-invested-u": "XP Invested",
+ "skill-group-u": "Skill Group",
+ "skill-nocolon-u": "Skill",
+ "technique-category-u": "Technique Category",
+ "technique-u": "Technique",
+ "rings-u": "Rings",
+ "completed-u": "Completed",
+ "school-mastery-u": "School Mastery Ability",
+ "unlocked-u": "Unlocked",
+ "purchase-u": "Purchase",
+ "cost-u": "Cost",
+ "school-rank-u": "School Rank?",
+ "title-name-u": "Title Name",
+ "xp-title-u": "XP spent in Title / Total:",
+ "title-mastery-u": "Title Mastery Ability",
+ "xp-and-advancement-u": "XP and Advancement",
+ "distinctive-equipment-u": "Piece of Distinctive Equipment",
+ "additional-item-u": "Additional Item",
+ "casualties-u": "Casualties:",
+ "panic-u": "Panic:",
+ "skill-emote1-u": "rolls",
+ "skill-emote2-u": "using the",
+ "skill-emote3-u": "approach! (Keep up to",
+ "skill-emote4-u": "rolls a skill! (Keep up to",
+ "skill-emote5-u": ", minimum of 1.)",
+ "skill-emote6-u": "attacks with their",
+ "skill-emote7-u": "kata using the",
+ "skill-emote8-u": "kihō using the",
+ "skill-emote9-u": "casts their",
+ "skill-emote10-u": "invocation using the",
+ "skill-emote11-u": "stance! (Keep up to",
+ "skill-emote12-u": "ritual using the",
+ "skill-emote13-u": "shūji using the",
+ "skill-emote14-u": "applies their",
+ "ninjo-giri-u": "Ninjō and Giri Notes",
+ "out-of-rank-u": "Out of Rank",
+ "defense-check-u": "Defense Check",
+ "fitness-defense-u": "Fitness (Defense)",
+ "ninjutsu-u": "Ninjutsu",
+ "maho-u": "Mahō"
+}
diff --git a/L5R/translations/ca.json b/L5R/translations/ca.json
new file mode 100644
index 0000000000..28cc838ffc
--- /dev/null
+++ b/L5R/translations/ca.json
@@ -0,0 +1,203 @@
+{
+ "name-u": "Name:",
+ "clan-u": "Clan:",
+ "crab-u": "Crab",
+ "crane-u": "Crane",
+ "dragon-u": "Dragon",
+ "lion-u": "Lion",
+ "mantis-u": "Mantis",
+ "phoenix-u": "Phoenix",
+ "scorpion-u": "Scorpion",
+ "spider-u": "Spider",
+ "unicorn-u": "Unicorn",
+ "ronin-u": "Ronin",
+ "misc-u": "Misc",
+ "family-u": "Family",
+ "school-u": "School",
+ "rank-u": "Rank",
+ "experience-u": "Experience",
+ "insight-u": "Insight",
+ "courtier-bonus-u": "Courtier Bonus",
+ "0-to-insight-u": "0 to Insight",
+ "+3-to-insight-u": "+3 to Insight",
+ "+10-to-insight-u": "+10 to Insight",
+ "etiquette-bonus-u": "Etiquette Bonus",
+ "traits-u": "",
+ "skills-u": "Skills",
+ "weapons-u": "Weapons",
+ "spells-u": "Spells",
+ "air-u": "Air",
+ "reflexes-u": "Reflexes",
+ "awareness-u": "Awareness",
+ "earth-u": "Earth",
+ "stamina-u": "Stamina",
+ "willpower-u": "Willpower",
+ "fire-u": "Fire",
+ "agility-u": "Agility",
+ "intelligence-u": "Intelligence",
+ "water-u": "Water",
+ "strength-u": "Strength",
+ "perception-u": "Perception",
+ "void-u": "Void",
+ "void-spent-u": "Void Spent",
+ "sex-u": "Sex:",
+ "age-u": "Age:",
+ "height-u": "Height:",
+ "weight-u": "Weight:",
+ "hair-u": "Hair:",
+ "eyes-u": "Eyes:",
+ "father-u": "Father:",
+ "mother-u": "Mother:",
+ "honor-u": "Honor",
+ "glory-u": "Glory",
+ "status-u": "Status",
+ "taint-u": "Taint",
+ "wounds-u": "Wounds",
+ "lethality-u": "Lethality",
+ "earth-x2-u": "Earth x2",
+ "earth-x3-u": "Earth x3",
+ "earth-x4-u": "Earth x4",
+ "earth-x5-u": "Earth x5",
+ "wound-level-u": "Wound Level",
+ "total-u": "Total",
+ "healthy-u": "Healthy",
+ "nicked-u": "Nicked",
+ "grazed-u": "Grazed",
+ "hurt-u": "Hurt",
+ "injured-u": "Injured",
+ "crippled-u": "Crippled",
+ "down-u": "Down",
+ "out-u": "Out",
+ "initiative-u": "Initiative",
+ "armor-TN-u": "Armor TN",
+ "armor-u": "Armor",
+ "unmodified-u": "Unmodified",
+ "base-TN-u": "Base TN",
+ "quality-u": "Quality",
+ "modifiers-u": "Modifiers",
+ "armor-+-u": "Armor +",
+ "reduction-u": "Reduction",
+ "current-TN-u": "Current TN",
+ "notes-u": "Notes",
+ "school-techniques-u": "School Techniques",
+ "avantages-u": "Advantages",
+ "disadvantages-u": "Disadvantages",
+ "background-u": "Background",
+ "high-skills-u": "High Skills",
+ "sentence-ute-u": "U = Untrained Roll | T = Trained Roll | E = Emphasis Roll",
+ "skill-name-u": "Skill Name",
+ "trait-u": "Trait",
+ "roll-u": "+Roll",
+ "keep-u": "+Keep",
+ "emphases-u": "Emphases",
+ "U-u": "U",
+ "T-u": "T",
+ "E-u": "E",
+ "sub-type-u": "Sub-Type",
+ "acting-u": "Acting",
+ "artisant-u": "Artisan",
+ "calligraphy-u": "Calligraphy",
+ "courtier-u": "Courtier",
+ "divination-u": "Divination",
+ "etiquette-u": "Etiquette",
+ "games-u": "Games",
+ "investigation-u": "Investigation",
+ "lore-u": "Lore",
+ "medicine-u": "Medicine",
+ "meditation-u": "Meditation",
+ "perform-u": "Perform",
+ "sincerity-u": "Sincerity",
+ "spellcraft-u": "Spellcraft",
+ "tea-ceremony-u": "Tea Ceremony",
+ "bugei-skills-u": "Bugei Skills",
+ "+roll-u": "+Roll",
+ "+keep-u": "+Keep",
+ "athletics-u": "Athletics",
+ "battle-u": "Battle",
+ "defense-u": "Defense",
+ "horsemanship-u": "Horsemanship",
+ "hunting-u": "Hunting",
+ "iaijutsu-u": "Iaijutsu",
+ "jiujutsu-u": "Jiujutsu",
+ "chain-weapons-u": "Chain Weapons",
+ "heavy-weapons-u": "Heavy Weapons",
+ "kenjutsu-u": "Kenjutsu",
+ "knives-u": "Knives",
+ "kyujutsu-u": "Kyujutsu",
+ "ninjutsu-u": "Ninjutsu",
+ "polearms-u": "Polearms",
+ "spears-u": "Spears",
+ "staves-u": "Staves",
+ "war-fan-u": "War Fan",
+ "merchant-skills-u": "Merchant Skills",
+ "animal-handling-u": "Animal Handling",
+ "commerce-u": "Commerce",
+ "craft-u": "Craft",
+ "engineering-u": "Engineering",
+ "sailing-u": "Sailing",
+ "low-skills-u": "Low Skills",
+ "forgery-u": "Forgery",
+ "intimidation-u": "Intimidation",
+ "sleight-of-hand-u": "Sleight of Hand",
+ "stealth-u": "Stealth",
+ "temptation-u": "Temptation",
+ "melee-weapons-u": "Melee Weapons",
+ "weapon-u": "Weapon",
+ "skill-u": "Skill",
+ "attack-bonus-roll-u": "Attack Bonus Roll",
+ "attack-bonus-keep-u": "Attack Bonus Keep",
+ "weapon-damage-roll-u": "Weapon Damage Roll",
+ "weapon-damage-keep-u": "Weapon Damage Keep",
+ "damage-u": "Damage",
+ "bows-u": "Bows",
+ "bow-u": "Bow",
+ "bow-roll-bonus-u": "Bow Roll Bonus",
+ "bow-keep-bonus-u": "Bow Keep Bonus",
+ "arrow-damage-roll-u": "Arrow Damage Roll",
+ "arrow-damage-keep-u": "Arrow Damage Keep",
+ "shugenja-school-rank-u": "Shugenja School Rank:",
+ "element-u": "Element",
+ "spells-used-u": "Spells Used",
+ "max-spell-slots-u": "Max Spell Slots",
+ "affinity/deficiency-u": "Affinity/Deficiency",
+ "none-u": "None",
+ "affinity-u": "Affinity",
+ "daffinity-u": "Double Affinity",
+ "deficiency-u": "Deficiency",
+ "bonus-u": "Bonus",
+ "ring-u": "Ring:",
+ "level-u": "Level:",
+ "range-u": "Range:",
+ "aoe-u": "AoE:",
+ "duration-u": "Duration:",
+ "raises-u": "Raises:",
+ "cast-u": "Cast",
+ "sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
+ "school-u?": "School?",
+ "attack-bonus-added-u": "Flat Attack Bonus",
+ "weapon-damage-bonus-u": "Flat Damage Bonus",
+ "simple-u": "Simple Action?",
+ "bow-bonus-added-u": "Flat Bow Bonus",
+ "total-experience-u": "Total Experience",
+ "available-experience-u": "Available Experience",
+ "calculate-rank-u": "Calulate Rank",
+ "additional-ranks-u": "Additional Ranks",
+ "type-u": "Type",
+ "roll-keep-bonus-u": "Roll/Keep Bonus",
+ "additional-+-u": "Additional +",
+ "bonus-wounds-u": "+Wounds / Level",
+ "penalty-u": "Penalty",
+ "equipment-u": "Equipment and Money",
+ "allies-enemies-u": "Allies and Enemies",
+ "description-u": "Description",
+ "universal-u": "Universal",
+ "void-bonus-u": "Void/Bonus",
+ "spell-bonus-roll-u": "Bonus Roll:",
+ "spell-bonus-keep-u": "Bonus Keep:",
+ "spell-bonus-added-u": "Flat Bonus:",
+ "keyword-u": "Keyword:",
+ "information-u": "Information",
+ "damage-roll-u": "Damage Roll:",
+ "damage-keep-u": "Damage Keep:",
+ "vitals-u": "Vitals"
+}
diff --git a/L5R/translations/hu.json b/L5R/translations/hu.json
new file mode 100644
index 0000000000..28cc838ffc
--- /dev/null
+++ b/L5R/translations/hu.json
@@ -0,0 +1,203 @@
+{
+ "name-u": "Name:",
+ "clan-u": "Clan:",
+ "crab-u": "Crab",
+ "crane-u": "Crane",
+ "dragon-u": "Dragon",
+ "lion-u": "Lion",
+ "mantis-u": "Mantis",
+ "phoenix-u": "Phoenix",
+ "scorpion-u": "Scorpion",
+ "spider-u": "Spider",
+ "unicorn-u": "Unicorn",
+ "ronin-u": "Ronin",
+ "misc-u": "Misc",
+ "family-u": "Family",
+ "school-u": "School",
+ "rank-u": "Rank",
+ "experience-u": "Experience",
+ "insight-u": "Insight",
+ "courtier-bonus-u": "Courtier Bonus",
+ "0-to-insight-u": "0 to Insight",
+ "+3-to-insight-u": "+3 to Insight",
+ "+10-to-insight-u": "+10 to Insight",
+ "etiquette-bonus-u": "Etiquette Bonus",
+ "traits-u": "",
+ "skills-u": "Skills",
+ "weapons-u": "Weapons",
+ "spells-u": "Spells",
+ "air-u": "Air",
+ "reflexes-u": "Reflexes",
+ "awareness-u": "Awareness",
+ "earth-u": "Earth",
+ "stamina-u": "Stamina",
+ "willpower-u": "Willpower",
+ "fire-u": "Fire",
+ "agility-u": "Agility",
+ "intelligence-u": "Intelligence",
+ "water-u": "Water",
+ "strength-u": "Strength",
+ "perception-u": "Perception",
+ "void-u": "Void",
+ "void-spent-u": "Void Spent",
+ "sex-u": "Sex:",
+ "age-u": "Age:",
+ "height-u": "Height:",
+ "weight-u": "Weight:",
+ "hair-u": "Hair:",
+ "eyes-u": "Eyes:",
+ "father-u": "Father:",
+ "mother-u": "Mother:",
+ "honor-u": "Honor",
+ "glory-u": "Glory",
+ "status-u": "Status",
+ "taint-u": "Taint",
+ "wounds-u": "Wounds",
+ "lethality-u": "Lethality",
+ "earth-x2-u": "Earth x2",
+ "earth-x3-u": "Earth x3",
+ "earth-x4-u": "Earth x4",
+ "earth-x5-u": "Earth x5",
+ "wound-level-u": "Wound Level",
+ "total-u": "Total",
+ "healthy-u": "Healthy",
+ "nicked-u": "Nicked",
+ "grazed-u": "Grazed",
+ "hurt-u": "Hurt",
+ "injured-u": "Injured",
+ "crippled-u": "Crippled",
+ "down-u": "Down",
+ "out-u": "Out",
+ "initiative-u": "Initiative",
+ "armor-TN-u": "Armor TN",
+ "armor-u": "Armor",
+ "unmodified-u": "Unmodified",
+ "base-TN-u": "Base TN",
+ "quality-u": "Quality",
+ "modifiers-u": "Modifiers",
+ "armor-+-u": "Armor +",
+ "reduction-u": "Reduction",
+ "current-TN-u": "Current TN",
+ "notes-u": "Notes",
+ "school-techniques-u": "School Techniques",
+ "avantages-u": "Advantages",
+ "disadvantages-u": "Disadvantages",
+ "background-u": "Background",
+ "high-skills-u": "High Skills",
+ "sentence-ute-u": "U = Untrained Roll | T = Trained Roll | E = Emphasis Roll",
+ "skill-name-u": "Skill Name",
+ "trait-u": "Trait",
+ "roll-u": "+Roll",
+ "keep-u": "+Keep",
+ "emphases-u": "Emphases",
+ "U-u": "U",
+ "T-u": "T",
+ "E-u": "E",
+ "sub-type-u": "Sub-Type",
+ "acting-u": "Acting",
+ "artisant-u": "Artisan",
+ "calligraphy-u": "Calligraphy",
+ "courtier-u": "Courtier",
+ "divination-u": "Divination",
+ "etiquette-u": "Etiquette",
+ "games-u": "Games",
+ "investigation-u": "Investigation",
+ "lore-u": "Lore",
+ "medicine-u": "Medicine",
+ "meditation-u": "Meditation",
+ "perform-u": "Perform",
+ "sincerity-u": "Sincerity",
+ "spellcraft-u": "Spellcraft",
+ "tea-ceremony-u": "Tea Ceremony",
+ "bugei-skills-u": "Bugei Skills",
+ "+roll-u": "+Roll",
+ "+keep-u": "+Keep",
+ "athletics-u": "Athletics",
+ "battle-u": "Battle",
+ "defense-u": "Defense",
+ "horsemanship-u": "Horsemanship",
+ "hunting-u": "Hunting",
+ "iaijutsu-u": "Iaijutsu",
+ "jiujutsu-u": "Jiujutsu",
+ "chain-weapons-u": "Chain Weapons",
+ "heavy-weapons-u": "Heavy Weapons",
+ "kenjutsu-u": "Kenjutsu",
+ "knives-u": "Knives",
+ "kyujutsu-u": "Kyujutsu",
+ "ninjutsu-u": "Ninjutsu",
+ "polearms-u": "Polearms",
+ "spears-u": "Spears",
+ "staves-u": "Staves",
+ "war-fan-u": "War Fan",
+ "merchant-skills-u": "Merchant Skills",
+ "animal-handling-u": "Animal Handling",
+ "commerce-u": "Commerce",
+ "craft-u": "Craft",
+ "engineering-u": "Engineering",
+ "sailing-u": "Sailing",
+ "low-skills-u": "Low Skills",
+ "forgery-u": "Forgery",
+ "intimidation-u": "Intimidation",
+ "sleight-of-hand-u": "Sleight of Hand",
+ "stealth-u": "Stealth",
+ "temptation-u": "Temptation",
+ "melee-weapons-u": "Melee Weapons",
+ "weapon-u": "Weapon",
+ "skill-u": "Skill",
+ "attack-bonus-roll-u": "Attack Bonus Roll",
+ "attack-bonus-keep-u": "Attack Bonus Keep",
+ "weapon-damage-roll-u": "Weapon Damage Roll",
+ "weapon-damage-keep-u": "Weapon Damage Keep",
+ "damage-u": "Damage",
+ "bows-u": "Bows",
+ "bow-u": "Bow",
+ "bow-roll-bonus-u": "Bow Roll Bonus",
+ "bow-keep-bonus-u": "Bow Keep Bonus",
+ "arrow-damage-roll-u": "Arrow Damage Roll",
+ "arrow-damage-keep-u": "Arrow Damage Keep",
+ "shugenja-school-rank-u": "Shugenja School Rank:",
+ "element-u": "Element",
+ "spells-used-u": "Spells Used",
+ "max-spell-slots-u": "Max Spell Slots",
+ "affinity/deficiency-u": "Affinity/Deficiency",
+ "none-u": "None",
+ "affinity-u": "Affinity",
+ "daffinity-u": "Double Affinity",
+ "deficiency-u": "Deficiency",
+ "bonus-u": "Bonus",
+ "ring-u": "Ring:",
+ "level-u": "Level:",
+ "range-u": "Range:",
+ "aoe-u": "AoE:",
+ "duration-u": "Duration:",
+ "raises-u": "Raises:",
+ "cast-u": "Cast",
+ "sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
+ "school-u?": "School?",
+ "attack-bonus-added-u": "Flat Attack Bonus",
+ "weapon-damage-bonus-u": "Flat Damage Bonus",
+ "simple-u": "Simple Action?",
+ "bow-bonus-added-u": "Flat Bow Bonus",
+ "total-experience-u": "Total Experience",
+ "available-experience-u": "Available Experience",
+ "calculate-rank-u": "Calulate Rank",
+ "additional-ranks-u": "Additional Ranks",
+ "type-u": "Type",
+ "roll-keep-bonus-u": "Roll/Keep Bonus",
+ "additional-+-u": "Additional +",
+ "bonus-wounds-u": "+Wounds / Level",
+ "penalty-u": "Penalty",
+ "equipment-u": "Equipment and Money",
+ "allies-enemies-u": "Allies and Enemies",
+ "description-u": "Description",
+ "universal-u": "Universal",
+ "void-bonus-u": "Void/Bonus",
+ "spell-bonus-roll-u": "Bonus Roll:",
+ "spell-bonus-keep-u": "Bonus Keep:",
+ "spell-bonus-added-u": "Flat Bonus:",
+ "keyword-u": "Keyword:",
+ "information-u": "Information",
+ "damage-roll-u": "Damage Roll:",
+ "damage-keep-u": "Damage Keep:",
+ "vitals-u": "Vitals"
+}
diff --git a/Legend-of-the-Elements/translations/ca.json b/Legend-of-the-Elements/translations/ca.json
new file mode 100644
index 0000000000..a1716e79a7
--- /dev/null
+++ b/Legend-of-the-Elements/translations/ca.json
@@ -0,0 +1,367 @@
+{
+ "lbl-name": "Name",
+ "lbl-pronouns": "Pronouns",
+ "lbl-playbook": "Playbook",
+ "lbl-look": "Look",
+ "lbl-chakras": "chakras",
+ "lbl-backstory": "Your Backstory",
+ "lbl-strings": "Strings",
+ "lbl-promises": "Promises",
+ "lbl-harm": "Harm",
+ "text-harminfo": "At four Harm, Skirt Death.",
+ "lbl-conditions": "Conditions",
+ "lbl-notes": "Notes",
+ "lbl-moves": "Moves",
+ "lbl-other": "Other",
+ "lbl-oaths": "Oaths",
+ "lbl-fortune": "Fortune",
+ "lbl-minor-tags": "Minor Tags",
+ "lbl-moderate-tags": "Moderate tags",
+ "lbl-severe-tags": "Severe tags",
+ "lbl-gear": "Gear",
+ "lbl-respects": "I Respect",
+ "lbl-respecteds": "I Am Respected By",
+ "lbl-mastermove": "Mastery Move",
+ "lbl-seasonadvances": "Advanced Improvments",
+ "lbl-unlocked": "Unlocked",
+ "lbl-chi": "Chi",
+ "lbl-atfault": "At Fault",
+ "lbl-species": "Species",
+ "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:",
+ "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.",
+ "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)",
+ "text-seasonadvances1": " You have +1 to any Stat (max +3).",
+ "text-seasonadvances2": " You have +1 maximum Fortune.",
+ "text-seasonadvances3": " Retire your character to safety.",
+ "text-seasonadvances4": " Replace one of your Chakras.",
+ "text-seasonadvances5": " Create a second character, played side-by-side with the first.",
+ "text-seasonadvances6": " Change to a new Playbook",
+ "text-seasonadvances7": " You have an Animal Companion with two Moves",
+ "lbl-seasonadvancements": "Season Advancements",
+ "text-askbonus": "Any other modifiers?",
+ "text-commentprompt": "Comment",
+ "text-commentexample": "..To do something!",
+ "lbl-Natural": "Natural",
+ "lbl-Hot": "Hot",
+ "lbl-Solid": "Solid",
+ "lbl-Keen": "Keen",
+ "lbl-Fluid": "Fluid",
+ "lbl-Animal": "Animal",
+ "lbl-bullet": " When you die, you may reveal that your body was a mere shadow or effigy, and you actually survived. Tell us where you were all along. That trick won’t work again. Cross off this move. When your explorer dissects a defeated Acolyte, gain 1-organ. With a few minutes of preparation, they may spend 1-organ to: Your contacts stand ready to support your war against evil. When you roll a 7+ on ReinIronments, you may pick one extra option. While at your safe camps, any explorer can archive a spell (learned via Drink Deep) and receive a Relic in return. At any later point anyone can spend a Relic to learn a spell from the archive. Choose two spells to have in your archive already: When your explorer confronts the Regent, roll +Swords. On a 7-9 pick 1, on a 10+ pick 2: The strange by-products of the castle's intrusion into our reality retain their power, if you let them feed from you. When you would spend a relic, you may mark contamination to keep it in your bloodline's stocks. Your explorer has a skilled companion to back them up in the castle. Pick one when you make your explorer: You have effective means of long-distance communication. Your explorer and their allies can communicate with each other through great distances without having to Summon Aid. All your explorers bear the curse of the castle, starts with a Blood Move; when using it, you may choose to take 1 harm instead of marking contamination. Exactly once, when Darkness Falls, you may declare that you have a final solution. Negate the effects of Darkness Falling, but it will cost you a fragment of your souls. Your future characters start at Blood 1, as if you had left the castle without claiming the grail and with Blood 4+. When your explorer would inflict the killing blow on an Acolyte, they may stay their hand. If you do, roll +Chalices. On a 7-9 pick 1 they get enough control to tell you: They then retreat into the maze-like corridors of the castle. On a 10+ they gain enough control to change sides and work alongside you, though they cannot act directly against the Regent. When you warp space to move explorers between two safe camps, roll +Wands. On a hit, they make the journey successfully; on a 7-9, pick one: You have learned how to turn the castle's burgeoning power towards your own ends. Whenever the Regent's clock ticks down, gain a Relic. When you claim a Forward Base, you may spend 1 Relic to install hidden cameras that will warn you when the base is about to come under attack. When you roll 10+ on Resist Doom, your ritual lingers providing active opposition to the Regent. The next time their clock would tick down, it's stopped from doing so. Your bloodline's resources are devoted to the creation of new weapons to be used against darkness. Once a generation, you can gain one of these weapons for your struggle. When your scholars bring their most recent creation to your camp, roll +Coins. On a 7-9 pick one, on a 10+ pick two: When you use Rest and Relaxation, you may spend 1 Relic to pick an additional option from the list. When you Resist Doom, you add the following option to the list: You are vigilant protectors of the mundane. When an Acolyte ventures out to attack the mortal world, your explorer can spend 1 Travel the Labyrinth hold to immediately intervene and confront them. When you Resist Doom, your explorer can sacrifice some of their lifespan to channel greater power. You may substitute a minor wound for 1 relic, a major wound for 2 relics, or a deadly wound for 3 relics. When you have access to natural herbs and poultices, choose one more option from Rest and Relaxation, even on a miss. When you make an explorer, choose one: Your explorers can mark a second Minor Wound. When you send your bloodline members to blend in with the castle’s denizens, roll +Wands. On a 7-9 hold one, on a 10+ hold three. Spend the hold 1-for-1 to get them to: When you shower luxury on a party of explorers, you may roll +Coins to give them Rest & Relaxation. When you call on your reputation in a community that knows your legend, roll +Chalices on Reinforcements instead of +Coins. When you call for Reinforcements, add the following to the list: When you claim a Forward Base, you may mark contamination to reduce the Regent’s Clock by 1. You can tell what is wrong with the world by looking at the moon. At the beginning of a generation, the GM will tell you if there are any Acolytes that speed the world’s blight, what blight they bring, and on what ticks. You can communicate with trees and other flora. When you seek Shelter near a tree, you may treat it as a contact of your choice. When you Resist Doom by replacing occult resources and ceremonial paraphernalia with technological baubles and devices, roll +Swords instead of +Wands. There’s a particular fighting style passed down your bloodline through training, genetics, or mystical empowerment. Pick one: Human society may recoil from you, but that doesn’t mean you’re powerless. If you intimidate people into helping you or appeal to their baser urges, roll +Swords on Reinforcements instead of +Coins. So long as your camps maintain a constant vigil of prayer, they will not come under attack. When your explorer attempts to manifest this shield, roll +Sulphur. On a hit, radiant light prevents creatures of the castle from coming within a few metres of you. On a 7-9 pick two, on a 10+ pick one: When you sell your fortune-telling services while calling for Reinforcements, you always get 1 Relic in addition to any other choice. When an explorer on the verge of death is brought back to one of your camps, roll +Chalices. On a 7-9 the deadly wound is stepped down to a major wound; on a 10+ it's gone entirely. On a 6- their soul gutters out entirely, replaced by something dark: they'll die and become an undead Acolyte, unless 1 Relic is sacrificed to stop it. You can concentrate the castle's corruption in one part of an explorer's body. Actions using the body part have advantage, but the explorer marks an additional point every time they mark contamination. Amputating the node of corruption deals the explorer a major wound, and they lose a point of Blood and a Blood Gift. The removed body part counts as 1 relic. Your bloodline has a tenacity that lets them cheat death so long as they have something to fight for. All of your explorers start with +1 Armour. Whenever they take a blow for another explorer, they can refresh the Armour box When your explorer rolls a miss, hold 1. Spend that hold to gain advantage on a roll. Add the following option to Resist Doom: When they use this, the denizens become their loyal servants. When they fight alongside you, your attacks gain the cleave tag. When you send them to act independently of you, the GM will decide how well they do. When you take Harm, you can choose to have the denizens be destroyed instead. As your life fades, the spirit and the castle fight for your soul. Pick one: As you’re dying, name another explorer to lead the expedition. They gain all Captain Moves, even those you haven’t chosen. Your spirit's true, terrifying form guides your blows. Mark contamination to give an attack advantage and a tag of your choice. When you build an invention, you can mark contamination to store a spell in it. You don’t need to know the spell beforehand. When your spirit is away from you thanks to Astral Projection
(+1 to 3 abilities)",
+ "abilities": "abilities",
+ "Extra Magic Item": "Extra Magic Item",
+ "Ability Score Bonus": "Ability Score Bonus",
+ "Skills": "Skills",
+ "Power/Spell": "Power/Spell",
+ "Feat": "Feat"
+}
+
+
diff --git a/13th Age Glorantha/translations/hu.json b/13th Age Glorantha/translations/hu.json
new file mode 100644
index 0000000000..1bf16b91d5
--- /dev/null
+++ b/13th Age Glorantha/translations/hu.json
@@ -0,0 +1,95 @@
+{
+ "Name": "Name",
+ "Race": "Race",
+ "Class": "Class",
+ "Level": "Level",
+ "AbilityScores": "AbilityScores",
+ "STR": "STR",
+ "Strength": "Strength",
+ "CON": "CON",
+ "Constitution": "Constitution",
+ "DEX": "DEX",
+ "Dexterity": "Dexterity",
+ "INT": "INT",
+ "Intelligence": "Intelligence",
+ "WIS": "WIS",
+ "Wisdom": "Wisdom",
+ "CHA": "CHA",
+ "Charisma": "Charisma",
+ "Base": "Base",
+ "+Misc.": "+Misc.",
+ "+Item": "+Item",
+ "Mod": "Mod",
+ "Total": "Total",
+ "Basic Melee Attack": "Basic Melee Attack",
+ "Basic Ranged Attack": "Basic Ranged Attack",
+ "Defenses": "Defenses",
+ "Attack": "Attack",
+ "Damage": "Damage",
+ "Miss": "Miss",
+ "Ability": "Ability",
+ "Misc.": "Misc.",
+ "Weapon": "Weapon",
+ "Item": "Item",
+ "On Miss": "On Miss",
+ "AC": "AC",
+ "PD": "PD",
+ "MD": "MD",
+ "Basic melee": "Basic melee",
+ "Basic ranged": "Basic ranged",
+ "Situational Attack Modifier": "Situational Attack Modifier",
+ "Damage on hit": "Damage on hit",
+ "Damage on miss": "Damage on miss",
+ "Escalation die value": "Escalation die value",
+ "Attack result": "Attack result",
+ "Hit Points": "Hit Points",
+ "HP": "HP",
+ "Recoveries": "Recoveries",
+ "Recovery": "Recovery",
+ "Recovery Value": "Recovery Value",
+ "Current": "Current",
+ "Max.": "Max.",
+ "Rec. Die": "Rec. Die",
+ "Temp.": "Temp.",
+ "Initiative": "Initiative",
+ "One Unique Thing": "One Unique Thing",
+ "Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
+ "Class Features": "Class Features",
+ "Talents": "Talents",
+ "Powers & Spells": "Powers & Spells",
+ "Feats": "Feats",
+ "At-Will": "At-Will",
+ "Battle uses left": "Battle uses left",
+ "Daily uses left": "Daily uses left",
+ "Show Description": "Show Description",
+ "Show Macro": "Show Macro",
+ "Usage": "Usage",
+ "Type": "Type",
+ "Points": "Points",
+ "Icon Relationships": "Icon Relationships",
+ "Icon": "Icon",
+ "positive": "positive",
+ "conflicted": "conflicted",
+ "negative": "negative",
+ "Background": "Background",
+ "Backgrounds": "Backgrounds",
+ "Roll": "Roll",
+ "Attribute": "Attribute",
+ "Check": "Check",
+ "Description": "Description",
+ "Macro": "Macro",
+ "Magic Items": "Magic Items",
+ "Equipment": "Equipment",
+ "Coins": "Coins",
+ "Qty": "Qty",
+ "Incremental Advances": "Incremental Advances",
+ "4th / 7th / 10th Level": "4th / 7th / 10th Level
(+1 to 3 abilities)",
+ "abilities": "abilities",
+ "Extra Magic Item": "Extra Magic Item",
+ "Ability Score Bonus": "Ability Score Bonus",
+ "Skills": "Skills",
+ "Power/Spell": "Power/Spell",
+ "Feat": "Feat"
+}
+
+
diff --git a/13th_Age-neovatar/translations/ca.json b/13th_Age-neovatar/translations/ca.json
new file mode 100644
index 0000000000..1bf16b91d5
--- /dev/null
+++ b/13th_Age-neovatar/translations/ca.json
@@ -0,0 +1,95 @@
+{
+ "Name": "Name",
+ "Race": "Race",
+ "Class": "Class",
+ "Level": "Level",
+ "AbilityScores": "AbilityScores",
+ "STR": "STR",
+ "Strength": "Strength",
+ "CON": "CON",
+ "Constitution": "Constitution",
+ "DEX": "DEX",
+ "Dexterity": "Dexterity",
+ "INT": "INT",
+ "Intelligence": "Intelligence",
+ "WIS": "WIS",
+ "Wisdom": "Wisdom",
+ "CHA": "CHA",
+ "Charisma": "Charisma",
+ "Base": "Base",
+ "+Misc.": "+Misc.",
+ "+Item": "+Item",
+ "Mod": "Mod",
+ "Total": "Total",
+ "Basic Melee Attack": "Basic Melee Attack",
+ "Basic Ranged Attack": "Basic Ranged Attack",
+ "Defenses": "Defenses",
+ "Attack": "Attack",
+ "Damage": "Damage",
+ "Miss": "Miss",
+ "Ability": "Ability",
+ "Misc.": "Misc.",
+ "Weapon": "Weapon",
+ "Item": "Item",
+ "On Miss": "On Miss",
+ "AC": "AC",
+ "PD": "PD",
+ "MD": "MD",
+ "Basic melee": "Basic melee",
+ "Basic ranged": "Basic ranged",
+ "Situational Attack Modifier": "Situational Attack Modifier",
+ "Damage on hit": "Damage on hit",
+ "Damage on miss": "Damage on miss",
+ "Escalation die value": "Escalation die value",
+ "Attack result": "Attack result",
+ "Hit Points": "Hit Points",
+ "HP": "HP",
+ "Recoveries": "Recoveries",
+ "Recovery": "Recovery",
+ "Recovery Value": "Recovery Value",
+ "Current": "Current",
+ "Max.": "Max.",
+ "Rec. Die": "Rec. Die",
+ "Temp.": "Temp.",
+ "Initiative": "Initiative",
+ "One Unique Thing": "One Unique Thing",
+ "Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
+ "Class Features": "Class Features",
+ "Talents": "Talents",
+ "Powers & Spells": "Powers & Spells",
+ "Feats": "Feats",
+ "At-Will": "At-Will",
+ "Battle uses left": "Battle uses left",
+ "Daily uses left": "Daily uses left",
+ "Show Description": "Show Description",
+ "Show Macro": "Show Macro",
+ "Usage": "Usage",
+ "Type": "Type",
+ "Points": "Points",
+ "Icon Relationships": "Icon Relationships",
+ "Icon": "Icon",
+ "positive": "positive",
+ "conflicted": "conflicted",
+ "negative": "negative",
+ "Background": "Background",
+ "Backgrounds": "Backgrounds",
+ "Roll": "Roll",
+ "Attribute": "Attribute",
+ "Check": "Check",
+ "Description": "Description",
+ "Macro": "Macro",
+ "Magic Items": "Magic Items",
+ "Equipment": "Equipment",
+ "Coins": "Coins",
+ "Qty": "Qty",
+ "Incremental Advances": "Incremental Advances",
+ "4th / 7th / 10th Level": "4th / 7th / 10th Level
(+1 to 3 abilities)",
+ "abilities": "abilities",
+ "Extra Magic Item": "Extra Magic Item",
+ "Ability Score Bonus": "Ability Score Bonus",
+ "Skills": "Skills",
+ "Power/Spell": "Power/Spell",
+ "Feat": "Feat"
+}
+
+
diff --git a/13th_Age-neovatar/translations/hu.json b/13th_Age-neovatar/translations/hu.json
new file mode 100644
index 0000000000..1bf16b91d5
--- /dev/null
+++ b/13th_Age-neovatar/translations/hu.json
@@ -0,0 +1,95 @@
+{
+ "Name": "Name",
+ "Race": "Race",
+ "Class": "Class",
+ "Level": "Level",
+ "AbilityScores": "AbilityScores",
+ "STR": "STR",
+ "Strength": "Strength",
+ "CON": "CON",
+ "Constitution": "Constitution",
+ "DEX": "DEX",
+ "Dexterity": "Dexterity",
+ "INT": "INT",
+ "Intelligence": "Intelligence",
+ "WIS": "WIS",
+ "Wisdom": "Wisdom",
+ "CHA": "CHA",
+ "Charisma": "Charisma",
+ "Base": "Base",
+ "+Misc.": "+Misc.",
+ "+Item": "+Item",
+ "Mod": "Mod",
+ "Total": "Total",
+ "Basic Melee Attack": "Basic Melee Attack",
+ "Basic Ranged Attack": "Basic Ranged Attack",
+ "Defenses": "Defenses",
+ "Attack": "Attack",
+ "Damage": "Damage",
+ "Miss": "Miss",
+ "Ability": "Ability",
+ "Misc.": "Misc.",
+ "Weapon": "Weapon",
+ "Item": "Item",
+ "On Miss": "On Miss",
+ "AC": "AC",
+ "PD": "PD",
+ "MD": "MD",
+ "Basic melee": "Basic melee",
+ "Basic ranged": "Basic ranged",
+ "Situational Attack Modifier": "Situational Attack Modifier",
+ "Damage on hit": "Damage on hit",
+ "Damage on miss": "Damage on miss",
+ "Escalation die value": "Escalation die value",
+ "Attack result": "Attack result",
+ "Hit Points": "Hit Points",
+ "HP": "HP",
+ "Recoveries": "Recoveries",
+ "Recovery": "Recovery",
+ "Recovery Value": "Recovery Value",
+ "Current": "Current",
+ "Max.": "Max.",
+ "Rec. Die": "Rec. Die",
+ "Temp.": "Temp.",
+ "Initiative": "Initiative",
+ "One Unique Thing": "One Unique Thing",
+ "Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
+ "Class Features": "Class Features",
+ "Talents": "Talents",
+ "Powers & Spells": "Powers & Spells",
+ "Feats": "Feats",
+ "At-Will": "At-Will",
+ "Battle uses left": "Battle uses left",
+ "Daily uses left": "Daily uses left",
+ "Show Description": "Show Description",
+ "Show Macro": "Show Macro",
+ "Usage": "Usage",
+ "Type": "Type",
+ "Points": "Points",
+ "Icon Relationships": "Icon Relationships",
+ "Icon": "Icon",
+ "positive": "positive",
+ "conflicted": "conflicted",
+ "negative": "negative",
+ "Background": "Background",
+ "Backgrounds": "Backgrounds",
+ "Roll": "Roll",
+ "Attribute": "Attribute",
+ "Check": "Check",
+ "Description": "Description",
+ "Macro": "Macro",
+ "Magic Items": "Magic Items",
+ "Equipment": "Equipment",
+ "Coins": "Coins",
+ "Qty": "Qty",
+ "Incremental Advances": "Incremental Advances",
+ "4th / 7th / 10th Level": "4th / 7th / 10th Level
(+1 to 3 abilities)",
+ "abilities": "abilities",
+ "Extra Magic Item": "Extra Magic Item",
+ "Ability Score Bonus": "Ability Score Bonus",
+ "Skills": "Skills",
+ "Power/Spell": "Power/Spell",
+ "Feat": "Feat"
+}
+
+
diff --git a/5eShaped/translations/ca.json b/5eShaped/translations/ca.json
new file mode 100644
index 0000000000..eef086bffb
--- /dev/null
+++ b/5eShaped/translations/ca.json
@@ -0,0 +1,1024 @@
+{
+ "0": "0",
+ "10TH_LEVEL": "10th-level",
+ "10_DAYS": "10 days",
+ "10_MINUTES": "10 minutes",
+ "11TH_LEVEL": "11th-level",
+ "12TH_LEVEL": "12th-level",
+ "12_HOURS": "12 hours",
+ "13TH_LEVEL": "13th-level",
+ "14TH_LEVEL": "14th-level",
+ "15TH_LEVEL": "15th-level",
+ "16TH_LEVEL": "16th-level",
+ "17TH_LEVEL": "17th-level",
+ "18TH_LEVEL": "18th-level",
+ "19TH_LEVEL": "19th-level",
+ "1ST": "1st",
+ "1ST_LEVEL": "1st-level",
+ "1_ACTION": "1 action",
+ "1_BONUS_ACTION": "1 bonus action",
+ "1_HOUR": "1 hour",
+ "1_MINUTE": "1 minute",
+ "1_REACTION": "1 reaction",
+ "1_ROUND": "1 round",
+ "20TH_LEVEL": "20th-level",
+ "21ST_LEVEL": "21st-level",
+ "22ND_LEVEL": "22nd-level",
+ "23RD_LEVEL": "23rd-level",
+ "24TH_LEVEL": "24th-level",
+ "24_HOURS": "24 hours",
+ "25TH_LEVEL": "25th-level",
+ "26TH_LEVEL": "26th-level",
+ "27TH_LEVEL": "27th-level",
+ "28TH_LEVEL": "28th-level",
+ "29TH_LEVEL": "29th-level",
+ "2ND": "2nd",
+ "2ND_LEVEL": "2nd-level",
+ "30TH_LEVEL": "30th-level",
+ "30_DAYS": "30 days",
+ "3RD": "3rd",
+ "3RD_LEVEL": "3rd-level",
+ "4TH": "4th",
+ "4TH_LEVEL": "4th-level",
+ "5TH": "5th",
+ "5TH_LEVEL": "5th-level",
+ "6TH": "6th",
+ "6TH_LEVEL": "6th-level",
+ "7TH": "7th",
+ "7TH_LEVEL": "7th-level",
+ "7_DAYS": "7 days",
+ "8TH": "8th",
+ "8TH_LEVEL": "8th-level",
+ "8_HOURS": "8 hours",
+ "9TH": "9th",
+ "9TH_LEVEL": "9th-level",
+ "ABILITIES": "Abilities",
+ "ABILITY": "Ability",
+ "ABILITY_CHECK": "Ability check",
+ "ABILITY_CHECKS": "Ability checks",
+ "ABILITY_CHECKS_QUERY": "Ability checks query",
+ "ABILITY_CHECK_MODIFIER": "Ability check modifier",
+ "ABILITY_SCORE": "Ability score",
+ "ABILITY_SCORES": "Ability scores",
+ "ABJURATION": "Abjuration",
+ "AC": "AC",
+ "ACID": "acid",
+ "ACROBATICS": "Acrobatics",
+ "ACTION": "Action",
+ "ACTIONS": "Actions",
+ "AC_ARMORED": "Armored AC",
+ "AC_UNARMORED": "Unarmored AC",
+ "AC_UNARMORED_ABILITY": "Unarmored ability",
+ "ADD_COMMON_ITEMS": "Add common items",
+ "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS": "Add half proficiency to unproficient saving throws",
+ "ADVANTAGE": "Advantage",
+ "ADVANTAGE+": "Advantage+",
+ "ADVENTURING_GEAR": "Adventuring gear",
+ "AGE": "Age",
+ "ALIGNMENT": "Alignment",
+ "ALL": "All",
+ "AMMO": "Ammo",
+ "AMMO_AUTO_USE": "Automatically use ammo",
+ "AMMO_WEIGHT": "Ammo weight",
+ "AMPHIBIOUS": "Amphibious",
+ "AMULET": "Amulet",
+ "ANIMALHANDLING": "Animal Handling",
+ "API": "API",
+ "APPEARANCE": "Appearance",
+ "ARCANA": "Arcana",
+ "ARMOR": "Armor",
+ "ARMOR_CLASS": "Armor class",
+ "ARROWS": "Arrows",
+ "ARTIFICER": "Artificer (2017)",
+ "AS": "as",
+ "ATHLETICS": "Athletics",
+ "ATK": "Atk",
+ "ATTACHERS": "Attachers",
+ "ATTACK": "Attack",
+ "ATTACKS": "Attacks",
+ "ATTACK_MODIFIER": "Attack modifier",
+ "AT_WILL": "at will",
+ "AUTO": "Auto",
+ "AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS": "Automatically roll damage for saving throws",
+ "AUTOMATIC_HIGHER_LEVEL_QUERIES": "Automatic higher level queries",
+ "AUTO_REVERT_ADV": "Automatically revert (dis)advantage",
+ "AVERAGE_OF_ABILITIES": "Average of the highest 1 or 2 abilities",
+ "AVG": "avg",
+ "BACKGROUND": "Background",
+ "BACKSTORY": "Backstory",
+ "BARBARIAN": "Barbarian",
+ "BARD": "Bard",
+ "BASE_DC": "Base DC",
+ "BIG": "Big",
+ "BITE": "Bite",
+ "BLINDED": "Blinded",
+ "BLINDED_1": "A blinded creature can’t see and automatically fails any ability check that requires sight.",
+ "BLINDED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
+ "BLINDSIGHT": "Blindsight",
+ "BLIND_BEYOND": "blind beyond this radius",
+ "BLUDGEONING": "bludgeoning",
+ "BONDS": "Bonds",
+ "BONUS": "Bonus",
+ "BORDER": "Border",
+ "BONUSES": "Bonuses",
+ "BONUSES_AND_PENALTIES": "Bonuses & Penalties",
+ "BONUSES_AND_PENALTIES_TOOLTIP": "Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
+ "BRAWN": "Brawn",
+ "BREAK_TIES": "Break ties",
+ "BURROW": "Burrow",
+ "CANCEL": "Cancel",
+ "CANTRIP": "Cantrip",
+ "CANTRIPS": "Cantrips",
+ "CAN_HAVE": "Can have",
+ "CARRIED": "Carried",
+ "CARRYING_CAPACITY": "Carrying capacity",
+ "CARRYING_CAPACITY_1": "This is the weight that you can carry",
+ "CARRYING_PUSH_DRAG_LIFT": "Push, Drag, or Lift",
+ "CARRYING_PUSH_DRAG_LIFT_FEET": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.",
+ "CARRYING_PUSH_DRAG_LIFT_METERS": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 1.5 meters.",
+ "CASTERS_4TH": "4th level spellcasting",
+ "CASTERS_5TH": "5th level spellcasting",
+ "CASTERS_9TH": "9th level spellcasting",
+ "CASTING_TIME": "Casting Time",
+ "CHA": "Cha",
+ "CHALLENGE": "Challenge",
+ "CHARACTER": "Character",
+ "CHARACTER_NAME": "Character name",
+ "CHARACTER_NAME_ON_ROLL_TEMPLATES": "Character Name on all roll templates",
+ "CHARISMA": "Charisma",
+ "CHARISMA_SAVING_THROW": "Charisma saving throw",
+ "CHARMED": "Charmed",
+ "CHARMED_1": "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.",
+ "CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.",
+ "CHECK": "Check",
+ "CHECK_MODIFIER": "Check modifier",
+ "CHOOSE_WHEN_ROLLING": "Choose when rolling",
+ "CLASS": "Class",
+ "CLASS_AND_LEVEL": "Class & Level",
+ "CLASS_AND_LEVEL_PLACEHOLDER": "Turn on edit mode by clicking the pencil",
+ "CLASS_FEATURES": "Class features",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infuse Magic",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Magic Item Analysis",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Mechanical Servant",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Soul of Artifice",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Superior Attunement",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Tool Expertise",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Brutal Critical",
+ "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Danger Sense",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Fast Movement",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "Your speed increases by 10 feet while you aren’t wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Feral Instinct",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Indomitable Might",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Persistent Rage",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
+ "CLASS_FEATURE_BARBARIAN_RAGE": "Rage",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Relentless Rage",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT": "Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Unarmored Defense",
+ "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
+ "CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Bardic Inspiration",
+ "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT": "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.",
+ "CLASS_FEATURE_BARD_COUNTERCHARM": "Countercharm",
+ "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).",
+ "CLASS_FEATURE_BARD_EXPERTISE": "Expertise",
+ "CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES": "Jack of All Trades",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Magical Secrets",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
+ "CLASS_FEATURE_BARD_SONG_OF_REST": "Song of Rest",
+ "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION": "Superior Inspiration",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Channel Divinity",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Turn Undead (Channel Divinity)",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION": "Divine Intervention",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID": "Archdruid",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS": "Beast Spells",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
+ "CLASS_FEATURE_DRUID_DRUIDIC": "Druidic",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE": "Action Surge",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
+ "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "Fighting Style (Fighter)",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE": "Indomitable",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND": "Second Wind",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "On your turn, you can use a bonus action to regain hit points.",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deflect Missiles",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL": "Diamond Soul",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT": "Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY": "Empty Body",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EVASION": "Evasion",
+ "CLASS_FEATURE_MONK_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK": "Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Flurry of Blows",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
+ "CLASS_FEATURE_MONK_KI": "Ki",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Ki-Empowered Strikes",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
+ "CLASS_FEATURE_MONK_KI_TEXT": "Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS": "Martial Arts",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:\n•You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Patient Defense",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "You can spend 1 ki point to take the Dodge action as a bonus action on your turn.",
+ "CLASS_FEATURE_MONK_PERFECT_SELF": "Perfect Self",
+ "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purity of Body",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "Your mastery of the ki flowing through you makes you immune to disease and poison.",
+ "CLASS_FEATURE_MONK_SLOW_FALL": "Slow Fall",
+ "CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Step of the Wind",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND": "Stillness of Mind",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT": "You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE": "Stunning Strike",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY": "Timeless Body",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Tongue of the Sun and Moon",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT": "You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
+ "CLASS_FEATURE_MONK_UNARMORED_DEFENSE": "Unarmored Defense",
+ "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT": "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT": "Unarmored Movement",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT": "Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE": "Aura of Courage",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura of Protection",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT": "Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY": "Channel Divinity",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.",
+ "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH": "Cleansing Touch",
+ "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "You can use your action to end one spell on yourself or on one willing creature that you touch.",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Divine Health",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "The divine magic flowing through you makes you immune to disease.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Divine Sense",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE": "Divine Smite",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT": "When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK": "Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE": "Fighting Style (Paladin)",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE": "Improved Divine Smite",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT": "You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS": "Lay on Hands",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT": "Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY": "Favored Enemy",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Feral Senses",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Fighting Style (Ranger UA)",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT": "Fleet of Foot",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "You can use the Dash action as a bonus action on your turn.",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Foe Slayer",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Greater Favored Enemy",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Natural Explorer",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Primeval Awareness",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT": "Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_VANISH": "Vanish",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK": "Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY": "Favored Enemy",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES": "Feral Senses",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Fighting Style (Ranger)",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER": "Foe Slayer",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT": "You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT": "You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE": "Land’s Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT": "Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER": "Natural Explorer",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT": "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS": "Primeval Awareness",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT": "You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
+ "CLASS_FEATURE_RANGER_VANISH": "Vanish",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE": "Blindsense",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION": "Cunning Action",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE": "Elusive",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
+ "CLASS_FEATURE_ROGUE_EVASION": "Evasion",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE": "Expertise",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "Reliable Talent",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "Slippery Mind",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "Sneak Attack",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK": "Stroke of Luck",
+ "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT": "You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT": "Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT": "During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE": "Uncanny Dodge",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT": "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING": "Flexible Casting",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT": "Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC": "Metamagic",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL": "Careful Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT": "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL": "Distant Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT": "when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL": "Empowered Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT": "When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL": "Extended Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT": "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL": "Heightened Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT": "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL": "Quickened Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT": "When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL": "Subtle Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT": "When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT": "You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL": "Twinned Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT": "When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION": "Sorcerous Restoration",
+ "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT": "You regain 4 expended sorcery points whenever you finish a short rest.",
+ "CLASS_FEATURE_SORCERER_SORCERY_POINTS": "Sorcery Points",
+ "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT": "You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS": "Eldritch Invocations",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER": "Eldritch Master",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT": "You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.",
+ "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM": "Mystic Arcanum",
+ "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT": "Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.",
+ "CLASS_FEATURE_WARLOCK_PACT_BOON": "Pact Boon",
+ "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT": "Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY": "Arcane Recovery",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS": "Signature Spells",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT": "You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SPELL_MASTERY": "Spell Mastery",
+ "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT": "You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
+ "CLASS_LEVELS": "Class levels",
+ "CLERIC": "Cleric",
+ "CLIMB": "Climb",
+ "CLOSE": "Close",
+ "COINS": "Coins",
+ "COLD": "cold",
+ "COLOR": "Color",
+ "COMPONENTS": "Components",
+ "COMPONENTS_M": "M",
+ "COMPONENTS_S": "S",
+ "COMPONENTS_S_M": "S, M",
+ "COMPONENTS_V": "V",
+ "COMPONENTS_V_M": "V, M",
+ "COMPONENTS_V_S": "V, S",
+ "COMPONENTS_V_S_M": "V, S, M",
+ "CON": "Con",
+ "CONC": "Conc",
+ "CONCENTRATION": "Concentration",
+ "CONCENTRATION_UP_TO_10_MINUTES": "Concentration, up to 10 minutes",
+ "CONCENTRATION_UP_TO_12_HOURS": "Concentration, up to 12 hours",
+ "CONCENTRATION_UP_TO_1_HOUR": "Concentration, up to 1 hour",
+ "CONCENTRATION_UP_TO_1_MINUTE": "Concentration, up to 1 minute",
+ "CONCENTRATION_UP_TO_1_ROUND": "Concentration, up to 1 round",
+ "CONCENTRATION_UP_TO_24_HOURS": "Concentration, up to 24 hours",
+ "CONCENTRATION_UP_TO_2_HOURS": "Concentration, up to 2 hours",
+ "CONCENTRATION_UP_TO_6_ROUNDS": "Concentration, up to 6 rounds",
+ "CONCENTRATION_UP_TO_8_HOURS": "Concentration, up to 8 hours",
+ "CONDENSE": "Condense",
+ "CONDITIONS": "Conditions",
+ "CONDITION_IMMUNITIES": "Condition Immunities",
+ "CONJURATION": "Conjuration",
+ "CONSTITUTION": "Constitution",
+ "CONSTITUTION_SAVING_THROW": "Constitution saving throw",
+ "CONTENT": "Content",
+ "CONTRACT": "Contract",
+ "COPPER": "Copper",
+ "CORE": "Core",
+ "COST": "Cost",
+ "COSTS_2_ACTIONS": "Costs 2 Actions",
+ "COSTS_3_ACTIONS": "Costs 3 Actions",
+ "CP": "CP",
+ "CREATE_CLASS_FEATURES": "Create class features",
+ "CRIT": "Crit",
+ "CRITICAL_DAMAGE": "Critical damage",
+ "CRITICAL_DAMAGE_IS_MAXIMIZED": "Critical damage is maximized",
+ "CRIT_ATTACHER_TOOLTIP": "Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.",
+ "CRIT_RANGE": "Crit range",
+ "CURRENCY": "Currency",
+ "CURRENT": "Current",
+ "CUSTOM": "Custom",
+ "CUSTOM_CLASSES": "Custom classes",
+ "CUSTOM_CLASS_NAME": "Custom class name",
+ "DAMAGE": "Damage",
+ "DAMAGE_IMMUNITIES": "Damage Immunities",
+ "DAMAGE_MODIFIER": "Damage modifier",
+ "DAMAGE_RESISTANCES": "Damage Resistances",
+ "DAMAGE_VULNERABILITIES": "Damage Vulnerabilities",
+ "DARKVISION": "Darkvision",
+ "DC": "DC",
+ "DEAFENED": "Deafened",
+ "DEAFENED_1": "A deafened creature can’t hear and automatically fails any ability check that requires hearing.",
+ "DEATH": "Death",
+ "DEATH_SAVES": "Death saves",
+ "DEATH_SAVING_THROW": "Death saving throw",
+ "DEATH_SAVING_THROWS": "Death saving throws",
+ "DEATH_SAVING_THROW_CHANCES": "Death saving throw chances",
+ "DECEPTION": "Deception",
+ "DEX": "Dex",
+ "DEXTERITY": "Dexterity",
+ "DEXTERITY_SAVING_THROW": "Dexterity saving throw",
+ "DEX_MAX_X": "Dex (max X)",
+ "DICE": "Dice",
+ "DICE_MODIFIERS": "Dice modifiers",
+ "DICE_SYSTEM": "Dice system",
+ "DIE": "Die",
+ "DISADVANTAGE": "Disadvantage",
+ "DISADVANTAGE-": "Disadvantage-",
+ "DISPLAY": "Display",
+ "DISPLAY_AUDITORY": "Auditory",
+ "DISPLAY_AUDITORY_MATERIAL": "Auditory, Material",
+ "DISPLAY_AUDITORY_MENTAL": "Auditory, Mental",
+ "DISPLAY_AUDITORY_MENTAL_OLFACTORY": "Auditory, Mental, Olfactory",
+ "DISPLAY_AUDITORY_MENTAL_VISUAL": "Auditory, Mental, Visual",
+ "DISPLAY_AUDITORY_OLFACTORY": "Auditory, Olfactory",
+ "DISPLAY_AUDITORY_OLFACTORY_MATERIAL": "Auditory, Olfactory, Material",
+ "DISPLAY_AUDITORY_VISUAL": "Auditory, Visual",
+ "DISPLAY_AUDITORY_VISUAL_MATERIAL": "Auditory, Visual, Material",
+ "DISPLAY_MATERIAL": "Material",
+ "DISPLAY_MENTAL": "Mental",
+ "DISPLAY_MENTAL_MATERIAL": "Mental, Material",
+ "DISPLAY_MENTAL_OLFACTORY": "Mental, Olfactory",
+ "DISPLAY_MENTAL_OLFACTORY_VISUAL": "Mental, Olfactory, Visual",
+ "DISPLAY_MENTAL_VISUAL": "Mental, Visual",
+ "DISPLAY_OLFACTORY": "Olfactory",
+ "DISPLAY_OLFACTORY_MATERIAL": "Olfactory, Material",
+ "DISPLAY_OLFACTORY_VISUAL": "Olfactory, Visual",
+ "DISPLAY_TEXT": "Display text",
+ "DISPLAY_VISUAL": "Visual",
+ "DISPLAY_VISUAL_MATERIAL": "Visual, Material",
+ "DISTANCE": "Distance",
+ "DIVINATION": "Divination",
+ "DMG": "Dmg",
+ "DOCUMENTATION": "Documentation",
+ "DONT": "Don’t",
+ "DRAGON": "Dragon",
+ "DROP": "Drop",
+ "DRUID": "Druid",
+ "DURATION": "Duration",
+ "EFFECT": "Effect",
+ "ELECTRUM": "Electrum",
+ "EMOTE": "Emote",
+ "ENCHANTMENT": "Enchantment",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED_FEET": "Speed reduced by 10 feet",
+ "ENCUMBERED_HEAVILY": "Heavily Encumbered",
+ "ENCUMBERED_HEAVILY_2": "You have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.",
+ "ENCUMBERED_HEAVILY_FEET": "Speed reduced by 20 feet",
+ "ENCUMBERED_HEAVILY_METERS": "Speed reduced by 6 meters",
+ "ENCUMBERED_METERS": "Speed reduced by 3 meters",
+ "ENCUMBRANCE_MULTIPLIER": "Encumbrance multiplier",
+ "ENGINEERING": "Engineering",
+ "EP": "EP",
+ "EQUIPMENT": "Equipment",
+ "EVERY": "every",
+ "EVOCATION": "Evocation",
+ "EXHAUSTION": "Exhaustion",
+ "EXHAUSTION_LEVEL": "Exhaustion level",
+ "EXHAUSTION_LEVEL_1": "Disadvantage on ability checks",
+ "EXHAUSTION_LEVEL_2": "Speed halved",
+ "EXHAUSTION_LEVEL_3": "Disadvantage on attack rolls and saving throws",
+ "EXHAUSTION_LEVEL_4": "Hit point maximum halved",
+ "EXHAUSTION_LEVEL_5": "Speed reduced to 0",
+ "EXHAUSTION_LEVEL_6": "Death",
+ "EXPAND": "Expand",
+ "EXPERIENCE_POINTS": "Experience points",
+ "EXPERTISE": "Expertise",
+ "EXPERTISE_AS_ADVANTAGE": "Expertise as Advantage when importing",
+ "EXPLODE": "explode",
+ "EXTRAS": "Extras",
+ "EXTRA_ON_A_CRIT": "extra on a crit",
+ "EYES": "Eyes",
+ "FAILURES": "Failures",
+ "FEATS": "Feats",
+ "FEATURES": "Features",
+ "FEATURES_AND_TRAITS": "Features & Traits",
+ "FEET": "Feet",
+ "FEET_ABBREVIATION": "ft.",
+ "FIELD": "Field",
+ "FIGHTER": "Fighter",
+ "FILTERS": "Filters",
+ "FIN": "Fin",
+ "FINESSE": "Finesse",
+ "FIRE": "fire",
+ "FLAT_HEAL": "Flat heal",
+ "FLAWS": "Flaws",
+ "FLY": "Fly",
+ "FORCE": "force",
+ "FORT": "Fort",
+ "FORTITUDE": "Fortitude",
+ "FORTITUDE_SAVING_THROW": "Fortitude saving throw",
+ "FREEFORM": "Freeform",
+ "FREETEXT": "Freetext",
+ "FRIGHTENED": "Frightened",
+ "FRIGHTENED_1": "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.",
+ "FRIGHTENED_2": "The creature can’t willingly move closer to the source of its fear.",
+ "GARGANTUAN": "Gargantuan",
+ "GENDER": "Gender",
+ "GENERATE": "Generate",
+ "GENERATE_SKILLS": "Generate skills",
+ "GM": "GM",
+ "GOLD": "Gold",
+ "GP": "GP",
+ "GRAPPLED": "Grappled",
+ "GRAPPLED_1": "A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
+ "GRAPPLED_2": "The condition ends if the grappler is incapacitated (see the condition).",
+ "GRAPPLED_3": "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.",
+ "HAIR": "Hair",
+ "HALF": "Half",
+ "HALFLING_LUCK": "Halfling Luck",
+ "HALF_DAMAGE": "half damage",
+ "HALF_ORC_SAVAGE_ATTACKS": "Half-Orc savage attacks",
+ "HALF_PROFICIENCY": "half proficiency",
+ "HEAL": "Heal",
+ "HEAL_FOR": "Heal for",
+ "HEAVY_ARMOR": "Heavy Armor",
+ "HEIGHT": "Height",
+ "HIDE": "Hide",
+ "HIDE_INFO": "Hide info",
+ "HIDE_INFO_ABILITY_CHECKS": "Hide ability checks",
+ "HIDE_INFO_ATTACK": "Hide attack",
+ "HIDE_INFO_CONTENT": "Hide content",
+ "HIDE_INFO_COST": "Hide cost",
+ "HIDE_INFO_DAMAGE": "Hide damage",
+ "HIDE_INFO_EFFECT": "Hide effect",
+ "HIDE_INFO_FREETEXT": "Hide freetext",
+ "HIDE_INFO_NOTE": "Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_RECHARGE": "Hide recharge",
+ "HIDE_INFO_SAVING_THROWS": "Hide saving throws",
+ "HIDE_INFO_SAVING_THROW_DC": "Hide saving throw DC",
+ "HIDE_INFO_SAVING_THROW_FAILURE": "Hide saving throw failure",
+ "HIDE_INFO_SAVING_THROW_SUCCESS": "Hide saving throw success",
+ "HIDE_INFO_TARGET_AC": "Hide target AC",
+ "HIGHER_LEVEL": "Higher level",
+ "HIGHER_LEVEL_FLAT_AMOUNT": "Higher level flat amount",
+ "HISTORY": "History",
+ "HIT": "Hit",
+ "HIT_DICE": "Hit dice",
+ "HIT_DICE_RECOVERED": "Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST": "Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST": "Hit dice recovered on a short rest",
+ "HIT_POINTS": "Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST": "Hit points recovered on a long rest",
+ "HIT_POINTS_ROLLED": "Hit points rolled",
+ "HIT_POINTS_TEMP": "Temp HP",
+ "HIT_POINTS_TEMPORARY": "Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY": "Hit point maximum reduced by",
+ "HON": "Hon",
+ "HONOR": "Honor",
+ "HONOR_SAVING_THROW": "Honor saving throw",
+ "HOUSERULES": "Houserules",
+ "HOVER": "Hover",
+ "HP": "HP",
+ "HUGE": "Huge",
+ "IDEALS": "Ideals",
+ "IF_THE_TARGET_IS": "If the target is",
+ "ILLUSION": "Illusion",
+ "IMPORT": "Import",
+ "INCAPACITATED": "Incapacitated",
+ "INCAPACITATED_1": "An incapacitated creature can’t take actions or reactions.",
+ "INFLUENCE": "Influence",
+ "INITIATIVE": "Initiative",
+ "INNATE_SPELLCASTING": "Innate Spellcasting",
+ "INNATE_SPELLCASTING_NO_MATERIAL": "requiring no material components",
+ "INNATE_SPELLCASTING_ONLY_VERBAL": "requiring only verbal components",
+ "INNATE_SPELLCASTING_TEXT_1": "The",
+ "INNATE_SPELLCASTING_TEXT_2": "’s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_3": "can innately cast the following spells,",
+ "INSIGHT": "Insight",
+ "INSPIRATION": "Inspiration",
+ "INSPIRATION_MULTIPLE": "Multiple inspiration",
+ "INSTANTANEOUS": "Instantaneous",
+ "INSTANTANEOUS_OR_1_HOUR": "Instantaneous or 1 hour",
+ "INT": "Int",
+ "INTELLIGENCE": "Intelligence",
+ "INTELLIGENCE_SAVING_THROW": "Intelligence saving throw",
+ "INTIMIDATION": "Intimidation",
+ "INVESTIGATION": "Investigation",
+ "INVISIBLE": "Invisible",
+ "INVISIBLE_1": "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.",
+ "INVISIBLE_2": "Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.",
+ "JACK_OF_ALL_TRADES": "Jack of all trades",
+ "KI": "Ki",
+ "KILOGRAMS": "Kilograms",
+ "KILOGRAMS_SHORT": "kg",
+ "KNOWN": "Known",
+ "LAIR_ACTIONS": "Lair Actions",
+ "LANGUAGES": "Languages",
+ "LARGE": "Large",
+ "LAWFUL_EVIL": "lawful evil",
+ "LEATHER": "Leather",
+ "LEGACY": "Legacy",
+ "LEGACY_TOOLTIP": "This cannot be used with all sheet features",
+ "LEGENDARY_ACTIONS": "Legendary Actions",
+ "LEGENDARY_ACTIONS_TEXT_1": "The",
+ "LEGENDARY_ACTIONS_TEXT_2": "can take",
+ "LEGENDARY_ACTIONS_TEXT_3": "legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The",
+ "LEGENDARY_ACTIONS_TEXT_4": "regains spent legendary actions at the start of its turn.",
+ "LEVEL": "Level",
+ "LEVELS": "levels",
+ "LIGHTNING": "lightning",
+ "LIGHT_ARMOR": "Light Armor",
+ "LIMIT": "Limit",
+ "LONGER": "Longer",
+ "LONGSWORD": "Longsword",
+ "LONG_REST": "Long rest",
+ "LUC": "Luc",
+ "LUCK": "Luck",
+ "LUCK_SAVING_THROW": "Luck saving throw",
+ "MACROS": "Macros",
+ "MANA": "Mana",
+ "MANIPULATION": "Manipulation",
+ "MANUAL": "Manual",
+ "MAX": "Max",
+ "MEASUREMENT_SYSTEMS": "Measurement systems",
+ "MEDICINE": "Medicine",
+ "MEDIUM": "Medium",
+ "MEDIUM_ARMOR": "Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX": "Medium armor max dex",
+ "MELEE": "Melee",
+ "MELEE_OR_RANGED_WEAPON_ATTACK": "Melee or Ranged Weapon Attack",
+ "MELEE_SPELL_ATTACK": "Melee Spell Attack",
+ "MELEE_WEAPON": "Melee weapon",
+ "MELEE_WEAPON_ATTACK": "Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER": "Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER": "Melee weapon damage modifier",
+ "METERS": "Meters",
+ "METERS_ABBREVIATION": "m.",
+ "MISC": "Misc",
+ "MISCELLANEOUS": "Miscellaneous",
+ "MISCELLANEOUS_NOTES": "Miscellaneous notes",
+ "MOD": "mod",
+ "MODIFIER": "Modifier",
+ "MODIFIERS": "Modifiers",
+ "MONK": "Monk",
+ "MOVEMENT": "Movement",
+ "MULTIPLIER": "Multiplier",
+ "NAME": "Name",
+ "NATURE": "Nature",
+ "NECROMANCY": "Necromancy",
+ "NECROTIC": "necrotic",
+ "NO": "No",
+ "NORMAL": "Normal",
+ "NOTHING_RECHARGED": "Nothing recharged",
+ "NO_CONCENTRATION": "No concentration",
+ "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "No extra damage on a critical hit from the default damage",
+ "NPC": "NPC",
+ "OFFENSE": "Offense",
+ "ONE_CREATURE": "one creature",
+ "ONE_TARGET": "one target",
+ "OR": "or",
+ "OTHER": "Other",
+ "OTHER_ARMOR": "Other Armor",
+ "OTHER_DAMAGE": "Other damage",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES": "Other Proficiencies & Languages",
+ "OTHER_TYPE": "Other (AoE, Cone, Line)",
+ "OUTPUT": "Output",
+ "PALADIN": "Paladin",
+ "PARALYZED": "Paralyzed",
+ "PARALYZED_1": "A paralyzed creature is incapacitated (see the condition) and can’t move or speak.",
+ "PARALYZED_2": "The creature automatically fails Strength and Dexterity saving throws.",
+ "PARALYZED_3": "Attack rolls against the creature have advantage.",
+ "PARALYZED_4": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
+ "PASSIVE": "Passive",
+ "PASSIVE_ABILITY_CHECK": "Passive ability check",
+ "PASSIVE_SKILLS": "Passive skills",
+ "PC": "PC",
+ "PERCEPTION": "Perception",
+ "PERFORMANCE": "Performance",
+ "PERSONALITY_TRAITS": "Personality traits",
+ "PERSUASION": "Persuasion",
+ "PER_LEVEL": "per level",
+ "PER_USE": "per use",
+ "PETRIFIED": "Petrified",
+ "PETRIFIED_1": "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.",
+ "PETRIFIED_2": "The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
+ "PETRIFIED_3": "Attack rolls against the creature have advantage.",
+ "PETRIFIED_4": "The creature automatically fails Strength and Dexterity saving throws.",
+ "PETRIFIED_5": "The creature has resistance to all damage.",
+ "PETRIFIED_6": "The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.",
+ "PIERCING": "piercing",
+ "PLATINUM": "Platinum",
+ "PLUS": "plus",
+ "POINTS": "Points",
+ "POINTS_OF_ORIGIN": "Points of origin",
+ "POISON": "poison",
+ "POISONED": "Poisoned",
+ "POISONED_1": "A poisoned creature has disadvantage on attack rolls and ability checks.",
+ "POTION": "Potion",
+ "POTION_OF_HEALING": "Potion of Healing",
+ "POUNDS": "Pounds",
+ "POUNDS_SHORT": "lb",
+ "PP": "PP",
+ "PREPARED": "Prepared",
+ "PREPARED_MATTERS": "Prepared matters",
+ "PROCESSING_CLOSE_MESSAGE": "If this does not close after a few seconds (max 15 seconds for complex cases) then an error has occurred. In that case please open an issue on the issue tracker detailing the steps to reproduce (ideally showing the error in the browser's console).",
+ "PROCESSING_MESSAGE": "While the sheet is processing do not close the sheet.",
+ "PROCESSING_TITLE": "Processing",
+ "PROF": "Prof",
+ "PROFICIENCIES": "Proficiencies",
+ "PROFICIENCY_BONUS": "Proficiency Bonus",
+ "PROFICIENCY_DICE": "Proficiency dice",
+ "PROFICIENT": "Proficient",
+ "PROFICIENT_ARMOR_WEIGHS": "Armor that you are proficient in weighs",
+ "PRONE": "Prone",
+ "PRONE_1": "A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.",
+ "PRONE_2": "The creature has disadvantage on attack rolls.",
+ "PRONE_3": "An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.",
+ "PSI": "Psi",
+ "PSION": "Psion",
+ "PSIONICS": "Psionics",
+ "PSIONICS_4TH": "4th level psionics",
+ "PSIONICS_5TH": "5th level psionics",
+ "PSIONICS_9TH": "9th level psionics",
+ "PSI_LIMIT": "Psi Limit",
+ "PSI_POINTS": "Psi Points",
+ "PSYCHIC": "psychic",
+ "PUBLIC_FOR_ALL": "Public for all to see",
+ "QUERY": "Query",
+ "QUERY_ADVANTAGE_DEFAULT": "Query (Advantage default)",
+ "QUERY_DISADVANTAGE_DEFAULT": "Query (Disadvantage default)",
+ "QUICK": "Quick",
+ "RACE": "Race",
+ "RACIAL_FEATURE_POWERFUL_BUILD": "Powerful build",
+ "RACIAL_TRAITS": "Racial traits",
+ "RADIANT": "radiant",
+ "RANGE": "Range",
+ "RANGED": "Ranged",
+ "RANGED_SPELL_ATTACK": "Ranged Spell Attack",
+ "RANGED_WEAPON": "Ranged weapon",
+ "RANGED_WEAPON_ATTACK": "Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER": "Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER": "Ranged weapon damage modifier",
+ "RANGER": "Ranger",
+ "RANGERUA": "Ranger UA (2016)",
+ "REACH": "Reach",
+ "REACTION": "Reaction",
+ "REACTIONS": "Reactions",
+ "RECHARGE": "Recharge",
+ "RECHARGED": "recharged",
+ "RECHARGE_2_6": "Recharge 2-6",
+ "RECHARGE_3_6": "Recharge 3-6",
+ "RECHARGE_4_6": "Recharge 4-6",
+ "RECHARGE_5_6": "Recharge 5-6",
+ "RECHARGE_6": "Recharge 6",
+ "RECHARGE_AFTER_LONG_REST": "Recharges after a Long Rest",
+ "RECHARGE_AFTER_SHORT_OR_LONG_REST": "Recharges after a Short or Long Rest",
+ "RECOVERED": "recovered",
+ "REDUCED_TO": "reduced to",
+ "REF": "Ref",
+ "REFLEX": "Reflex",
+ "REFLEX_SAVING_THROW": "Reflex saving throw",
+ "REGAIN": "Regain",
+ "REGIONAL_EFFECTS": "Regional Effects",
+ "RELIGION": "Religion",
+ "REMARKABLE_ATHLETE": "Remarkable Athlete",
+ "REPEAT": "Repeat",
+ "REPORT_AN_ISSUE": "Report an issue",
+ "REQUIRES_API": "This feature requires the API",
+ "RESET": "reset",
+ "RESISTANCES_AND_IMMUNITIES": "Resistances & Immunities",
+ "RESOURCES": "Resources",
+ "REST": "Rest",
+ "RESTRAINED": "Restrained",
+ "RESTRAINED_1": "A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
+ "RESTRAINED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
+ "RESTRAINED_3": "The creature has disadvantage on Dexterity saving throws.",
+ "RING": "Ring",
+ "RITUAL": "Ritual",
+ "ROGUE": "Rogue",
+ "ROLL": "Roll",
+ "ROLL_2": "Roll 2",
+ "ROLL_OPTIONS": "Roll options",
+ "ROLL_TEMPLATE": "Roll template",
+ "SAN": "San",
+ "SANITY": "Sanity",
+ "SANITY_SAVING_THROW": "Sanity saving throw",
+ "SAVE": "Save",
+ "SAVE_DC": "Save DC",
+ "SAVING_DC": "Saving DC",
+ "SAVING_THROW": "Saving throw",
+ "SAVING_THROWS": "Saving throws",
+ "SAVING_THROWS_BONUS": "Saving throws bonus",
+ "SAVING_THROWS_QUERY": "Saving throws query",
+ "SAVING_THROW_BONUS": "saving throw bonus",
+ "SAVING_THROW_DC": "Saving throw DC",
+ "SAVING_THROW_FAILURE": "Saving throw failure",
+ "SAVING_THROW_MODIFIER": "Saving throw modifier",
+ "SAVING_THROW_SUCCESS": "Saving throw success",
+ "SCORE": "Score",
+ "SECOND_DAMAGE": "Second damage",
+ "SELF": "Self",
+ "SENSES": "Senses",
+ "SHEET": "Sheet",
+ "SHEET_OUTPUT": "Sheet output",
+ "SHEET_SETTING": "Sheet setting",
+ "SHIELD": "Shield",
+ "SHORT_OR_LONG_REST": "Short or Long rest",
+ "SHORT_REST": "Short rest",
+ "SHOW_ALL": "Show all",
+ "SHOW_RESTS": "Show Rests",
+ "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED": "Show levels if all slots are used",
+ "SHOW_TARGET_AC_ON_ATTACKS": "Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS": "Target’s name on Attacks and Saves",
+ "SHOW_TOTALS": "Show totals",
+ "SHOW_UNPREPARED_SPELLS": "Show unprepared spells",
+ "SILVER": "Silver",
+ "SIZE": "Size",
+ "SKILL": "Skill",
+ "SKILLS": "Skills",
+ "SKILL_$0": "skill_$0",
+ "SKILL_$1": "skill_$1",
+ "SKILL_$10": "skill_$10",
+ "SKILL_$11": "skill_$11",
+ "SKILL_$12": "skill_$12",
+ "SKILL_$13": "skill_$13",
+ "SKILL_$14": "skill_$14",
+ "SKILL_$15": "skill_$15",
+ "SKILL_$16": "skill_$16",
+ "SKILL_$17": "skill_$17",
+ "SKILL_$18": "skill_$18",
+ "SKILL_$19": "skill_$19",
+ "SKILL_$2": "skill_$2",
+ "SKILL_$20": "skill_$20",
+ "SKILL_$21": "skill_$21",
+ "SKILL_$22": "skill_$22",
+ "SKILL_$23": "skill_$23",
+ "SKILL_$3": "skill_$3",
+ "SKILL_$4": "skill_$4",
+ "SKILL_$5": "skill_$5",
+ "SKILL_$6": "skill_$6",
+ "SKILL_$7": "skill_$7",
+ "SKILL_$8": "skill_$8",
+ "SKILL_$9": "skill_$9",
+ "SKILL_SHEET_SETTING": "– Sheet setting",
+ "SKIN": "Skin",
+ "SLASHING": "slashing",
+ "SLEIGHTOFHAND": "Sleight of Hand",
+ "SLOT": "Slot",
+ "SLOTS": "Slots",
+ "SMALL": "Small",
+ "SOCIETY": "Society",
+ "SORCERER": "Sorcerer",
+ "SORCERY": "Sorcery",
+ "SORCERY_POINTS": "Sorcery Points",
+ "SOULKNIFE": "Soulknife",
+ "SOURCE": "Source",
+ "SOURCE_TO_TARGET": "Source → Target",
+ "SP": "SP",
+ "SPECIAL": "Special",
+ "SPECIAL_EFFECTS": "Special effects",
+ "SPEED": "Speed",
+ "SPELL": "Spell",
+ "SPELLCASTING": "Spellcasting",
+ "SPELLCASTING_LEVEL": "Spellcasting level",
+ "SPELLCASTING_TEXT_1": "The",
+ "SPELLCASTING_TEXT_2": "is a",
+ "SPELLCASTING_TEXT_3": "spellcaster. Its spellcasting ability is",
+ "SPELLCASTING_TEXT_4": "has the following",
+ "SPELLCASTING_TEXT_5": "spells prepared",
+ "SPELLS": "Spells",
+ "SPELLS_ON_CORE": "Spells on the core page",
+ "SPELLS_TAB": "Spells tab",
+ "SPELL_ATTACK": "Spell attack",
+ "SPELL_ATTACK_MODIFIER": "Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER": "Spell damage modifier",
+ "SPELL_DC": "Spell DC",
+ "SPELL_DC_MODIFIER": "Spell DC modifier",
+ "SPELL_HEAL_MODIFIER": "Spell heal modifier",
+ "SPELL_LEVEL": "Spell level",
+ "SPELL_MUST_HAVE": "Spells must have",
+ "SPELL_POINTS": "Spell points",
+ "SPELL_POINTS_NAME": "Spell points name",
+ "SPELL_SAVE_DC": "spell save DC",
+ "SPELL_SAVING_THROW": "Spell saving throw",
+ "SPELL_SLOTS": "Spell slots",
+ "SPELL_SLOTS_TITLE": "Spell slots",
+ "SPELL_TO_HIT": "to hit with spell attacks",
+ "STATBLOCK": "Statblock",
+ "STEALTH": "Stealth",
+ "STR": "Str",
+ "STRENGTH": "Strength",
+ "STRENGTH_SAVING_THROW": "Strength saving throw",
+ "STR_13": "Str 13",
+ "STR_15": "Str 15",
+ "STUNNED": "Stunned",
+ "STUNNED_1": "A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.",
+ "STUNNED_2": "The creature automatically fails Strength and Dexterity saving throws.",
+ "STUNNED_3": "Attack rolls against the creature have advantage.",
+ "SUCCESSES": "Successes",
+ "SUMMONER": "Summoner",
+ "SURVIVAL": "Survival",
+ "SWIM": "Swim",
+ "TARGET": "Target",
+ "TARGET_TO_SOURCE": "Target → Source",
+ "TEMP": "Temp",
+ "TEXT_SIZE": "Text size",
+ "THROWN": "Thrown",
+ "THUNDER": "thunder",
+ "TINY": "Tiny",
+ "TOTAL": "Total",
+ "TO_HIT": "to hit",
+ "TO_TRACKER": "Send to Tracker",
+ "TRACKER": "Tracker",
+ "TRAITS": "Traits",
+ "TRANSMUTATION": "Transmutation",
+ "TREMORSENSE": "Tremorsense",
+ "TRUESIGHT": "Truesight",
+ "TURN": "Turn",
+ "TURN_OFF_FILTERING": "If you are unable to see spells turn off filters or change the level filter to show all levels.",
+ "TURN_RECHARGE": "Turn recharge",
+ "TYPE": "Type",
+ "UNARMORED": "Unarmored",
+ "UNCONSCIOUS": "Unconscious",
+ "UNCONSCIOUS_1": "An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
+ "UNCONSCIOUS_2": "The creature drops whatever it’s holding and falls prone.",
+ "UNCONSCIOUS_3": "The creature automatically fails Strength and Dexterity saving throws.",
+ "UNCONSCIOUS_4": "Attack rolls against the creature have advantage.",
+ "UNCONSCIOUS_5": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
+ "UNITS": "Units",
+ "UNPROFICIENT": "Unproficient",
+ "UNTIL_DISPELLED": "Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED": "Until dispelled or triggered",
+ "USES": "Uses",
+ "USE_CUSTOM_SAVING_THROWS": "Use custom saving throws",
+ "UTILITY": "Utility",
+ "VALUE": "Value",
+ "VERSATILE": "Versatile",
+ "VS": "vs",
+ "VS_FIEND_OR_UNDEAD": "vs undead or fiend",
+ "WARLOCK": "Warlock",
+ "WARLOCK_SLOTS": "Warlock slots",
+ "WARLOCK_SPELL_SLOTS": "Warlock spell slots",
+ "WEAPON": "Weapon",
+ "WEAPON_ATTACK_MODIFIER": "Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER": "Weapon damage modifier",
+ "WEIGHT": "Weight",
+ "WEIGHT_PER_COIN": "Weight per coin",
+ "WHISPERED_TO_GM": "Whispered to the GM",
+ "WHISPERED_TO_SELF": "Whispered to self",
+ "WILL": "Will",
+ "WILL_SAVING_THROW": "Will saving throw",
+ "WIS": "Wis",
+ "WISDOM": "Wisdom",
+ "WISDOM_SAVING_THROW": "Wisdom saving throw",
+ "WIZARD": "Wizard",
+ "WONDROUS": "Wondrous",
+ "YES": "Yes",
+ "—": "—"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/hu.json b/5eShaped/translations/hu.json
new file mode 100644
index 0000000000..eef086bffb
--- /dev/null
+++ b/5eShaped/translations/hu.json
@@ -0,0 +1,1024 @@
+{
+ "0": "0",
+ "10TH_LEVEL": "10th-level",
+ "10_DAYS": "10 days",
+ "10_MINUTES": "10 minutes",
+ "11TH_LEVEL": "11th-level",
+ "12TH_LEVEL": "12th-level",
+ "12_HOURS": "12 hours",
+ "13TH_LEVEL": "13th-level",
+ "14TH_LEVEL": "14th-level",
+ "15TH_LEVEL": "15th-level",
+ "16TH_LEVEL": "16th-level",
+ "17TH_LEVEL": "17th-level",
+ "18TH_LEVEL": "18th-level",
+ "19TH_LEVEL": "19th-level",
+ "1ST": "1st",
+ "1ST_LEVEL": "1st-level",
+ "1_ACTION": "1 action",
+ "1_BONUS_ACTION": "1 bonus action",
+ "1_HOUR": "1 hour",
+ "1_MINUTE": "1 minute",
+ "1_REACTION": "1 reaction",
+ "1_ROUND": "1 round",
+ "20TH_LEVEL": "20th-level",
+ "21ST_LEVEL": "21st-level",
+ "22ND_LEVEL": "22nd-level",
+ "23RD_LEVEL": "23rd-level",
+ "24TH_LEVEL": "24th-level",
+ "24_HOURS": "24 hours",
+ "25TH_LEVEL": "25th-level",
+ "26TH_LEVEL": "26th-level",
+ "27TH_LEVEL": "27th-level",
+ "28TH_LEVEL": "28th-level",
+ "29TH_LEVEL": "29th-level",
+ "2ND": "2nd",
+ "2ND_LEVEL": "2nd-level",
+ "30TH_LEVEL": "30th-level",
+ "30_DAYS": "30 days",
+ "3RD": "3rd",
+ "3RD_LEVEL": "3rd-level",
+ "4TH": "4th",
+ "4TH_LEVEL": "4th-level",
+ "5TH": "5th",
+ "5TH_LEVEL": "5th-level",
+ "6TH": "6th",
+ "6TH_LEVEL": "6th-level",
+ "7TH": "7th",
+ "7TH_LEVEL": "7th-level",
+ "7_DAYS": "7 days",
+ "8TH": "8th",
+ "8TH_LEVEL": "8th-level",
+ "8_HOURS": "8 hours",
+ "9TH": "9th",
+ "9TH_LEVEL": "9th-level",
+ "ABILITIES": "Abilities",
+ "ABILITY": "Ability",
+ "ABILITY_CHECK": "Ability check",
+ "ABILITY_CHECKS": "Ability checks",
+ "ABILITY_CHECKS_QUERY": "Ability checks query",
+ "ABILITY_CHECK_MODIFIER": "Ability check modifier",
+ "ABILITY_SCORE": "Ability score",
+ "ABILITY_SCORES": "Ability scores",
+ "ABJURATION": "Abjuration",
+ "AC": "AC",
+ "ACID": "acid",
+ "ACROBATICS": "Acrobatics",
+ "ACTION": "Action",
+ "ACTIONS": "Actions",
+ "AC_ARMORED": "Armored AC",
+ "AC_UNARMORED": "Unarmored AC",
+ "AC_UNARMORED_ABILITY": "Unarmored ability",
+ "ADD_COMMON_ITEMS": "Add common items",
+ "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS": "Add half proficiency to unproficient saving throws",
+ "ADVANTAGE": "Advantage",
+ "ADVANTAGE+": "Advantage+",
+ "ADVENTURING_GEAR": "Adventuring gear",
+ "AGE": "Age",
+ "ALIGNMENT": "Alignment",
+ "ALL": "All",
+ "AMMO": "Ammo",
+ "AMMO_AUTO_USE": "Automatically use ammo",
+ "AMMO_WEIGHT": "Ammo weight",
+ "AMPHIBIOUS": "Amphibious",
+ "AMULET": "Amulet",
+ "ANIMALHANDLING": "Animal Handling",
+ "API": "API",
+ "APPEARANCE": "Appearance",
+ "ARCANA": "Arcana",
+ "ARMOR": "Armor",
+ "ARMOR_CLASS": "Armor class",
+ "ARROWS": "Arrows",
+ "ARTIFICER": "Artificer (2017)",
+ "AS": "as",
+ "ATHLETICS": "Athletics",
+ "ATK": "Atk",
+ "ATTACHERS": "Attachers",
+ "ATTACK": "Attack",
+ "ATTACKS": "Attacks",
+ "ATTACK_MODIFIER": "Attack modifier",
+ "AT_WILL": "at will",
+ "AUTO": "Auto",
+ "AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS": "Automatically roll damage for saving throws",
+ "AUTOMATIC_HIGHER_LEVEL_QUERIES": "Automatic higher level queries",
+ "AUTO_REVERT_ADV": "Automatically revert (dis)advantage",
+ "AVERAGE_OF_ABILITIES": "Average of the highest 1 or 2 abilities",
+ "AVG": "avg",
+ "BACKGROUND": "Background",
+ "BACKSTORY": "Backstory",
+ "BARBARIAN": "Barbarian",
+ "BARD": "Bard",
+ "BASE_DC": "Base DC",
+ "BIG": "Big",
+ "BITE": "Bite",
+ "BLINDED": "Blinded",
+ "BLINDED_1": "A blinded creature can’t see and automatically fails any ability check that requires sight.",
+ "BLINDED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
+ "BLINDSIGHT": "Blindsight",
+ "BLIND_BEYOND": "blind beyond this radius",
+ "BLUDGEONING": "bludgeoning",
+ "BONDS": "Bonds",
+ "BONUS": "Bonus",
+ "BORDER": "Border",
+ "BONUSES": "Bonuses",
+ "BONUSES_AND_PENALTIES": "Bonuses & Penalties",
+ "BONUSES_AND_PENALTIES_TOOLTIP": "Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
+ "BRAWN": "Brawn",
+ "BREAK_TIES": "Break ties",
+ "BURROW": "Burrow",
+ "CANCEL": "Cancel",
+ "CANTRIP": "Cantrip",
+ "CANTRIPS": "Cantrips",
+ "CAN_HAVE": "Can have",
+ "CARRIED": "Carried",
+ "CARRYING_CAPACITY": "Carrying capacity",
+ "CARRYING_CAPACITY_1": "This is the weight that you can carry",
+ "CARRYING_PUSH_DRAG_LIFT": "Push, Drag, or Lift",
+ "CARRYING_PUSH_DRAG_LIFT_FEET": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.",
+ "CARRYING_PUSH_DRAG_LIFT_METERS": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 1.5 meters.",
+ "CASTERS_4TH": "4th level spellcasting",
+ "CASTERS_5TH": "5th level spellcasting",
+ "CASTERS_9TH": "9th level spellcasting",
+ "CASTING_TIME": "Casting Time",
+ "CHA": "Cha",
+ "CHALLENGE": "Challenge",
+ "CHARACTER": "Character",
+ "CHARACTER_NAME": "Character name",
+ "CHARACTER_NAME_ON_ROLL_TEMPLATES": "Character Name on all roll templates",
+ "CHARISMA": "Charisma",
+ "CHARISMA_SAVING_THROW": "Charisma saving throw",
+ "CHARMED": "Charmed",
+ "CHARMED_1": "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.",
+ "CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.",
+ "CHECK": "Check",
+ "CHECK_MODIFIER": "Check modifier",
+ "CHOOSE_WHEN_ROLLING": "Choose when rolling",
+ "CLASS": "Class",
+ "CLASS_AND_LEVEL": "Class & Level",
+ "CLASS_AND_LEVEL_PLACEHOLDER": "Turn on edit mode by clicking the pencil",
+ "CLASS_FEATURES": "Class features",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infuse Magic",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Magic Item Analysis",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Mechanical Servant",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Soul of Artifice",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Superior Attunement",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Tool Expertise",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Brutal Critical",
+ "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Danger Sense",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Fast Movement",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "Your speed increases by 10 feet while you aren’t wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Feral Instinct",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Indomitable Might",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Persistent Rage",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
+ "CLASS_FEATURE_BARBARIAN_RAGE": "Rage",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Relentless Rage",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT": "Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Unarmored Defense",
+ "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
+ "CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Bardic Inspiration",
+ "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT": "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.",
+ "CLASS_FEATURE_BARD_COUNTERCHARM": "Countercharm",
+ "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).",
+ "CLASS_FEATURE_BARD_EXPERTISE": "Expertise",
+ "CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES": "Jack of All Trades",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Magical Secrets",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
+ "CLASS_FEATURE_BARD_SONG_OF_REST": "Song of Rest",
+ "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION": "Superior Inspiration",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Channel Divinity",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Turn Undead (Channel Divinity)",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION": "Divine Intervention",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID": "Archdruid",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS": "Beast Spells",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
+ "CLASS_FEATURE_DRUID_DRUIDIC": "Druidic",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE": "Action Surge",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
+ "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "Fighting Style (Fighter)",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE": "Indomitable",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND": "Second Wind",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "On your turn, you can use a bonus action to regain hit points.",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deflect Missiles",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL": "Diamond Soul",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT": "Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY": "Empty Body",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EVASION": "Evasion",
+ "CLASS_FEATURE_MONK_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK": "Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Flurry of Blows",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
+ "CLASS_FEATURE_MONK_KI": "Ki",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Ki-Empowered Strikes",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
+ "CLASS_FEATURE_MONK_KI_TEXT": "Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS": "Martial Arts",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:\n•You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Patient Defense",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "You can spend 1 ki point to take the Dodge action as a bonus action on your turn.",
+ "CLASS_FEATURE_MONK_PERFECT_SELF": "Perfect Self",
+ "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purity of Body",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "Your mastery of the ki flowing through you makes you immune to disease and poison.",
+ "CLASS_FEATURE_MONK_SLOW_FALL": "Slow Fall",
+ "CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Step of the Wind",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND": "Stillness of Mind",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT": "You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE": "Stunning Strike",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY": "Timeless Body",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Tongue of the Sun and Moon",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT": "You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
+ "CLASS_FEATURE_MONK_UNARMORED_DEFENSE": "Unarmored Defense",
+ "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT": "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT": "Unarmored Movement",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT": "Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE": "Aura of Courage",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura of Protection",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT": "Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY": "Channel Divinity",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.",
+ "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH": "Cleansing Touch",
+ "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "You can use your action to end one spell on yourself or on one willing creature that you touch.",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Divine Health",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "The divine magic flowing through you makes you immune to disease.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Divine Sense",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE": "Divine Smite",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT": "When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK": "Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE": "Fighting Style (Paladin)",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE": "Improved Divine Smite",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT": "You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS": "Lay on Hands",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT": "Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY": "Favored Enemy",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Feral Senses",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Fighting Style (Ranger UA)",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT": "Fleet of Foot",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "You can use the Dash action as a bonus action on your turn.",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Foe Slayer",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Greater Favored Enemy",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Natural Explorer",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Primeval Awareness",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT": "Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_VANISH": "Vanish",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK": "Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY": "Favored Enemy",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES": "Feral Senses",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Fighting Style (Ranger)",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER": "Foe Slayer",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT": "You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT": "You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE": "Land’s Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT": "Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER": "Natural Explorer",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT": "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS": "Primeval Awareness",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT": "You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
+ "CLASS_FEATURE_RANGER_VANISH": "Vanish",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE": "Blindsense",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION": "Cunning Action",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE": "Elusive",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
+ "CLASS_FEATURE_ROGUE_EVASION": "Evasion",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE": "Expertise",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "Reliable Talent",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "Slippery Mind",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "Sneak Attack",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK": "Stroke of Luck",
+ "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT": "You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT": "Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT": "During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE": "Uncanny Dodge",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT": "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING": "Flexible Casting",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT": "Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC": "Metamagic",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL": "Careful Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT": "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL": "Distant Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT": "when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL": "Empowered Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT": "When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL": "Extended Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT": "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL": "Heightened Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT": "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL": "Quickened Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT": "When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL": "Subtle Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT": "When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT": "You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL": "Twinned Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT": "When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION": "Sorcerous Restoration",
+ "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT": "You regain 4 expended sorcery points whenever you finish a short rest.",
+ "CLASS_FEATURE_SORCERER_SORCERY_POINTS": "Sorcery Points",
+ "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT": "You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS": "Eldritch Invocations",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER": "Eldritch Master",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT": "You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.",
+ "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM": "Mystic Arcanum",
+ "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT": "Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.",
+ "CLASS_FEATURE_WARLOCK_PACT_BOON": "Pact Boon",
+ "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT": "Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY": "Arcane Recovery",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS": "Signature Spells",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT": "You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SPELL_MASTERY": "Spell Mastery",
+ "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT": "You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
+ "CLASS_LEVELS": "Class levels",
+ "CLERIC": "Cleric",
+ "CLIMB": "Climb",
+ "CLOSE": "Close",
+ "COINS": "Coins",
+ "COLD": "cold",
+ "COLOR": "Color",
+ "COMPONENTS": "Components",
+ "COMPONENTS_M": "M",
+ "COMPONENTS_S": "S",
+ "COMPONENTS_S_M": "S, M",
+ "COMPONENTS_V": "V",
+ "COMPONENTS_V_M": "V, M",
+ "COMPONENTS_V_S": "V, S",
+ "COMPONENTS_V_S_M": "V, S, M",
+ "CON": "Con",
+ "CONC": "Conc",
+ "CONCENTRATION": "Concentration",
+ "CONCENTRATION_UP_TO_10_MINUTES": "Concentration, up to 10 minutes",
+ "CONCENTRATION_UP_TO_12_HOURS": "Concentration, up to 12 hours",
+ "CONCENTRATION_UP_TO_1_HOUR": "Concentration, up to 1 hour",
+ "CONCENTRATION_UP_TO_1_MINUTE": "Concentration, up to 1 minute",
+ "CONCENTRATION_UP_TO_1_ROUND": "Concentration, up to 1 round",
+ "CONCENTRATION_UP_TO_24_HOURS": "Concentration, up to 24 hours",
+ "CONCENTRATION_UP_TO_2_HOURS": "Concentration, up to 2 hours",
+ "CONCENTRATION_UP_TO_6_ROUNDS": "Concentration, up to 6 rounds",
+ "CONCENTRATION_UP_TO_8_HOURS": "Concentration, up to 8 hours",
+ "CONDENSE": "Condense",
+ "CONDITIONS": "Conditions",
+ "CONDITION_IMMUNITIES": "Condition Immunities",
+ "CONJURATION": "Conjuration",
+ "CONSTITUTION": "Constitution",
+ "CONSTITUTION_SAVING_THROW": "Constitution saving throw",
+ "CONTENT": "Content",
+ "CONTRACT": "Contract",
+ "COPPER": "Copper",
+ "CORE": "Core",
+ "COST": "Cost",
+ "COSTS_2_ACTIONS": "Costs 2 Actions",
+ "COSTS_3_ACTIONS": "Costs 3 Actions",
+ "CP": "CP",
+ "CREATE_CLASS_FEATURES": "Create class features",
+ "CRIT": "Crit",
+ "CRITICAL_DAMAGE": "Critical damage",
+ "CRITICAL_DAMAGE_IS_MAXIMIZED": "Critical damage is maximized",
+ "CRIT_ATTACHER_TOOLTIP": "Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.",
+ "CRIT_RANGE": "Crit range",
+ "CURRENCY": "Currency",
+ "CURRENT": "Current",
+ "CUSTOM": "Custom",
+ "CUSTOM_CLASSES": "Custom classes",
+ "CUSTOM_CLASS_NAME": "Custom class name",
+ "DAMAGE": "Damage",
+ "DAMAGE_IMMUNITIES": "Damage Immunities",
+ "DAMAGE_MODIFIER": "Damage modifier",
+ "DAMAGE_RESISTANCES": "Damage Resistances",
+ "DAMAGE_VULNERABILITIES": "Damage Vulnerabilities",
+ "DARKVISION": "Darkvision",
+ "DC": "DC",
+ "DEAFENED": "Deafened",
+ "DEAFENED_1": "A deafened creature can’t hear and automatically fails any ability check that requires hearing.",
+ "DEATH": "Death",
+ "DEATH_SAVES": "Death saves",
+ "DEATH_SAVING_THROW": "Death saving throw",
+ "DEATH_SAVING_THROWS": "Death saving throws",
+ "DEATH_SAVING_THROW_CHANCES": "Death saving throw chances",
+ "DECEPTION": "Deception",
+ "DEX": "Dex",
+ "DEXTERITY": "Dexterity",
+ "DEXTERITY_SAVING_THROW": "Dexterity saving throw",
+ "DEX_MAX_X": "Dex (max X)",
+ "DICE": "Dice",
+ "DICE_MODIFIERS": "Dice modifiers",
+ "DICE_SYSTEM": "Dice system",
+ "DIE": "Die",
+ "DISADVANTAGE": "Disadvantage",
+ "DISADVANTAGE-": "Disadvantage-",
+ "DISPLAY": "Display",
+ "DISPLAY_AUDITORY": "Auditory",
+ "DISPLAY_AUDITORY_MATERIAL": "Auditory, Material",
+ "DISPLAY_AUDITORY_MENTAL": "Auditory, Mental",
+ "DISPLAY_AUDITORY_MENTAL_OLFACTORY": "Auditory, Mental, Olfactory",
+ "DISPLAY_AUDITORY_MENTAL_VISUAL": "Auditory, Mental, Visual",
+ "DISPLAY_AUDITORY_OLFACTORY": "Auditory, Olfactory",
+ "DISPLAY_AUDITORY_OLFACTORY_MATERIAL": "Auditory, Olfactory, Material",
+ "DISPLAY_AUDITORY_VISUAL": "Auditory, Visual",
+ "DISPLAY_AUDITORY_VISUAL_MATERIAL": "Auditory, Visual, Material",
+ "DISPLAY_MATERIAL": "Material",
+ "DISPLAY_MENTAL": "Mental",
+ "DISPLAY_MENTAL_MATERIAL": "Mental, Material",
+ "DISPLAY_MENTAL_OLFACTORY": "Mental, Olfactory",
+ "DISPLAY_MENTAL_OLFACTORY_VISUAL": "Mental, Olfactory, Visual",
+ "DISPLAY_MENTAL_VISUAL": "Mental, Visual",
+ "DISPLAY_OLFACTORY": "Olfactory",
+ "DISPLAY_OLFACTORY_MATERIAL": "Olfactory, Material",
+ "DISPLAY_OLFACTORY_VISUAL": "Olfactory, Visual",
+ "DISPLAY_TEXT": "Display text",
+ "DISPLAY_VISUAL": "Visual",
+ "DISPLAY_VISUAL_MATERIAL": "Visual, Material",
+ "DISTANCE": "Distance",
+ "DIVINATION": "Divination",
+ "DMG": "Dmg",
+ "DOCUMENTATION": "Documentation",
+ "DONT": "Don’t",
+ "DRAGON": "Dragon",
+ "DROP": "Drop",
+ "DRUID": "Druid",
+ "DURATION": "Duration",
+ "EFFECT": "Effect",
+ "ELECTRUM": "Electrum",
+ "EMOTE": "Emote",
+ "ENCHANTMENT": "Enchantment",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED_FEET": "Speed reduced by 10 feet",
+ "ENCUMBERED_HEAVILY": "Heavily Encumbered",
+ "ENCUMBERED_HEAVILY_2": "You have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.",
+ "ENCUMBERED_HEAVILY_FEET": "Speed reduced by 20 feet",
+ "ENCUMBERED_HEAVILY_METERS": "Speed reduced by 6 meters",
+ "ENCUMBERED_METERS": "Speed reduced by 3 meters",
+ "ENCUMBRANCE_MULTIPLIER": "Encumbrance multiplier",
+ "ENGINEERING": "Engineering",
+ "EP": "EP",
+ "EQUIPMENT": "Equipment",
+ "EVERY": "every",
+ "EVOCATION": "Evocation",
+ "EXHAUSTION": "Exhaustion",
+ "EXHAUSTION_LEVEL": "Exhaustion level",
+ "EXHAUSTION_LEVEL_1": "Disadvantage on ability checks",
+ "EXHAUSTION_LEVEL_2": "Speed halved",
+ "EXHAUSTION_LEVEL_3": "Disadvantage on attack rolls and saving throws",
+ "EXHAUSTION_LEVEL_4": "Hit point maximum halved",
+ "EXHAUSTION_LEVEL_5": "Speed reduced to 0",
+ "EXHAUSTION_LEVEL_6": "Death",
+ "EXPAND": "Expand",
+ "EXPERIENCE_POINTS": "Experience points",
+ "EXPERTISE": "Expertise",
+ "EXPERTISE_AS_ADVANTAGE": "Expertise as Advantage when importing",
+ "EXPLODE": "explode",
+ "EXTRAS": "Extras",
+ "EXTRA_ON_A_CRIT": "extra on a crit",
+ "EYES": "Eyes",
+ "FAILURES": "Failures",
+ "FEATS": "Feats",
+ "FEATURES": "Features",
+ "FEATURES_AND_TRAITS": "Features & Traits",
+ "FEET": "Feet",
+ "FEET_ABBREVIATION": "ft.",
+ "FIELD": "Field",
+ "FIGHTER": "Fighter",
+ "FILTERS": "Filters",
+ "FIN": "Fin",
+ "FINESSE": "Finesse",
+ "FIRE": "fire",
+ "FLAT_HEAL": "Flat heal",
+ "FLAWS": "Flaws",
+ "FLY": "Fly",
+ "FORCE": "force",
+ "FORT": "Fort",
+ "FORTITUDE": "Fortitude",
+ "FORTITUDE_SAVING_THROW": "Fortitude saving throw",
+ "FREEFORM": "Freeform",
+ "FREETEXT": "Freetext",
+ "FRIGHTENED": "Frightened",
+ "FRIGHTENED_1": "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.",
+ "FRIGHTENED_2": "The creature can’t willingly move closer to the source of its fear.",
+ "GARGANTUAN": "Gargantuan",
+ "GENDER": "Gender",
+ "GENERATE": "Generate",
+ "GENERATE_SKILLS": "Generate skills",
+ "GM": "GM",
+ "GOLD": "Gold",
+ "GP": "GP",
+ "GRAPPLED": "Grappled",
+ "GRAPPLED_1": "A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
+ "GRAPPLED_2": "The condition ends if the grappler is incapacitated (see the condition).",
+ "GRAPPLED_3": "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.",
+ "HAIR": "Hair",
+ "HALF": "Half",
+ "HALFLING_LUCK": "Halfling Luck",
+ "HALF_DAMAGE": "half damage",
+ "HALF_ORC_SAVAGE_ATTACKS": "Half-Orc savage attacks",
+ "HALF_PROFICIENCY": "half proficiency",
+ "HEAL": "Heal",
+ "HEAL_FOR": "Heal for",
+ "HEAVY_ARMOR": "Heavy Armor",
+ "HEIGHT": "Height",
+ "HIDE": "Hide",
+ "HIDE_INFO": "Hide info",
+ "HIDE_INFO_ABILITY_CHECKS": "Hide ability checks",
+ "HIDE_INFO_ATTACK": "Hide attack",
+ "HIDE_INFO_CONTENT": "Hide content",
+ "HIDE_INFO_COST": "Hide cost",
+ "HIDE_INFO_DAMAGE": "Hide damage",
+ "HIDE_INFO_EFFECT": "Hide effect",
+ "HIDE_INFO_FREETEXT": "Hide freetext",
+ "HIDE_INFO_NOTE": "Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_RECHARGE": "Hide recharge",
+ "HIDE_INFO_SAVING_THROWS": "Hide saving throws",
+ "HIDE_INFO_SAVING_THROW_DC": "Hide saving throw DC",
+ "HIDE_INFO_SAVING_THROW_FAILURE": "Hide saving throw failure",
+ "HIDE_INFO_SAVING_THROW_SUCCESS": "Hide saving throw success",
+ "HIDE_INFO_TARGET_AC": "Hide target AC",
+ "HIGHER_LEVEL": "Higher level",
+ "HIGHER_LEVEL_FLAT_AMOUNT": "Higher level flat amount",
+ "HISTORY": "History",
+ "HIT": "Hit",
+ "HIT_DICE": "Hit dice",
+ "HIT_DICE_RECOVERED": "Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST": "Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST": "Hit dice recovered on a short rest",
+ "HIT_POINTS": "Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST": "Hit points recovered on a long rest",
+ "HIT_POINTS_ROLLED": "Hit points rolled",
+ "HIT_POINTS_TEMP": "Temp HP",
+ "HIT_POINTS_TEMPORARY": "Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY": "Hit point maximum reduced by",
+ "HON": "Hon",
+ "HONOR": "Honor",
+ "HONOR_SAVING_THROW": "Honor saving throw",
+ "HOUSERULES": "Houserules",
+ "HOVER": "Hover",
+ "HP": "HP",
+ "HUGE": "Huge",
+ "IDEALS": "Ideals",
+ "IF_THE_TARGET_IS": "If the target is",
+ "ILLUSION": "Illusion",
+ "IMPORT": "Import",
+ "INCAPACITATED": "Incapacitated",
+ "INCAPACITATED_1": "An incapacitated creature can’t take actions or reactions.",
+ "INFLUENCE": "Influence",
+ "INITIATIVE": "Initiative",
+ "INNATE_SPELLCASTING": "Innate Spellcasting",
+ "INNATE_SPELLCASTING_NO_MATERIAL": "requiring no material components",
+ "INNATE_SPELLCASTING_ONLY_VERBAL": "requiring only verbal components",
+ "INNATE_SPELLCASTING_TEXT_1": "The",
+ "INNATE_SPELLCASTING_TEXT_2": "’s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_3": "can innately cast the following spells,",
+ "INSIGHT": "Insight",
+ "INSPIRATION": "Inspiration",
+ "INSPIRATION_MULTIPLE": "Multiple inspiration",
+ "INSTANTANEOUS": "Instantaneous",
+ "INSTANTANEOUS_OR_1_HOUR": "Instantaneous or 1 hour",
+ "INT": "Int",
+ "INTELLIGENCE": "Intelligence",
+ "INTELLIGENCE_SAVING_THROW": "Intelligence saving throw",
+ "INTIMIDATION": "Intimidation",
+ "INVESTIGATION": "Investigation",
+ "INVISIBLE": "Invisible",
+ "INVISIBLE_1": "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.",
+ "INVISIBLE_2": "Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.",
+ "JACK_OF_ALL_TRADES": "Jack of all trades",
+ "KI": "Ki",
+ "KILOGRAMS": "Kilograms",
+ "KILOGRAMS_SHORT": "kg",
+ "KNOWN": "Known",
+ "LAIR_ACTIONS": "Lair Actions",
+ "LANGUAGES": "Languages",
+ "LARGE": "Large",
+ "LAWFUL_EVIL": "lawful evil",
+ "LEATHER": "Leather",
+ "LEGACY": "Legacy",
+ "LEGACY_TOOLTIP": "This cannot be used with all sheet features",
+ "LEGENDARY_ACTIONS": "Legendary Actions",
+ "LEGENDARY_ACTIONS_TEXT_1": "The",
+ "LEGENDARY_ACTIONS_TEXT_2": "can take",
+ "LEGENDARY_ACTIONS_TEXT_3": "legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The",
+ "LEGENDARY_ACTIONS_TEXT_4": "regains spent legendary actions at the start of its turn.",
+ "LEVEL": "Level",
+ "LEVELS": "levels",
+ "LIGHTNING": "lightning",
+ "LIGHT_ARMOR": "Light Armor",
+ "LIMIT": "Limit",
+ "LONGER": "Longer",
+ "LONGSWORD": "Longsword",
+ "LONG_REST": "Long rest",
+ "LUC": "Luc",
+ "LUCK": "Luck",
+ "LUCK_SAVING_THROW": "Luck saving throw",
+ "MACROS": "Macros",
+ "MANA": "Mana",
+ "MANIPULATION": "Manipulation",
+ "MANUAL": "Manual",
+ "MAX": "Max",
+ "MEASUREMENT_SYSTEMS": "Measurement systems",
+ "MEDICINE": "Medicine",
+ "MEDIUM": "Medium",
+ "MEDIUM_ARMOR": "Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX": "Medium armor max dex",
+ "MELEE": "Melee",
+ "MELEE_OR_RANGED_WEAPON_ATTACK": "Melee or Ranged Weapon Attack",
+ "MELEE_SPELL_ATTACK": "Melee Spell Attack",
+ "MELEE_WEAPON": "Melee weapon",
+ "MELEE_WEAPON_ATTACK": "Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER": "Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER": "Melee weapon damage modifier",
+ "METERS": "Meters",
+ "METERS_ABBREVIATION": "m.",
+ "MISC": "Misc",
+ "MISCELLANEOUS": "Miscellaneous",
+ "MISCELLANEOUS_NOTES": "Miscellaneous notes",
+ "MOD": "mod",
+ "MODIFIER": "Modifier",
+ "MODIFIERS": "Modifiers",
+ "MONK": "Monk",
+ "MOVEMENT": "Movement",
+ "MULTIPLIER": "Multiplier",
+ "NAME": "Name",
+ "NATURE": "Nature",
+ "NECROMANCY": "Necromancy",
+ "NECROTIC": "necrotic",
+ "NO": "No",
+ "NORMAL": "Normal",
+ "NOTHING_RECHARGED": "Nothing recharged",
+ "NO_CONCENTRATION": "No concentration",
+ "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "No extra damage on a critical hit from the default damage",
+ "NPC": "NPC",
+ "OFFENSE": "Offense",
+ "ONE_CREATURE": "one creature",
+ "ONE_TARGET": "one target",
+ "OR": "or",
+ "OTHER": "Other",
+ "OTHER_ARMOR": "Other Armor",
+ "OTHER_DAMAGE": "Other damage",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES": "Other Proficiencies & Languages",
+ "OTHER_TYPE": "Other (AoE, Cone, Line)",
+ "OUTPUT": "Output",
+ "PALADIN": "Paladin",
+ "PARALYZED": "Paralyzed",
+ "PARALYZED_1": "A paralyzed creature is incapacitated (see the condition) and can’t move or speak.",
+ "PARALYZED_2": "The creature automatically fails Strength and Dexterity saving throws.",
+ "PARALYZED_3": "Attack rolls against the creature have advantage.",
+ "PARALYZED_4": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
+ "PASSIVE": "Passive",
+ "PASSIVE_ABILITY_CHECK": "Passive ability check",
+ "PASSIVE_SKILLS": "Passive skills",
+ "PC": "PC",
+ "PERCEPTION": "Perception",
+ "PERFORMANCE": "Performance",
+ "PERSONALITY_TRAITS": "Personality traits",
+ "PERSUASION": "Persuasion",
+ "PER_LEVEL": "per level",
+ "PER_USE": "per use",
+ "PETRIFIED": "Petrified",
+ "PETRIFIED_1": "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.",
+ "PETRIFIED_2": "The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
+ "PETRIFIED_3": "Attack rolls against the creature have advantage.",
+ "PETRIFIED_4": "The creature automatically fails Strength and Dexterity saving throws.",
+ "PETRIFIED_5": "The creature has resistance to all damage.",
+ "PETRIFIED_6": "The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.",
+ "PIERCING": "piercing",
+ "PLATINUM": "Platinum",
+ "PLUS": "plus",
+ "POINTS": "Points",
+ "POINTS_OF_ORIGIN": "Points of origin",
+ "POISON": "poison",
+ "POISONED": "Poisoned",
+ "POISONED_1": "A poisoned creature has disadvantage on attack rolls and ability checks.",
+ "POTION": "Potion",
+ "POTION_OF_HEALING": "Potion of Healing",
+ "POUNDS": "Pounds",
+ "POUNDS_SHORT": "lb",
+ "PP": "PP",
+ "PREPARED": "Prepared",
+ "PREPARED_MATTERS": "Prepared matters",
+ "PROCESSING_CLOSE_MESSAGE": "If this does not close after a few seconds (max 15 seconds for complex cases) then an error has occurred. In that case please open an issue on the issue tracker detailing the steps to reproduce (ideally showing the error in the browser's console).",
+ "PROCESSING_MESSAGE": "While the sheet is processing do not close the sheet.",
+ "PROCESSING_TITLE": "Processing",
+ "PROF": "Prof",
+ "PROFICIENCIES": "Proficiencies",
+ "PROFICIENCY_BONUS": "Proficiency Bonus",
+ "PROFICIENCY_DICE": "Proficiency dice",
+ "PROFICIENT": "Proficient",
+ "PROFICIENT_ARMOR_WEIGHS": "Armor that you are proficient in weighs",
+ "PRONE": "Prone",
+ "PRONE_1": "A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.",
+ "PRONE_2": "The creature has disadvantage on attack rolls.",
+ "PRONE_3": "An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.",
+ "PSI": "Psi",
+ "PSION": "Psion",
+ "PSIONICS": "Psionics",
+ "PSIONICS_4TH": "4th level psionics",
+ "PSIONICS_5TH": "5th level psionics",
+ "PSIONICS_9TH": "9th level psionics",
+ "PSI_LIMIT": "Psi Limit",
+ "PSI_POINTS": "Psi Points",
+ "PSYCHIC": "psychic",
+ "PUBLIC_FOR_ALL": "Public for all to see",
+ "QUERY": "Query",
+ "QUERY_ADVANTAGE_DEFAULT": "Query (Advantage default)",
+ "QUERY_DISADVANTAGE_DEFAULT": "Query (Disadvantage default)",
+ "QUICK": "Quick",
+ "RACE": "Race",
+ "RACIAL_FEATURE_POWERFUL_BUILD": "Powerful build",
+ "RACIAL_TRAITS": "Racial traits",
+ "RADIANT": "radiant",
+ "RANGE": "Range",
+ "RANGED": "Ranged",
+ "RANGED_SPELL_ATTACK": "Ranged Spell Attack",
+ "RANGED_WEAPON": "Ranged weapon",
+ "RANGED_WEAPON_ATTACK": "Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER": "Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER": "Ranged weapon damage modifier",
+ "RANGER": "Ranger",
+ "RANGERUA": "Ranger UA (2016)",
+ "REACH": "Reach",
+ "REACTION": "Reaction",
+ "REACTIONS": "Reactions",
+ "RECHARGE": "Recharge",
+ "RECHARGED": "recharged",
+ "RECHARGE_2_6": "Recharge 2-6",
+ "RECHARGE_3_6": "Recharge 3-6",
+ "RECHARGE_4_6": "Recharge 4-6",
+ "RECHARGE_5_6": "Recharge 5-6",
+ "RECHARGE_6": "Recharge 6",
+ "RECHARGE_AFTER_LONG_REST": "Recharges after a Long Rest",
+ "RECHARGE_AFTER_SHORT_OR_LONG_REST": "Recharges after a Short or Long Rest",
+ "RECOVERED": "recovered",
+ "REDUCED_TO": "reduced to",
+ "REF": "Ref",
+ "REFLEX": "Reflex",
+ "REFLEX_SAVING_THROW": "Reflex saving throw",
+ "REGAIN": "Regain",
+ "REGIONAL_EFFECTS": "Regional Effects",
+ "RELIGION": "Religion",
+ "REMARKABLE_ATHLETE": "Remarkable Athlete",
+ "REPEAT": "Repeat",
+ "REPORT_AN_ISSUE": "Report an issue",
+ "REQUIRES_API": "This feature requires the API",
+ "RESET": "reset",
+ "RESISTANCES_AND_IMMUNITIES": "Resistances & Immunities",
+ "RESOURCES": "Resources",
+ "REST": "Rest",
+ "RESTRAINED": "Restrained",
+ "RESTRAINED_1": "A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
+ "RESTRAINED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
+ "RESTRAINED_3": "The creature has disadvantage on Dexterity saving throws.",
+ "RING": "Ring",
+ "RITUAL": "Ritual",
+ "ROGUE": "Rogue",
+ "ROLL": "Roll",
+ "ROLL_2": "Roll 2",
+ "ROLL_OPTIONS": "Roll options",
+ "ROLL_TEMPLATE": "Roll template",
+ "SAN": "San",
+ "SANITY": "Sanity",
+ "SANITY_SAVING_THROW": "Sanity saving throw",
+ "SAVE": "Save",
+ "SAVE_DC": "Save DC",
+ "SAVING_DC": "Saving DC",
+ "SAVING_THROW": "Saving throw",
+ "SAVING_THROWS": "Saving throws",
+ "SAVING_THROWS_BONUS": "Saving throws bonus",
+ "SAVING_THROWS_QUERY": "Saving throws query",
+ "SAVING_THROW_BONUS": "saving throw bonus",
+ "SAVING_THROW_DC": "Saving throw DC",
+ "SAVING_THROW_FAILURE": "Saving throw failure",
+ "SAVING_THROW_MODIFIER": "Saving throw modifier",
+ "SAVING_THROW_SUCCESS": "Saving throw success",
+ "SCORE": "Score",
+ "SECOND_DAMAGE": "Second damage",
+ "SELF": "Self",
+ "SENSES": "Senses",
+ "SHEET": "Sheet",
+ "SHEET_OUTPUT": "Sheet output",
+ "SHEET_SETTING": "Sheet setting",
+ "SHIELD": "Shield",
+ "SHORT_OR_LONG_REST": "Short or Long rest",
+ "SHORT_REST": "Short rest",
+ "SHOW_ALL": "Show all",
+ "SHOW_RESTS": "Show Rests",
+ "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED": "Show levels if all slots are used",
+ "SHOW_TARGET_AC_ON_ATTACKS": "Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS": "Target’s name on Attacks and Saves",
+ "SHOW_TOTALS": "Show totals",
+ "SHOW_UNPREPARED_SPELLS": "Show unprepared spells",
+ "SILVER": "Silver",
+ "SIZE": "Size",
+ "SKILL": "Skill",
+ "SKILLS": "Skills",
+ "SKILL_$0": "skill_$0",
+ "SKILL_$1": "skill_$1",
+ "SKILL_$10": "skill_$10",
+ "SKILL_$11": "skill_$11",
+ "SKILL_$12": "skill_$12",
+ "SKILL_$13": "skill_$13",
+ "SKILL_$14": "skill_$14",
+ "SKILL_$15": "skill_$15",
+ "SKILL_$16": "skill_$16",
+ "SKILL_$17": "skill_$17",
+ "SKILL_$18": "skill_$18",
+ "SKILL_$19": "skill_$19",
+ "SKILL_$2": "skill_$2",
+ "SKILL_$20": "skill_$20",
+ "SKILL_$21": "skill_$21",
+ "SKILL_$22": "skill_$22",
+ "SKILL_$23": "skill_$23",
+ "SKILL_$3": "skill_$3",
+ "SKILL_$4": "skill_$4",
+ "SKILL_$5": "skill_$5",
+ "SKILL_$6": "skill_$6",
+ "SKILL_$7": "skill_$7",
+ "SKILL_$8": "skill_$8",
+ "SKILL_$9": "skill_$9",
+ "SKILL_SHEET_SETTING": "– Sheet setting",
+ "SKIN": "Skin",
+ "SLASHING": "slashing",
+ "SLEIGHTOFHAND": "Sleight of Hand",
+ "SLOT": "Slot",
+ "SLOTS": "Slots",
+ "SMALL": "Small",
+ "SOCIETY": "Society",
+ "SORCERER": "Sorcerer",
+ "SORCERY": "Sorcery",
+ "SORCERY_POINTS": "Sorcery Points",
+ "SOULKNIFE": "Soulknife",
+ "SOURCE": "Source",
+ "SOURCE_TO_TARGET": "Source → Target",
+ "SP": "SP",
+ "SPECIAL": "Special",
+ "SPECIAL_EFFECTS": "Special effects",
+ "SPEED": "Speed",
+ "SPELL": "Spell",
+ "SPELLCASTING": "Spellcasting",
+ "SPELLCASTING_LEVEL": "Spellcasting level",
+ "SPELLCASTING_TEXT_1": "The",
+ "SPELLCASTING_TEXT_2": "is a",
+ "SPELLCASTING_TEXT_3": "spellcaster. Its spellcasting ability is",
+ "SPELLCASTING_TEXT_4": "has the following",
+ "SPELLCASTING_TEXT_5": "spells prepared",
+ "SPELLS": "Spells",
+ "SPELLS_ON_CORE": "Spells on the core page",
+ "SPELLS_TAB": "Spells tab",
+ "SPELL_ATTACK": "Spell attack",
+ "SPELL_ATTACK_MODIFIER": "Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER": "Spell damage modifier",
+ "SPELL_DC": "Spell DC",
+ "SPELL_DC_MODIFIER": "Spell DC modifier",
+ "SPELL_HEAL_MODIFIER": "Spell heal modifier",
+ "SPELL_LEVEL": "Spell level",
+ "SPELL_MUST_HAVE": "Spells must have",
+ "SPELL_POINTS": "Spell points",
+ "SPELL_POINTS_NAME": "Spell points name",
+ "SPELL_SAVE_DC": "spell save DC",
+ "SPELL_SAVING_THROW": "Spell saving throw",
+ "SPELL_SLOTS": "Spell slots",
+ "SPELL_SLOTS_TITLE": "Spell slots",
+ "SPELL_TO_HIT": "to hit with spell attacks",
+ "STATBLOCK": "Statblock",
+ "STEALTH": "Stealth",
+ "STR": "Str",
+ "STRENGTH": "Strength",
+ "STRENGTH_SAVING_THROW": "Strength saving throw",
+ "STR_13": "Str 13",
+ "STR_15": "Str 15",
+ "STUNNED": "Stunned",
+ "STUNNED_1": "A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.",
+ "STUNNED_2": "The creature automatically fails Strength and Dexterity saving throws.",
+ "STUNNED_3": "Attack rolls against the creature have advantage.",
+ "SUCCESSES": "Successes",
+ "SUMMONER": "Summoner",
+ "SURVIVAL": "Survival",
+ "SWIM": "Swim",
+ "TARGET": "Target",
+ "TARGET_TO_SOURCE": "Target → Source",
+ "TEMP": "Temp",
+ "TEXT_SIZE": "Text size",
+ "THROWN": "Thrown",
+ "THUNDER": "thunder",
+ "TINY": "Tiny",
+ "TOTAL": "Total",
+ "TO_HIT": "to hit",
+ "TO_TRACKER": "Send to Tracker",
+ "TRACKER": "Tracker",
+ "TRAITS": "Traits",
+ "TRANSMUTATION": "Transmutation",
+ "TREMORSENSE": "Tremorsense",
+ "TRUESIGHT": "Truesight",
+ "TURN": "Turn",
+ "TURN_OFF_FILTERING": "If you are unable to see spells turn off filters or change the level filter to show all levels.",
+ "TURN_RECHARGE": "Turn recharge",
+ "TYPE": "Type",
+ "UNARMORED": "Unarmored",
+ "UNCONSCIOUS": "Unconscious",
+ "UNCONSCIOUS_1": "An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
+ "UNCONSCIOUS_2": "The creature drops whatever it’s holding and falls prone.",
+ "UNCONSCIOUS_3": "The creature automatically fails Strength and Dexterity saving throws.",
+ "UNCONSCIOUS_4": "Attack rolls against the creature have advantage.",
+ "UNCONSCIOUS_5": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
+ "UNITS": "Units",
+ "UNPROFICIENT": "Unproficient",
+ "UNTIL_DISPELLED": "Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED": "Until dispelled or triggered",
+ "USES": "Uses",
+ "USE_CUSTOM_SAVING_THROWS": "Use custom saving throws",
+ "UTILITY": "Utility",
+ "VALUE": "Value",
+ "VERSATILE": "Versatile",
+ "VS": "vs",
+ "VS_FIEND_OR_UNDEAD": "vs undead or fiend",
+ "WARLOCK": "Warlock",
+ "WARLOCK_SLOTS": "Warlock slots",
+ "WARLOCK_SPELL_SLOTS": "Warlock spell slots",
+ "WEAPON": "Weapon",
+ "WEAPON_ATTACK_MODIFIER": "Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER": "Weapon damage modifier",
+ "WEIGHT": "Weight",
+ "WEIGHT_PER_COIN": "Weight per coin",
+ "WHISPERED_TO_GM": "Whispered to the GM",
+ "WHISPERED_TO_SELF": "Whispered to self",
+ "WILL": "Will",
+ "WILL_SAVING_THROW": "Will saving throw",
+ "WIS": "Wis",
+ "WISDOM": "Wisdom",
+ "WISDOM_SAVING_THROW": "Wisdom saving throw",
+ "WIZARD": "Wizard",
+ "WONDROUS": "Wondrous",
+ "YES": "Yes",
+ "—": "—"
+}
\ No newline at end of file
diff --git a/7th Sea 2e/translations/ca.json b/7th Sea 2e/translations/ca.json
new file mode 100644
index 0000000000..3ea39a7002
--- /dev/null
+++ b/7th Sea 2e/translations/ca.json
@@ -0,0 +1,100 @@
+{
+ "name-u": "NAME",
+ "nation-u": "NATION",
+ "player-u": "PLAYER",
+ "religion-u": "RELIGION",
+ "wounds": "Wounds",
+ "dramatic-wounds": "Dramatic Wounds",
+ "traits-skills": "Traits and Skills",
+ "prime": "Prime",
+ "details": "Details",
+ "story": "Story",
+ "ship": "Ship",
+ "all": "All",
+ "traits": "Traits",
+ "brawn": "Brawn",
+ "finesse": "Finesse",
+ "resolve": "Resolve",
+ "wits": "Wits",
+ "panache": "Panache",
+ "advantages": "Advantages",
+ "show": "Show",
+ "dice": "Dice",
+ "normal": " Normal ",
+ "exploding": " Exploding ",
+ "reroll": "Reroll",
+ "plus-2-dice": "Plus 2 Dice",
+ "plus-3-dice": "Plus 3 Dice",
+ "plus-4-dice": "Plus 4 Dice",
+ "skills": "Skills",
+ "trait-u": "TRAIT",
+ "rank-u": "RANK",
+ "aim": "Aim",
+ "none": "None",
+ "athletics": "Athletics",
+ "brawl": "Brawl",
+ "convince": "Convince",
+ "empathy": "Empathy",
+ "hide": "Hide",
+ "intimidate": "Intimidate",
+ "notice": "Notice",
+ "perform": "Perform",
+ "ride": "Ride",
+ "sailing": "Sailing",
+ "scholarship": "Scholarship",
+ "tempt": "Tempt",
+ "theft": "Theft",
+ "warfare": "Warfare",
+ "weaponry": "Weaponry",
+ "backgrounds": "Backgrounds",
+ "background": "Background",
+ "arcana": "Arcana",
+ "virtue": "Virtue",
+ "hubris": "Hubris",
+ "reputation": "Reputation",
+ "reputation-rating": "Reputation Rating",
+ "cost": "Cost",
+ "wealth": "Wealth",
+ "profession": "Profession",
+ "sorcery": "Sorcery",
+ "rank": "Rank",
+ "dueling-style-bonus": "Dueling Style Bonus",
+ "dueling": "Dueling",
+ "secret-society": "Secret Society",
+ "society": "Society",
+ "favor": "Favor",
+ "languages": "Languages",
+ "corruption": "Corruption",
+ "connections": "Connections",
+ "contact-name": "Contact Name",
+ "relation": "Relation",
+ "country-city": "Country, City",
+ "stories": "Stories",
+ "steps": "Steps",
+ "reward": "Reward",
+ "ship-name-u": "SHIP'S NAME",
+ "class-u": "CLASS",
+ "captain-u": "CAPTAIN",
+ "origin-u": "ORIGIN",
+ "hits-u": "HITS",
+ "critical-hits-u": "CRITICAL HITS",
+ "ship-details": " Expanded Ship Details",
+ "class": "Class",
+ "crew": "Crew",
+ "cargo": "Cargo",
+ "guns": "Guns",
+ "treasury": "Treasury",
+ "special-features": "Special Features",
+ "feature": "Feature",
+ "adventures": "Adventures",
+ "adventure": "Adventure",
+ "position": "Position",
+ "name": "Name",
+ "lieutenant-first-mate": "Lieutenant/First Mate",
+ "master-of-sail": "Master of Sail",
+ "sail": "Sail",
+ "boatswan": "Boatswan",
+ "master-gunner": "Master Gunner",
+ "surgeon-doctor": "Surgeon/Doctor",
+ "out-of": "out of"
+}
diff --git a/7th Sea 2e/translations/hu.json b/7th Sea 2e/translations/hu.json
new file mode 100644
index 0000000000..3ea39a7002
--- /dev/null
+++ b/7th Sea 2e/translations/hu.json
@@ -0,0 +1,100 @@
+{
+ "name-u": "NAME",
+ "nation-u": "NATION",
+ "player-u": "PLAYER",
+ "religion-u": "RELIGION",
+ "wounds": "Wounds",
+ "dramatic-wounds": "Dramatic Wounds",
+ "traits-skills": "Traits and Skills",
+ "prime": "Prime",
+ "details": "Details",
+ "story": "Story",
+ "ship": "Ship",
+ "all": "All",
+ "traits": "Traits",
+ "brawn": "Brawn",
+ "finesse": "Finesse",
+ "resolve": "Resolve",
+ "wits": "Wits",
+ "panache": "Panache",
+ "advantages": "Advantages",
+ "show": "Show",
+ "dice": "Dice",
+ "normal": " Normal ",
+ "exploding": " Exploding ",
+ "reroll": "Reroll",
+ "plus-2-dice": "Plus 2 Dice",
+ "plus-3-dice": "Plus 3 Dice",
+ "plus-4-dice": "Plus 4 Dice",
+ "skills": "Skills",
+ "trait-u": "TRAIT",
+ "rank-u": "RANK",
+ "aim": "Aim",
+ "none": "None",
+ "athletics": "Athletics",
+ "brawl": "Brawl",
+ "convince": "Convince",
+ "empathy": "Empathy",
+ "hide": "Hide",
+ "intimidate": "Intimidate",
+ "notice": "Notice",
+ "perform": "Perform",
+ "ride": "Ride",
+ "sailing": "Sailing",
+ "scholarship": "Scholarship",
+ "tempt": "Tempt",
+ "theft": "Theft",
+ "warfare": "Warfare",
+ "weaponry": "Weaponry",
+ "backgrounds": "Backgrounds",
+ "background": "Background",
+ "arcana": "Arcana",
+ "virtue": "Virtue",
+ "hubris": "Hubris",
+ "reputation": "Reputation",
+ "reputation-rating": "Reputation Rating",
+ "cost": "Cost",
+ "wealth": "Wealth",
+ "profession": "Profession",
+ "sorcery": "Sorcery",
+ "rank": "Rank",
+ "dueling-style-bonus": "Dueling Style Bonus",
+ "dueling": "Dueling",
+ "secret-society": "Secret Society",
+ "society": "Society",
+ "favor": "Favor",
+ "languages": "Languages",
+ "corruption": "Corruption",
+ "connections": "Connections",
+ "contact-name": "Contact Name",
+ "relation": "Relation",
+ "country-city": "Country, City",
+ "stories": "Stories",
+ "steps": "Steps",
+ "reward": "Reward",
+ "ship-name-u": "SHIP'S NAME",
+ "class-u": "CLASS",
+ "captain-u": "CAPTAIN",
+ "origin-u": "ORIGIN",
+ "hits-u": "HITS",
+ "critical-hits-u": "CRITICAL HITS",
+ "ship-details": " Expanded Ship Details",
+ "class": "Class",
+ "crew": "Crew",
+ "cargo": "Cargo",
+ "guns": "Guns",
+ "treasury": "Treasury",
+ "special-features": "Special Features",
+ "feature": "Feature",
+ "adventures": "Adventures",
+ "adventure": "Adventure",
+ "position": "Position",
+ "name": "Name",
+ "lieutenant-first-mate": "Lieutenant/First Mate",
+ "master-of-sail": "Master of Sail",
+ "sail": "Sail",
+ "boatswan": "Boatswan",
+ "master-gunner": "Master Gunner",
+ "surgeon-doctor": "Surgeon/Doctor",
+ "out-of": "out of"
+}
diff --git a/7th Sea/translations/ca.json b/7th Sea/translations/ca.json
new file mode 100644
index 0000000000..81977ce400
--- /dev/null
+++ b/7th Sea/translations/ca.json
@@ -0,0 +1,72 @@
+{
+ "up_to_half_the_range": "Up to half the Range",
+ "past_half_the_range": "Past Half the Range",
+ "+roll": "+Roll",
+ "k": "k",
+ "weapon": "Weapon",
+ "knack_rating": "Knack Rating",
+ "name": "Name",
+ "player": "Player",
+ "nationality": "Nationality",
+ "memberships": "Memberships",
+ "experience": "Experience",
+ "profession": "Profession",
+ "skills": "Skills",
+ "mastery": "Mastery",
+ "basic": "Basic",
+ "combat": "Combat",
+ "equipment": "Equipment",
+ "notes": "Notes",
+ "old_skills": "Old Skills",
+ "character_information": "Character Information",
+ "traits": "Traits",
+ "brawn": "Brawn",
+ "finesse": "Finesse",
+ "wits": "Wits",
+ "resolve": "Resolve",
+ "panache": "Panache",
+ "background": "Background",
+ "advantages": "Advantages",
+ "reputation": "Reputation",
+ "sorcerous_heritages": "Sorcerous Heritages",
+ "trait": "Trait",
+ "knack_name": "Knack Name",
+ "rating": "Rating",
+ "cast!": "Cast!",
+ "en_garde": "En Garde!",
+ "static": "Static",
+ "crippled": "Crippled",
+ "on_guard": "On Guard",
+ "skilled": "Skilled",
+ "swordsman_schools": "Swordsman Schools",
+ "special_abilities": "Special Abilities",
+ "type": "Type",
+ "damage": "Damage",
+ "dice": "Dice",
+ "static_bonus": "Static Bonus",
+ "keep": "Keep",
+ "attack": "Attack",
+ "range": "Range",
+ "short": "Short",
+ "long": "Long",
+ "reload": "Reload",
+ "melee": "Melee",
+ "yes": "Yes",
+ "no": "No",
+ "defend!": "Defend!",
+ "active": "Active",
+ "passive": "Passive",
+ "wounds": "Wounds",
+ "dramatic_wounds": "Dramatic Wounds",
+ "flesh_wounds": "Flesh Wounds",
+ "roll": "Roll",
+ "knocked_out": "Knocked Out",
+ "defence_knacks": "Defence Knacks",
+ "first": "First",
+ "second": "Second",
+ "third": "Third",
+ "fourth": "Fourth",
+ "fifth": "Fifth",
+ "sixth": "Sixth",
+ "seventh": "Seventh"
+}
\ No newline at end of file
diff --git a/7th Sea/translations/hu.json b/7th Sea/translations/hu.json
new file mode 100644
index 0000000000..81977ce400
--- /dev/null
+++ b/7th Sea/translations/hu.json
@@ -0,0 +1,72 @@
+{
+ "up_to_half_the_range": "Up to half the Range",
+ "past_half_the_range": "Past Half the Range",
+ "+roll": "+Roll",
+ "k": "k",
+ "weapon": "Weapon",
+ "knack_rating": "Knack Rating",
+ "name": "Name",
+ "player": "Player",
+ "nationality": "Nationality",
+ "memberships": "Memberships",
+ "experience": "Experience",
+ "profession": "Profession",
+ "skills": "Skills",
+ "mastery": "Mastery",
+ "basic": "Basic",
+ "combat": "Combat",
+ "equipment": "Equipment",
+ "notes": "Notes",
+ "old_skills": "Old Skills",
+ "character_information": "Character Information",
+ "traits": "Traits",
+ "brawn": "Brawn",
+ "finesse": "Finesse",
+ "wits": "Wits",
+ "resolve": "Resolve",
+ "panache": "Panache",
+ "background": "Background",
+ "advantages": "Advantages",
+ "reputation": "Reputation",
+ "sorcerous_heritages": "Sorcerous Heritages",
+ "trait": "Trait",
+ "knack_name": "Knack Name",
+ "rating": "Rating",
+ "cast!": "Cast!",
+ "en_garde": "En Garde!",
+ "static": "Static",
+ "crippled": "Crippled",
+ "on_guard": "On Guard",
+ "skilled": "Skilled",
+ "swordsman_schools": "Swordsman Schools",
+ "special_abilities": "Special Abilities",
+ "type": "Type",
+ "damage": "Damage",
+ "dice": "Dice",
+ "static_bonus": "Static Bonus",
+ "keep": "Keep",
+ "attack": "Attack",
+ "range": "Range",
+ "short": "Short",
+ "long": "Long",
+ "reload": "Reload",
+ "melee": "Melee",
+ "yes": "Yes",
+ "no": "No",
+ "defend!": "Defend!",
+ "active": "Active",
+ "passive": "Passive",
+ "wounds": "Wounds",
+ "dramatic_wounds": "Dramatic Wounds",
+ "flesh_wounds": "Flesh Wounds",
+ "roll": "Roll",
+ "knocked_out": "Knocked Out",
+ "defence_knacks": "Defence Knacks",
+ "first": "First",
+ "second": "Second",
+ "third": "Third",
+ "fourth": "Fourth",
+ "fifth": "Fifth",
+ "sixth": "Sixth",
+ "seventh": "Seventh"
+}
\ No newline at end of file
diff --git a/A Fistful of Darkness/translations/ca.json b/A Fistful of Darkness/translations/ca.json
new file mode 100644
index 0000000000..87bf0b05b9
--- /dev/null
+++ b/A Fistful of Darkness/translations/ca.json
@@ -0,0 +1,914 @@
+{
+ "zero_mode": "◇",
+ "coin_mode": "⬘",
+ "hellstone_mode": "◆",
+ "faction_the_8th_cavalry": "The 8th Cavalry",
+ "faction_ironware_metal_goods": "Ironware & Metal Goods",
+ "faction_northern_rail_transport": "Northern Rail & Transport",
+ "faction_the_thunder_raven_tribe": "The Thunder Raven Tribe",
+ "faction_fells_wargo": "Fells & Wargo",
+ "faction_horizon_credit_union": "Horizon Credit Union",
+ "faction_good_health_association": "Good Health Association",
+ "faction_eastwest_rail": "East-West Rail",
+ "faction_diamond_trust": "Diamond Trust",
+ "faction_the_pony_express": "The Pony Express",
+ "faction_the_twins": "The Twins",
+ "faction_the_inquisition": "The Inquisition",
+ "faction_mr_wongs_family_business": "Mr. Wong’s Family Business",
+ "faction_the_house_of_roses": "The House of Roses",
+ "faction_fine_energy_enterprise": "Fine Energy Enterprise",
+ "faction_lord_dorian_lockwoodtate": "Lord Dorian Lockwood-Tate",
+ "faction_first_church_of_saint_michael": "First Church of Saint Michael",
+ "faction_rattlesnake_gang": "Rattlesnake Gang",
+ "faction_the_shadow_valley_gang": "The Shadow Valley Gang",
+ "faction_explorers_society": "Explorers Society",
+ "faction_the_mother_of_bones": "The Mother of Bones",
+ "faction_the_black_rider": "The Black Rider",
+ "faction_miners_union": "Miners’ Union",
+ "faction_southern_refugees": "Southern Refugees",
+ "faction_native_tribes_from_session_one": "Native Tribes from Session One",
+ "hellstone_scavengers": "Hellstone Scavengers",
+ "crew_hellstone_scavengers_xp_condition": "Acquired Hellstone or an artifact, executed a successful scavenge operation or kept trespassers at bay.",
+ "outlaw_posse": "Outlaw Posse",
+ "crew_outlaw_posse_xp_condition": "Execute a successful battle, robbery, thievery, murder or jailbreak.",
+ "bounty_hunters": "Bounty Hunters",
+ "crew_bounty_hunters_xp_condition": "Execute a successful bounty or treasure hunt.",
+ "tribe": "Tribe",
+ "crew_tribe_xp_condition": "Execute a successful hunt, raid, or a spiritual conquest.",
+ "modus": "Modus",
+ "equilibrium": "Equi-librium",
+ "crew_ability_veteran": "Veteran",
+ "crew_ability_veteran_description": "Choose a special ability from another Posse. May be chosen as often as you like, even as your first Special Ability.",
+ "crew_ability_veteran_revenant": "Veteran",
+ "crew_ability_veteran_revenant_description": "Choose appropriate special ability from another source.",
+ "crew_ability_patron": "Patron",
+ "crew_ability_patron_description": "When you advance your Tier, it costs half the Coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_bloundhounds": "Bloodhounds",
+ "crew_ability_bloundhounds_description": "Each PC may add +1 action rating to Command, Sling, or Hunt (up to a max rating of 3).",
+ "crew_ability_a_walking_rogues_gallery": "A Walking Rogues’ Gallery",
+ "crew_ability_a_walking_rogues_gallery_description": "When your Posse has the chance to mull it over you will recognize any outlaw / lawman you've seen either in person or in a likeness. You know if there is a bounty on their head and its value.",
+ "crew_ability_life_line": "Life Line",
+ "crew_ability_life_line_description": "You bring ‘em in alive. You may choose that your target is only incapacitated instead of dead. There’s always a little bit of life left in them.",
+ "crew_ability_an_eye_for_it": "An Eye For It",
+ "crew_ability_an_eye_for_it_description": "You may read artifacts or Hellstone weapons to find out what they do and how they are dangerous. With that you always get good details.",
+ "crew_ability_really_useful": "Really Useful",
+ "crew_ability_really_useful_description": "Sometimes friends are as good as territory. You may count up to three +3 Faction statuses you hold as if they are claims.",
+ "crew_ability_lucky_fellows": "Lucky Fellows",
+ "crew_ability_lucky_fellows_description": "When you roll Rider Events, roll twice and keep the one you want. When you reduce Doom on the Posse, take +1d.",
+ "crew_ability_heigh_ho": "Heigh-Ho",
+ "crew_ability_heigh_ho_description": "Each PC may add +1 action rating to Attune, Disable, or Prowl (up to a max rating of 3).",
+ "crew_ability_transporter": "Transporter",
+ "crew_ability_transporter_description": "When you execute a Travel Plan to start your run or Hellstone Scavenge, take +1d to the engagement roll.",
+ "crew_ability_dig_dug": "Dig Dug",
+ "crew_ability_dig_dug_description": "No way to rip you off. When you acquire mining equipment or explosives, you get +1 result level to your roll.",
+ "crew_ability_leverage": "Leverage",
+ "crew_ability_leverage_description": "Your Posse supplies 'found stuff' for other Factions. Your success is good for them. Whenever you gain rep, gain +1 rep. Which Factions? Who’s angry about this arrangement? Which quality rating of which location is affected by this arrangement?",
+ "crew_ability_got_used_to_the_strange_life": "Got Used to the Strange Life",
+ "crew_ability_got_used_to_the_strange_life_description": "You get +1d to resistance rolls against supernatural threats including Delving too Deep. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_undue_hellish_confidence": "Undue Hellish Confidence",
+ "crew_ability_undue_hellish_confidence_description": "No one can beat your Posse as long you have Hellstone around (at least it feels this way). Once per run you may regain 1 Grit if you make a Mutation Roll.",
+ "crew_ability_deadly_serious": "Deadly Serious",
+ "crew_ability_deadly_serious_description": "Each PC may add +1 action rating to Command, Sling, or Brawl (up to a max rating of 3).",
+ "crew_ability_blood_brothers": "Blood Brothers",
+ "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).",
+ "crew_ability_straightforward": "Straightforward",
+ "crew_ability_straightforward_description": "When you execute an assault plan, take +1d to the Engagement roll.",
+ "crew_ability_fiends": "Fiends",
+ "crew_ability_fiends_description": "Fear is as good as respect. You may count each active Rider as if it was a claim.",
+ "crew_ability_forged_in_the_fire": "Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_war_dogs": "War Dogs",
+ "crew_ability_war_dogs_description": "When you’re in a feud (-3 Faction status), your Posse does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_watchers": "Watchers",
+ "crew_ability_watchers_description": "Each PC may add +1 action rating to Attune, Hunt, or Survey (up to a max rating of 3).",
+ "crew_ability_into_the_burning_beyond": "Into the Burning Beyond",
+ "crew_ability_into_the_burning_beyond_description": "The spirits showed you the shifting paths into the Burning Beyond and back. You may attune to visit places of the Beyond if you respect the inhabitants and bring appropriate offerings. You don’t have to leave the way you came.",
+ "crew_ability_horseback_is_home": "Horseback is Home",
+ "crew_ability_horseback_is_home_description": "You get +1d while on horseback. You speak the language of horses. You may ask them to gather information with +1 effect. You lose 3 Grit when your horse dies.",
+ "crew_ability_one_with_the_land": "One with the Land",
+ "crew_ability_one_with_the_land_description": "You may command the spirits of the land or ask kindly for their help or advice. You may ignore one consequence if the spirits chose to provide cover. Or you may gain +1d if they chose to help you on your path.",
+ "crew_ability_one_with_the_people": "One with the People",
+ "crew_ability_one_with_the_people_description": "When you have a downtime in your people’s territory, your tribe has one additional downtime action and gains +1d to Acquire Asset. Describe how this can be.",
+ "crew_ability_stalkers_of_demons": "Stalkers of Demons",
+ "crew_ability_stalkers_of_demons_description": "You were taught to sense the weakness of demons using taboo magic. If you successfully attune to a demon the GM will tell you its weakness and how it may be destroyed. On a CRIT you may learn its true name. Which taboo must be broken?",
+ "crew_ability_theyre_with_us": "They're With Us",
+ "crew_ability_theyre_with_us_description": "You carry a symbol of your people / land; describe it and the grim bounding ritual. As long as you carry it, your Tribe gets +1d against Delving too Deep and +1d resistance against creatures from the Burning Beyond or other spirits as well as against dread or despair. If you lose the symbol or it is destroyed, all get 3 level harm 'disheartened'. May only be healed by restoring the symbol somehow.",
+ "crew_upgrade_bounty_rigging": "Bounty Rigging (2 free load for weapons or documents)",
+ "crew_upgrade_scavenger_rigging": "Scavenger Rigging (2 free load for tools or weapons)",
+ "crew_upgrade_outlaw_rigging": "Outlaw Rigging (2 free load for weapons or armor)",
+ "crew_upgrade_tribe_rigging": "Tribe Rigging (2 free load for weapons or implements)",
+ "crew_upgrade_elite_thugs": "Elite Thugs",
+ "crew_upgrade_elite_rooks": "Elite Rooks",
+ "crew_upgrade_elite_scouts": "Elite Scouts",
+ "crew_upgrade_elite_movers": "Elite Movers",
+ "crew_upgrade_fine_carriages": "Fine Carriages",
+ "crew_upgrade_mobile_hideout": "Mobile Hideout",
+ "crew_upgrade_get_out_of_jail_free_card": "'Get out of jail free' card",
+ "crew_upgrade_gateway_to_the_burning_beyond": "Gateway to the Burning Beyond",
+ "crew_upgrade_hardened": "Hardened (+1 Grit Box)",
+ "crew_upgrade_steady": "Steady (+1 Grit Box)",
+ "crew_upgrade_ruthless": "Ruthless (+1 Grit Box)",
+ "crew_hellstone_scavengers_contact_0": "Bill 'Scar' Morgan, a judge",
+ "crew_hellstone_scavengers_contact_1": "'Railroad' Gilliam, a marshal",
+ "crew_hellstone_scavengers_contact_2": "Sweet Dave, a piano player",
+ "crew_hellstone_scavengers_contact_3": "Grover McIntyre, hardware store owner ",
+ "crew_hellstone_scavengers_contact_4": "Ling Lee, a collector",
+ "crew_hellstone_scavengers_contact_5": "Old Man Bruford, gin mill owner",
+ "crew_outlaw_posse_contact_0": "Bill 'Scar' Morgan, a judge",
+ "crew_outlaw_posse_contact_1": "'the Cheat' Murray, an arms dealer",
+ "crew_outlaw_posse_contact_2": "'Silent' Bob, a blacksmith",
+ "crew_outlaw_posse_contact_3": "Moe, a saloon owner",
+ "crew_outlaw_posse_contact_4": "Sam Malone, a smuggler",
+ "crew_outlaw_posse_contact_5": "Old Man Bruford, gin mill owner",
+ "crew_bounty_hunters_contact_0": "Bill 'Scar' Morgan, a judge",
+ "crew_bounty_hunters_contact_1": "'Railroad' Gilliam, a marshal",
+ "crew_bounty_hunters_contact_2": "'Silent' Bob, a blacksmith",
+ "crew_bounty_hunters_contact_3": "Moe, a saloon owner",
+ "crew_bounty_hunters_contact_4": "Madam Zona, a fortune teller",
+ "crew_bounty_hunters_contact_5": "Xiang, an occultist",
+ "crew_tribe_contact_0": "'the Cheat' Murray, an arms dealer",
+ "crew_tribe_contact_1": "Hawk, a feral spirit",
+ "crew_tribe_contact_2": "Kills Many, the threshold",
+ "crew_tribe_contact_3": "Free Cloud Raining, medicine man",
+ "crew_tribe_contact_4": "Seeker, a guide",
+ "crew_tribe_contact_5": "'Coin' Slate, a merchant",
+ "scarred": "Scarred",
+ "corrupted": "Corrupted",
+ "visions": "Visions",
+ "gloryhound": "Gloryhound",
+ "voices": "Voices",
+ "cursed": "Cursed",
+ "numb": "Numb",
+ "hunted": "Hunted",
+ "shamed": "Shamed",
+ "carriage": "Carriage",
+ "upgrade_carriage_description": "You have a carriage, two horses to pull it, and a stable. A second upgrade improves the carriage with armor and four larger, swifter horses.",
+ "escape_tunnel": "Escape Tunnel",
+ "upgrade_escape_tunnel_description": "Your hideout has a hidden tunnel, its exit some distance away from your hideout. You may escape unseen if your hideout is under attack.",
+ "hellstone_storage": "Hellstone Storage",
+ "upgrade_hellstone_storage_description": "Your Storage and your Vault have proper Hellstone storage facilities. This does not give you extra capacities but makes the storing of Hellstone a safe proposition.",
+ "hidden": "Hidden",
+ "upgrade_hidden_description": "Your hideout has a secret location and is disguised to hide it from view. If your hideout is discovered, use two downtime activities and pay Coin equal to your Tier to relocate it and hide it once again.",
+ "documents": "Documents",
+ "upgrade_documents_description": "+1 quality for Documents.",
+ "gear": "Gear",
+ "upgrade_gear_description": "+1 quality for Gear.",
+ "implements": "Implements",
+ "upgrade_implements_description": "+1 quality for Implements.",
+ "supplies": "Supplies",
+ "upgrade_supplies_description": "+1 quality for Supplies.",
+ "weapons": "Weapons",
+ "upgrade_weapons_description": "+1 quality for Weapons.",
+ "tools": "Tools",
+ "upgrade_tools_description": "+1 quality for Tools.",
+ "hellstone": "Hellstone",
+ "upgrade_hellstone_description": "Fine Hellstone is Hellstone that has been treated properly (some say wisely) during mining, processing, and storage etc. So it doesn’t fall under the ’Exploited Hellstone’ rule and does not generate Doom when sold.",
+ "horses": "Horses",
+ "upgrade_horses_description": "+1 quality for horses.",
+ "quarters": "Quarters",
+ "upgrade_quarters_description": "Your hideout includes living quarters for the Posse. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.",
+ "rail_connection": "Rail Connection",
+ "upgrade_rail_connection_description": "Your hideout is accessible via a special rail track. If your hideout is also hidden this applies to your rail track as well.",
+ "secure": "Secure",
+ "upgrade_secure_description": "Your hideout has locks, alarms, and traps to thwart intruders. A second upgrade improves the defences to include arcane measures that work against spirits, ghosts and maybe undead. You might roll your Posse’s Tier if these measures are ever put to the test, to see how well they thwart an intruder.",
+ "vault": "Vault",
+ "upgrade_vault_description": "Your hideout has a secure vault, increasing your storage capacity for Coin or Hellstone to 8. A second upgrade increases your capacity to 16. Note that for safe storage of Hellstone you have to get the 'Hellstone Storage' upgrade as well. A separate part of your vault can be used as a holding cell.",
+ "workshop": "Workshop",
+ "upgrade_workshop_description": "Your hideout has a workshop appointed with tools for crafting, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your hideout.",
+ "contacts_title": "Contacts",
+ "the_fist": "The Fist",
+ "playbook_the_fist_description": "Like a cobra ready to strike",
+ "playbook_the_fist_xp_condition": "You addressed a challenge with force or physical expression.",
+ "playbook_the_fist_friend_0": "Jim-Bob Thornton, a rancher",
+ "playbook_the_fist_friend_1": "Jane, a saloon girl",
+ "playbook_the_fist_friend_2": "Octavius Slone, a doctor",
+ "playbook_the_fist_friend_3": "Master Lee",
+ "playbook_the_fist_friend_4": "Sergeant Meyers, Fort Hubert",
+ "playbook_item_fine_hand_weapon": "Fine Hand Weapon",
+ "playbook_item_fine_hand_weapon_description": "A personal weapon of high quality. A stone or metal tomahawk, a sable, a bayonet. A BIG knife. A brass knuckle with a name.",
+ "playbook_item_fine_heavy_weapon": "Fine Heavy Weapon",
+ "playbook_item_fine_heavy_weapon_description": "A finely crafted two-handed melee or ranged weapon of your choice. A rifle, a bow, a sable, a greatsword, a battleaxe, a heavy tomahawk.",
+ "playbook_item_scary_weapon_or_tool": "Scary Weapon or Tool",
+ "playbook_item_scary_weapon_or_tool_description": "A scary-looking hand weapon or tool. This item grants increased effect when you intimidate. Does not increase harm in combat.",
+ "playbook_item_picture_of_a_lost_love": "Picture of a Lost Love",
+ "playbook_item_picture_of_a_lost_love_description": "A link to the past. 'Lost' does not necessarily mean 'dead'.",
+ "playbook_item_bottle_of_whiskey": "Bottle of Whiskey",
+ "playbook_item_bottle_of_whiskey_description": "Liquid courage. A distillation to steel your nerves. Potent both in its alcohol and its ability to get someone to talk and give away a secret.",
+ "playbook_item_pack_of_bandages": "Pack of Bandages",
+ "playbook_item_pack_of_bandages_description": "Cloth strips to stop the bleeding. Maybe also useful to tie hands, gag or blindfold somebody.",
+ "the_shot": "The Shot",
+ "playbook_the_shot_description": "A deadly gunslinger & showman",
+ "playbook_the_shot_xp_condition": "You addressed a challenge with speed or flair.",
+ "playbook_the_shot_friend_0": "Arthur Fog, a fake native or showman",
+ "playbook_the_shot_friend_1": "Ralph 'Bad Egg' Horn, a gun smith",
+ "playbook_the_shot_friend_2": "Sam 'Lucky Eye' Freeman, a cowboy",
+ "playbook_the_shot_friend_3": "Black Hoof, a native chief or hunter",
+ "playbook_the_shot_friend_4": "The Great Lo Scalzo",
+ "playbook_item_fine_and_flashy_pair_of_pistols": "Fine & Flashy Pair of Pistols",
+ "playbook_item_fine_and_flashy_pair_of_pistols_description": "A finely crafted, decorated and distinctive pair of pistols. Potent both in hurting and impressing people. Maybe also useful to impress creatures that like shiny things.",
+ "playbook_item_fine_rifle": "Fine Rifle",
+ "playbook_item_fine_rifle_description": "A finely crafted two-handed repeating rifle (Henry or Winchester for example). Maybe a customization or custom-built for a specific purpose.",
+ "playbook_item_lightning_a_fine_horse": "'Lightning', a Fine Horse",
+ "playbook_item_lightning_a_fine_horse_description": "A reliable ally and mean of transportation. May provide Potency for quickness / endurance or when performing a spectacle.",
+ "playbook_item_special_ammunition": "Special Ammunition",
+ "playbook_item_special_ammunition_description": "Some bullets for a special purpose. Maybe useful against demons, ghosts, undead or spirits. Maybe useful in the Burning Beyond. Maybe useful for trick shots. Describe what makes them special and how they look like.",
+ "playbook_item_fine_disguise_kit": "Fine Disguise Kit",
+ "playbook_item_fine_disguise_kit_description": "A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect of your deceptive actions.",
+ "playbook_item_a_message_from_an_admirer": "A Message from an Admirer",
+ "playbook_item_a_message_from_an_admirer_description": "A text, symbol or object which states a message. Who's the admirer? What do they want? What did you promise? Is a third party able to understand the message, too?",
+ "the_law": "The Law",
+ "playbook_the_law_description": "A lawman & enforcer",
+ "playbook_the_law_xp_condition": "You addressed a challenge with authority or stamina.",
+ "playbook_the_law_friend_0": "Levi 'Ambush' Boyle, a ranger",
+ "playbook_the_law_friend_1": "Gladis 'Blood' Wells, a bounty hunter",
+ "playbook_the_law_friend_2": "Karl 'No Teeth' McCann, a killer",
+ "playbook_the_law_friend_3": "Carlos Vasquez, an outlaw boss",
+ "playbook_the_law_friend_4": "Hunter, a vengeful spirit",
+ "playbook_item_fine_pair_of_pistols": "Fine Pair of Pistols",
+ "playbook_item_fine_pair_of_pistols_description": "A matched pair of distinctive sixshooters, made for greater accuracy and impact. How do they stand out from the average handgun?",
+ "playbook_item_fine_shotgun": "Fine Shotgun",
+ "playbook_item_fine_shotgun_description": "A finely crafted shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Did you make personal modifications?",
+ "playbook_item_badge_of_authority": "Badge of Authority",
+ "playbook_item_badge_of_authority_description": "An outfit that appears to be of such fine make as to pass you off as an upper class or very rich member of the community.",
+ "playbook_item_fine_documents": "Fine Documents",
+ "playbook_item_fine_documents_description": "A set of documents, a mandate, an official order, a wanted poster, a warrant, a reference, a letter of recommendation.",
+ "playbook_item_manacle_and_chains": "Manacle & Chains",
+ "playbook_item_manacle_and_chains_description": "A set of heavy manacles and chain, suitable for restraining a prisoner. Multiple sets connect to form a chain-gang.",
+ "playbook_item_a_keepsake": "A Keepsake",
+ "playbook_item_a_keepsake_description": "An emotional/sentimental thing from the past. What is it you don't want to forget?",
+ "the_gamble": "The Gamble",
+ "playbook_the_gamble_description": "A subtle manipulator & sly trickster",
+ "playbook_the_gamble_xp_condition": "You addressed a challenge with deception or audacity.",
+ "playbook_the_gamble_friend_0": "Zane Cooper, a croupier",
+ "playbook_the_gamble_friend_1": "Mrs. Millie, a madam",
+ "playbook_the_gamble_friend_2": "'Dandy Jim' Buckley, a con artist",
+ "playbook_the_gamble_friend_3": "Sly Eddison, a cardsharp",
+ "playbook_the_gamble_friend_4": "Owen O’Neill, a moonshiner",
+ "playbook_item_fine_extravagant_melee_weapon": "A Fine Extravagant Melee Weapon",
+ "playbook_item_fine_extravagant_melee_weapon_description": "A finely crafted exotic melee weapon. How did you get it? Did it come from a strange land? Is it difficult to handle?",
+ "playbook_item_fine_playing_cards_and_dice": "Fine Playing Cards & Dice",
+ "playbook_item_fine_playing_cards_and_dice_description": "Gambling accouterments subtly altered to favor particular outcomes. The fine quality of this kit may increase the effect of your deceptive actions when you use it.",
+ "playbook_item_fine_clothes_and_jewelry": "Fine Clothes and Jewelry",
+ "playbook_item_a_set_of_won_valuable_documents": "A Set of Won Valuable Documents",
+ "playbook_item_a_set_of_won_valuable_documents_description": "A valuable document like a deed, a map, a certificate, an ancient book. Who did you win it from? Will they keep looking for it?",
+ "playbook_a_fine_story": "A Fine Story",
+ "playbook_a_fine_story_description": "A plausible story with sufficient details to explain something or to impress somebody. The fine quality may increase the effect of your deceptive actions.",
+ "playbook_item_a_small_token_of_luck": "A Small Token of Luck",
+ "playbook_item_a_small_token_of_luck_description": "It did not fail you in the past and as long as you own it, better times will come again. What does it look like? How did it come into your possession? Is there a taboo that will ruin its effect if not respected?",
+ "the_scout": "The Scout",
+ "playbook_the_scout_description": "A stealthy tracker & hunter",
+ "playbook_the_scout_xp_condition": "You addressed a challenge with tracking or stealth.",
+ "playbook_the_scout_friend_0": "Sherman Townsend, store owner",
+ "playbook_the_scout_friend_1": "He Who Talks, a free spirit",
+ "playbook_the_scout_friend_2": "Small Fox Hunting, a tribesman",
+ "playbook_the_scout_friend_3": "'Bullettooth' Jackson, a ranger",
+ "playbook_the_scout_friend_4": "'Trouble', a pain in the neck",
+ "playbook_item_fine_hunting_knife": "Fine Hunting Knife",
+ "playbook_item_fine_hunting_knife_description": "A trusted tool, equally suited for killing and hunting. The fine quality may increase the effect of hunting or combat actions when you use it.",
+ "playbook_item_fine_rifle_or_bow": "Fine Rifle or Bow",
+ "playbook_item_fine_rifle_or_bow_description": "A finely crafted hunting rifle or bow, deadly at long range, unwieldy in close combat. Bow is a silent hunter. Did you craft it yourself?",
+ "playbook_item_fine_leather_clothes": "Fine Leather Clothes",
+ "playbook_item_fine_leather_clothes_description": "Perfect protective clothing for staying outdoors. The fine quality helps in resisting certain environmental effects. May help against edged weapons and blades. What animal hide was used to make your garments?",
+ "playbook_item_traps": "Traps",
+ "playbook_item_traps_description": "Two animal traps of various sizes, suitable to kill smaller creatures and cripple larger ones. A snare, a bear trap. May come with camouflage or cover to avoid early spotting.",
+ "playbook_item_fine_horse_with_saddle": "Fine Horse with Saddle",
+ "playbook_item_fine_horse_with_saddle_description": "Not only your reliable ally and mean of transportation, but also able to communicate with you up to a certain extend. May provide Potency for quickness- or endurance-related actions. What breed is your steed? Bronco / Mustang / Pinto / Shire / Palomino / Arabian / Turkoman / Andalusian / Thoroughbred / Nakota / Appaloosa.",
+ "playbook_item_outdoor_survival_kit": "Outdoor Survival Kit",
+ "playbook_item_outdoor_survival_kit_description": "A blanket, eating utensils, preserved meat, supplies, a filled waterskin, a telescope / spyglas, firestarter, a compass, a saw, a mirror, a rope.",
+ "the_outlaw": "The Outlaw",
+ "playbook_the_outlaw_description": "A maverick & desperado beyond rules",
+ "playbook_the_outlaw_xp_condition": "You addressed a challenge with breaking the rules or daringness.",
+ "playbook_the_outlaw_friend_0": "Polly Gains, a dealer",
+ "playbook_the_outlaw_friend_1": "Father Mathew, a priest",
+ "playbook_the_outlaw_friend_2": "'The Kid', a bounty hunter",
+ "playbook_the_outlaw_friend_3": "a Friend you still owe money",
+ "playbook_the_outlaw_friend_4": "Adolphus Vasquez, railroad worker",
+ "playbook_the_outlaw_friend_5": "Rufus Johnson, a coachman",
+ "playbook_item_a_fine_pistol": "A Fine Pistol",
+ "playbook_item_a_fine_pistol_description": "A finely crafted and distinctive pistol. Who did you buy, steal or swindle it from?",
+ "playbook_item_a_fine_rifle_or_shotgun": "A Fine Rifle or Shotgun",
+ "playbook_item_a_fine_rifle_or_shotgun_description": "A shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Or a Rifle deadly at long range, not so good at close quarters. Who did you buy, steal or swindle it from?",
+ "playbook_item_a_fine_poncho_or_sombrero": "A Fine Poncho or Sombrero",
+ "playbook_item_a_fine_poncho_or_sombrero_description": "Weather-resistant piece of clothing not only helpful in the wild but also to conceal bulky pieces of equipment.",
+ "playbook_item_a_guitar_case": "A Guitar Case",
+ "playbook_item_a_guitar_case_description": "You may store a guitar in it or other 'equipment' hidden in plain sight.",
+ "playbook_item_a_fine_spirit_bane": "A Fine Spirit Bane",
+ "playbook_item_a_fine_spirit_bane_description": "Like a normal bane with potential more effect on spirits, ghosts and undead. How does it look like when you channel your willpower through it? What is its origin? Is a sacrifice tied to its use?",
+ "playbook_item_a_small_piece_of_hellstone": "A Small Piece of Hellstone",
+ "playbook_item_a_small_piece_of_hellstone_description": "So, why would a sane being carry that around and keep it close?",
+ "the_thunderheart": "The Thunderheart",
+ "playbook_the_thunderheart_description": "A totem- fighter born from the land",
+ "playbook_the_thunderheart_xp_condition": "You addressed a challenge with athletics or spiritual power.",
+ "playbook_the_thunderheart_friend_0": "The Petrified Tree",
+ "playbook_the_thunderheart_friend_1": "Maxwell, a scout",
+ "playbook_the_thunderheart_friend_2": "Black Hoof, a native chief/hunter",
+ "playbook_the_thunderheart_friend_3": "Red Horse, a medicine man",
+ "playbook_the_thunderheart_friend_4": "Hunter, a spirit of the land",
+ "playbook_item_fine_bow_with_arrows": "Fine Bow with Arrows",
+ "playbook_item_fine_bow_with_arrows_description": "A finely crafted bow, deadly at long range, unwieldy in close combat. Capable of shooting arrows extremely silent. Did you craft it by yourself? Did the spirits help you or gift it to you? Does it need special arrows?",
+ "playbook_item_fine_weapon": "Fine Weapon",
+ "playbook_item_fine_weapon_description": "A melee or throwing weapon of high quality. A stone or metal tomahawk, a captured sabre. A gunstock war club. A decorated lance. A bowie knife. How does it stand out from the average weapon?",
+ "playbook_item_spirit_bane_or_charm": "A Spirit Bane or Charm",
+ "playbook_item_spirit_bane_or_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead prefer to avoid or find attractive. Describe its appearance. What is it origin? Is a taboo tied to its use?",
+ "playbook_item_taboco_poison_medicine": "Tabacco / Poison / Medicine",
+ "playbook_item_taboco_poison_medicine_description": "Tobacco and a peace pipe for its calming effect on body and mind, or a potent poison, or other medicine.",
+ "playbook_item_a_totems_gift": "A Totem's Gift",
+ "playbook_item_a_totems_gift_description": "A gift from a totem. How did you get it? Does it help with something? What price did/do you pay for the permission to use it? Is a sacrifice tied to its use?",
+ "the_speaker": "The Speaker",
+ "playbook_the_speaker_description": "A spiritual guide & protector",
+ "playbook_the_speaker_xp_condition": "You addressed a challenge with conviction or sacrifice.",
+ "playbook_the_speaker_friend_0": "Nathaniel, an atoned sinner",
+ "playbook_the_speaker_friend_1": "Patience, a lawyer",
+ "playbook_the_speaker_friend_2": "Cyrus, a gunslinger",
+ "playbook_the_speaker_friend_3": "Mistress Bethia, an entertainer",
+ "playbook_the_speaker_friend_4": "Speaks with the Wind",
+ "playbook_item_symbol_of_your_faith": "A Symbol of Your Faith",
+ "playbook_item_symbol_of_your_faith_description": "A symbol used as connection to your faith and as an external sign to impress folks. Was it given to you? How does it look like? Do you truly believe in its power?",
+ "playbook_item_instrument_of_your_faith": "An Instrument of Your Faith",
+ "playbook_item_instrument_of_your_faith_description": "An instrument to bring your faith into this world. Who gave it to you or did you create it by yourself? How does it look like? Do you truly believe in its power?",
+ "playbook_item_blessed_implements_for_a_ritual": "Blessed Implements for a Ritual",
+ "playbook_item_blessed_implements_for_a_ritual_description": "Potent implements useable in rituals and sacred acts, like healing herbs, magnificent cologne, holy water, a page from a book, words, carved bones, special Hellstone, specific blood.",
+ "playbook_item_a_confession_of_old": "A Confession of Old",
+ "playbook_item_a_confession_of_old_description": "Some sins are too dreadful even for the wicked. Knowledge or a confession about an inglorious past or other despicable acts. How does it look like? What did you promise to the sinner? Will others believe it?",
+ "playbook_item_fine_garments_of_ceremony": "Fine Garments of Ceremony",
+ "playbook_item_fine_garments_of_ceremony_description": "The right clothing for all ceremonial occasions. Gives an aura of spiritual authority and clearly stands out in a crowd.",
+ "playbook_item_concealed_palm_pistol_or_blade": "Concealed Palm Pistol or Blade",
+ "playbook_item_concealed_palm_pistol_or_blade_description": "A small derringer with a weak charge and limited range. A small but sharp blade for very close combat. Both easily concealed in a sleeve, boot, or garment.",
+ "the_plan": "The Plan",
+ "playbook_the_plan_description": "A well-connected mastermind",
+ "playbook_the_plan_xp_condition": "You addressed a challenge with calculation or negotiation.",
+ "playbook_the_plan_friend_0": "John P. Little, a cattle baron",
+ "playbook_the_plan_friend_1": "'The Dutch', an executor",
+ "playbook_the_plan_friend_2": "Pepper, a lucky charm",
+ "playbook_the_plan_friend_3": "Captain Hodgens, Fort Hubert",
+ "playbook_the_plan_friend_4": "Horatio Freeman, a sheriff",
+ "playbook_the_plan_friend_5": "Sylvester Stubbs, an official",
+ "playbook_item_a_concealed_hold_out_pistol": "A Concealed Holdout Pistol",
+ "playbook_item_a_concealed_hold_out_pistol_description": "A Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.",
+ "playbook_item_fine_status_symbol": "Fine Status Symbol",
+ "playbook_item_fine_status_symbol_description": "A descret or obvious symbol of high status. A golden watch, snake leather boots, a specific weapon, a bespoke suit, an unusual hat, a feather, a rare book, an aged bottle of liquor, an ornate pipe etc.",
+ "playbook_item_blackmail_information": "Blackmail Information",
+ "playbook_item_blackmail_information_description": "A dirty or dark secret of one of the prestigious citizens of Mudwater or other location. How did you get it? Who may be hurt when you use it? Is someone willing to kill for it?",
+ "playbook_item_fine_ornamented_carriage": "Fine Ornamented Carriage",
+ "playbook_item_fine_ornamented_carriage_description": "A finely crafted, prestigious and easy recognizable carriage including horses.",
+ "playbook_item_spirit_charm": "A Spirit Charm",
+ "playbook_item_spirit_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead find attractive. How does it look like? What is it origin? Does it need a sacrifice?",
+ "the_gentle_touch": "The Gentle Touch",
+ "playbook_the_gentle_touch_description": "An empathic light in a dark world",
+ "playbook_the_gentle_touch_xp_condition": "You addressed a challenge with influence or empathy.",
+ "playbook_the_gentle_touch_friend_0": "Mitch Cochran, an entrepreneur",
+ "playbook_the_gentle_touch_friend_1": "Janet Irsinghausen, a scholar",
+ "playbook_the_gentle_touch_friend_2": "Mr. Rosenberg, a commissioner",
+ "playbook_the_gentle_touch_friend_3": "Joe Sawyer, a farmer",
+ "playbook_the_gentle_touch_friend_4": "Ron Maddox, a surgeon",
+ "playbook_item_fine_concealed_palm_pistol": "Fine Concealed Palm Pistol",
+ "playbook_item_fine_concealed_palm_pistol_description": "High quality Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.",
+ "playbook_item_fine_bedside_manners": "Fine Bedside Manners",
+ "playbook_item_fine_bedside_manners_description": "May grant Potency in social, non-hostile interactions. What does it look like? Do you use a specific method?",
+ "playbook_item_fine_doctors_bag_and_apron": "Fine Doctors Bag and Apron",
+ "playbook_item_fine_doctors_bag_and_apron_description": "Well-crafted instruments to tend your fellow human beings. You're not only a doctor but you look the part, too. May increase the effect of your healing or authority.",
+ "playbook_item_fine_and_very_strong_cough_syrup": "Fine and Very Strong Cough Syrup",
+ "playbook_item_fine_and_very_strong_cough_syrup_description": "Something to dull the pain and other sorrows. Alcohol, laudanum, opium, heroin.",
+ "playbook_item_a_comforting_song": "A Comforting Song",
+ "playbook_item_a_comforting_song_description": "A well-known song, sang from the heart. May have influence even on hard-boiled outlaws, animals or monsters.",
+ "playbook_item_an_old_favor": "An Old Favor",
+ "playbook_item_an_old_favor_description": "A debt to claim. How did you get it? Who may be hurt when you use it?",
+ "the_wrench_and_saw": "The Wrench & Saw",
+ "playbook_the_wrench_and_saw_description": "Mad scientist Hellstone otaku",
+ "playbook_the_wrench_and_saw_xp_condition": "You addressed a challenge with technical skill or ingenuity.",
+ "playbook_the_wrench_and_saw_friend_0": "Ignaz Toodlebrock, an inventor",
+ "playbook_the_wrench_and_saw_friend_1": "A voice in your head",
+ "playbook_the_wrench_and_saw_friend_2": "A favorite tool named ________",
+ "playbook_the_wrench_and_saw_friend_3": "Virex, a failed experiment",
+ "playbook_the_wrench_and_saw_friend_4": "Dakota, your fiancé",
+ "playbook_item_fine_crafting_tools": "Fine Crafting Tools",
+ "playbook_item_fine_crafting_tools_description": "Like normal crafting tools but you can expect better results when wielded by a person who knows her trade.",
+ "playbook_item_fine_experimental_rifle": "Fine Experimental Rifle",
+ "playbook_item_fine_experimental_rifle_description": "A finely crafted two-handed rifle with an experimental (possibly Hellstone-powered) feature. Custom-built for a specific purpose.",
+ "playbook_item_fine_useful_parts": "Fine Useful Parts",
+ "playbook_item_fine_useful_parts_description": "Useful (crafting) parts of high quality. May increase the effect of crafting actions. Who else may find them useful?",
+ "playbook_item_hellstone_googles": "Hellstone Goggles",
+ "playbook_item_hellstone_googles_description": "Hellstone-powered googles with special features. What do they look like? Who has noticed?",
+ "playbook_item_an_unopened_box": "An Unopened Box",
+ "playbook_item_an_unopened_box_description": "Some strange box with unknown content. Is it a dark secret? Who would pay good money to get it? Can it be closed again once it has been opened?",
+ "playbook_item_a_disturbing_truth": "A Disturbing Truth",
+ "playbook_item_a_disturbing_truth_description": "A truth too dark to be in the open. How did you get it? Who may be hurt when you use it? Who is willing to kill so that it stays hidden?",
+ "the_revenant": "The Revenant",
+ "playbook_the_revenant_description": "A vengeful spirit in a dead body",
+ "playbook_the_revenant_xp_condition": "You pursuit your quest for revenge no matter what.",
+ "playbook_item_a_memento": "A Memento",
+ "playbook_item_a_memento_description": "A memento of your former life or a lost love. Tell us, what this memento is or keep it a secret and we play to find out.",
+ "a_consequence": "a consequence",
+ "ability_description": "Ability description",
+ "ability_name": "Ability Name",
+ "playbook_ability_is_that_all_you_got": "Is That All You Got?",
+ "playbook_ability_is_that_all_you_got_description": "You may expend your special armor to avoid harm from an attack in combat, or to push yourself during a fight.",
+ "playbook_ability_everybodys_kung_fu_fighting": "Everybody's Kung Fu Fighting",
+ "playbook_ability_everybodys_kung_fu_fighting_description": "You can push yourself to do one of the following: perform a feat of body control or physical force that verges on the superhuman - engage a small gang on equal footing in close combat.",
+ "playbook_ability_where_does_that_come_from": "Where Does That Come From?",
+ "playbook_ability_where_does_that_come_from_description": "Once per run you may have a 1 load item left regardless of previously used load. If you can use the surprise to your advantage gain the initiative even vs. experts.",
+ "playbook_ability_st_anger": "St. Anger",
+ "playbook_ability_st_anger_description": "When you open your body and soul to the Burning Beyond you may imbue your hands, melee weapons, or tools with spirit energy. You gain Potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_health_is_better_than_wealth": "Health Is Better Than Wealth",
+ "playbook_ability_health_is_better_than_wealth_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_man_of_honor": "Man Of Honor",
+ "playbook_ability_man_of_honor_description": "You gain an additional xp trigger: You fought for your or someone else's honor at cost to yourself. If your Posse has problems due to this, also mark Posse xp.",
+ "playbook_ability_bad_ass_kata": "Badass Kata",
+ "playbook_ability_bad_ass_kata_description": "Describe how you show off and impress with your physical abilities. If you can exploit this performance for your next move, take improved position or +1 effect (your choice).",
+ "playbook_ability_veteran": "Veteran",
+ "playbook_ability_veteran_description": "Choose a special ability from another source (except from The Revenant).",
+ "playbook_ability_smoke_and_mirrors": "Smoke & Mirrors",
+ "playbook_ability_smoke_and_mirrors_description": "You may expend your special armor to resist harm from combat or appearing to die (fall off a vehicle, disappear in an explosion, etc.) only to reappear in a location of your choosing with a +1d to your next action.",
+ "playbook_ability_fancy_dead_eye": "Fancy Dead Eye",
+ "playbook_ability_fancy_dead_eye_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance - perform an impossible shot (ricochet around the corner, trick shots, shot into/through a group of people) - have one last bullet no one counted for.",
+ "playbook_ability_eastwood": "Eastwood",
+ "playbook_ability_eastwood_description": "Before weapons are drawn you may lock eyes with someone forcing them to hesitate or flinch. Both of you know that you can interrupt whatever they do next. Take +1d for your next action against them.",
+ "playbook_ability_lightning_nerves_of_steal": "Lightning Nerves Of Steel",
+ "playbook_ability_lightning_nerves_of_steal_description": "You may always shoot first and you may wait 'til the latest possible moment and still be the first to (re-)act.",
+ "playbook_ability_silver_bullets": "Silver Bullets",
+ "playbook_ability_silver_bullets_description": "You may enrich your shots with spirit energy. Your shots gain Potency in combat vs. the supernatural.",
+ "playbook_ability_fill_the_air_with_lead": "Fill The Air With Lead",
+ "playbook_ability_fill_the_air_with_lead_description": "Expend your Special Ammunition to do one of the following: unleash a barrage of rapid fire to suppress the enemy - attack a group with +1 scale.",
+ "playbook_ability_stunning_performance": "Stunning Performance",
+ "playbook_ability_stunning_performance_description": "You can perform a flashy show with your weapons or horse that leaves your audience stunned and speechless. Take +1 effect to act on this impressed folks or on escape.",
+ "playbook_ability_i_am_the_law": "I Am The Law",
+ "playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
+ "playbook_ability_a_story_to_tell": "A Story To Tell",
+ "playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
+ "playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
+ "playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
+ "playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
+ "playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
+ "playbook_ability_s_only_a_flesh_wound_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal). When you accept level 2 or 3 harm instead of resisting clear 1 Grit.",
+ "playbook_ability_moral_compass": "Moral Compass",
+ "playbook_ability_moral_compass_description": "You gain an additional xp trigger: You did the right thing at cost to yourself. If your Posse has problems due to this, also mark Posse xp.",
+ "playbook_ability_tactical_genius": "Tactical Genius",
+ "playbook_ability_tactical_genius_description": "You always know the best position during a fight or hunt. If you're able to occupy this position gain +1 Effect for you and everybody who’s there with you.",
+ "playbook_ability_all_eyes_on_me": "All Eyes On... Me!",
+ "playbook_ability_all_eyes_on_me_description": "You may expend your special armor to resist an allied characters consequence from detection or to push yourself to impress others. You can always make a grand entrance.",
+ "playbook_ability_gamblers_gift": "Gamblers Gift",
+ "playbook_ability_gamblers_gift_description": "When someone fools you or takes you by surprise, gain a free 1 Grit flashback. When you gather information while partying or gambling, gain +1 Effect.",
+ "playbook_ability_cutting_cards": "Cutting Cards",
+ "playbook_ability_cutting_cards_description": "Your skill with cards is mesmerizing. While you perform a card trick, you may alter a memory, implant suggestion or sow a doubt. You may use your playing cards as dangerous throwing weapons.",
+ "playbook_ability_heart_of_the_cards": "Heart Of The Cards",
+ "playbook_ability_heart_of_the_cards_description": "When you accept Position and Effect given by the GM for a roll as is and just let the dice decide, don't spend any Grit or push the situation (you can still accept a Devil's Bargain), regain 1 Grit.",
+ "playbook_ability_fight_with_panache": "Fight With Panache",
+ "playbook_ability_fight_with_panache_description": "When you fight in a duel, bystanders won’t interfere. If you use Sling while being in close combat, gain +1 Effect.",
+ "playbook_ability_saloon_swagger": "Saloon Swagger",
+ "playbook_ability_saloon_swagger_description": "Gain +1d in situations where your appearance would be an advantage. If you try to sway someone with a profitable proposition or challenge others to a duel, gain Potency.",
+ "playbook_ability_miss_fortune": "Miss Fortune",
+ "playbook_ability_miss_fortune_description": "Some call you lucky but truth to be told, bad shit just happens to folk who try to mess with you. You may win every game of chance. Spend 1 Grit to cause a minor accident (a jammed gun), 2 for a major one (an exploding stick of dynamite) or 3 for a catastrophe (a collapsing mineshaft). During Payout, gain +Doom equal to the highest amount of Grit spend this way.",
+ "playbook_ability_darken_than_the_shadows": "Darker Than The Shadows",
+ "playbook_ability_darken_than_the_shadows_description": "You may expend your special armor to resist a consequence from detection, or to push yourself for a feat of hunting or stealth.",
+ "playbook_ability_silent_hunter": "Silent Hunter",
+ "playbook_ability_silent_hunter_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.",
+ "playbook_ability_survivor": "Survivor",
+ "playbook_ability_survivor_description": "From hard won experience or specialized training, you are able to subsist on what any environment provides and you can function on the barest sustenance. You get +1 Grit box.",
+ "playbook_ability_learned_my_trade_from_the_best": "Learned My Trade From The Best",
+ "playbook_ability_learned_my_trade_from_the_best_description": "When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_youre_my_game": "You're My Game",
+ "playbook_ability_youre_my_game_description": "You can smell their blood. When you hunt a target you’ve previously tracked or wounded, you gain +1 effect level. Whenever you gather information on a weakness or vulnerability, you get at least standard effect.",
+ "playbook_ability_like_a_brother": "Like A Brother",
+ "playbook_ability_like_a_brother_description": "Explain how your mount is helpful in what you’re trying to achieve and gain +1 effect level or +1d. Your mount always knows the way home.",
+ "playbook_ability_see_another_day": "See Another Day",
+ "playbook_ability_see_another_day_description": "You gain an additional xp trigger: You let your prey escape because it was worthy to see another day. If your Posse has problems due to this, also mark Posse xp.",
+ "playbook_ability_listen_to_the_land": "Listen To The Land",
+ "playbook_ability_listen_to_the_land_description": "Outside of civilization you always know where you are and how to care for yourself and your mount. You always Read the weather with a Great result.",
+ "playbook_ability_one_of_those_days": "One Of Those Days",
+ "playbook_ability_one_of_those_days_description": "You may expend your special armor to resist a consequence from a desperate roll, or to escape from whatever (or to wherever) you want... for now.",
+ "playbook_ability_now_now_now": "Now! Now! Now!",
+ "playbook_ability_now_now_now_description": "When you push yourself, you may spend +1 Grit (so 3 Grit total) to gain both +1 effect and +1d instead of one or the other.",
+ "playbook_ability_didnt_saw_that_coming": "Didn't Saw That Coming",
+ "playbook_ability_didnt_saw_that_coming_description": "When you make a surprising move that disregards propriety or other convention, you get +1d or +1 effect (your choice, as appropriate).",
+ "playbook_ability_daredevil": "Daredevil",
+ "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_vengeful": "Vengeful",
+ "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your Posse helped you get payback, also mark Posse xp.",
+ "playbook_ability_some_fine_reputation": "Some Fine Reputation",
+ "playbook_ability_some_fine_reputation_description": "Entering a location you may tell us what the people have heard about you. When you reveal your name and exploit your reputation you gain improved position or +1 effect (whatever makes sense).",
+ "playbook_ability_blaze_of_glory": "Blaze Of Glory",
+ "playbook_ability_blaze_of_glory_description": "When you mark a Stigma and utter a dying malediction you may retaliate against any and all enemies within range. Say how you bring ruin to your foes before they take you down. You may mark a Stigma prematurely to use this ability.",
+ "playbook_ability_guided_by_the_totem": "Guided By The Totem",
+ "playbook_ability_guided_by_the_totem_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself for a feat of athletics or hunt.",
+ "playbook_ability_totems_vessel": "Totem's Vessel",
+ "playbook_ability_totems_vessel_description": "When you push yourself and open body and soul as a conduit for your totem, choose one of the following additional benefits: perform a feat of athletics or stealth that verges on the superhuman - maneuver to confuse your enemies so they mistakenly attack each other - sense your prey (gather Information with at least Standard result) wherever it is.",
+ "playbook_ability_protector_of_the_people": "Protector Of The People",
+ "playbook_ability_protector_of_the_people_description": "When you protect a teammate or your people, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_a_devil_with_a_blade": "A Devil With A Blade",
+ "playbook_ability_a_devil_with_a_blade_description": "You’re very effective at finding vital organs with your blade. When using Sling to throw or fight with a blade you gain Potency and may choose to do it absolutely silently. On a miss you don’t get any positive result.",
+ "playbook_ability_gruesome_warpaint": "Gruesome Warpaint",
+ "playbook_ability_gruesome_warpaint_description": "Enemies falter, hesitate or flinch when attacked by you in close combat. You have an air of menace and danger obvious to even the most oblivious. You gain Potency when trying to intimidate someone. If done immediately after a show of force, also take +1d.",
+ "playbook_ability_totem_sense": "Totem Sense",
+ "playbook_ability_totem_sense_description": "Pick an animal sense matching to your totem. This sense is sharpened beyond human range to animal sensitivity.",
+ "playbook_ability_lone_wolf": "Lone Wolf",
+ "playbook_ability_lone_wolf_description": "You gain an additional xp trigger: You made things harder by acting alone. If your Posse has problems due to this, also mark Posse xp.",
+ "playbook_ability_walk_through_the_valley": "Walk Through the Valley",
+ "playbook_ability_walk_through_the_valley_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when dealing with Hell's forces.",
+ "playbook_ability_shepherd": "Shepherd",
+ "playbook_ability_shepherd_description": "You can push yourself to do one of the following: perform a feat of social grace, swaying a crowd or capturing the attention of the Divine.",
+ "playbook_ability_a_dogs_nose": "A Dog's Nose",
+ "playbook_ability_a_dogs_nose_description": "You always sense the tainted. Take +1d when you gather info to uncover corruption or find the corrupted.",
+ "playbook_ability_hallow": "Hallow",
+ "playbook_ability_hallow_description": "You can push yourself to imbue an object or a place with divine power. Gain Potency when it comes up against the supernatural.",
+ "playbook_ability_curandero": "Curandero",
+ "playbook_ability_curandero_description": "When you receive an earnest oath from someone to follow one of your Faith's precepts, they may clear any level of severity of harm, immediately or safely over a short while, you decide. Should they ever break the precept, they take level 2 harm, 'Bedamned'.",
+ "playbook_ability_eli": "Eli",
+ "playbook_ability_eli_description": "One of your senses is so attuned to the world around you, that it can stand in for any one of your others. Get +1d to any action you can mount as a surprise of this unexpected ability or where others are found lacking.",
+ "playbook_ability_premonition": "Premonition",
+ "playbook_ability_premonition_description": "Have one flashback per session to a vision, dream, prayer or meditation that now comes together and has prepared you for this very moment. The first Grit spent this way is free.",
+ "playbook_ability_god_save_me_from_friends": "God Save Me From Friends",
+ "playbook_ability_god_save_me_from_friends_description": "You may expend your special armor to resist a consequence for a teammate, or to push yourself when you gather information or work on a long-term project. When you use it to resist you don't have to be present to use this ability, say how you prepared for this situation in the past.",
+ "playbook_ability_foresight": "Foresight",
+ "playbook_ability_foresight_description": "Two times per run you can assist a teammate without paying Grit. When you run out of Grit, instead of suffering a Stigma you may choose to come back with 1 Grit left. Either way tell us how you prepared for this.",
+ "playbook_ability_planning_is_everything": "Planning Is Everything",
+ "playbook_ability_planning_is_everything_description": "Due to your careful planning, during downtime, you may give yourself or another Posse member +1 downtime action.",
+ "playbook_ability_runs_in_the_family": "Runs In The Family",
+ "playbook_ability_runs_in_the_family_description": "During downtime, you get +1 result level when you acquire an asset or reduce Doom. You may choose 'distant cousin' as an asset arriving by train.",
+ "playbook_ability_weaving_the_web": "Weaving The Web",
+ "playbook_ability_weaving_the_web_description": "'By failing to prepare, you are preparing to fail.' You gain +1d to Consort when you gather information on a target for a run. You get +1d to the engagement roll for that operation. When the engagement roll is 6, gain 1 Grit.",
+ "playbook_ability_old_friends_everywhere": "Old Friends Everywhere",
+ "playbook_ability_old_friends_everywhere_description": "When you come to a new town or settlement, name a Friend, Connection, Vice Purveyor or Enemy you have here. Tell us a story about how you met and about your relationship.",
+ "playbook_ability_fingers_in_every_pie": "Fingers In Every Pie",
+ "playbook_ability_fingers_in_every_pie_description": "At the end of each downtime phase, you earn +2 Ablass.",
+ "playbook_ability_snakeoil_miracles": "Snakeoil Miracles",
+ "playbook_ability_snakeoil_miracles_description": "When you assist or engage in a group action with someone, they may also ignore one harm penalty.",
+ "playbook_ability_influential": "Influential",
+ "playbook_ability_influential_description": "You provide a valuable service to the town and are welcome even in dangerous places. Get +1 result level when you speak on behalf of a local community, acquire an asset or reduce Doom.",
+ "playbook_ability_little_vultures": "Little Vultures",
+ "playbook_ability_little_vultures_description": "Cohorts you command gain Potency to gather information and have special armor to resist a consequence of detection or deception.",
+ "playbook_ability_well_travelled": "Well Travelled",
+ "playbook_ability_well_travelled_description": "You speak a multitude of languages and are broadly educated. When you gather information in a weird or foreign place, take +1d to your roll.",
+ "playbook_ability_fandango": "Fandango",
+ "playbook_ability_fandango_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins your vice may do the same.",
+ "playbook_ability_quick_witted": "Quick-Witted",
+ "playbook_ability_quick_witted_description": "You may expend your special armor to resist a consequence of persuasion or suspicion. When you resist with Wits, take +1d.",
+ "playbook_ability_viper": "Viper",
+ "playbook_ability_viper_description": "When you invent, craft or try to apply a poison or narcotics, take +1d to your roll. You begin the game with one additional formula already known.",
+ "playbook_ability_in_good_hands": "In Good Hands",
+ "playbook_ability_in_good_hands_description": "When you provide meaningful insight or heartfelt advice (to another PC), you both clear 1 Grit. Everyone in your Posse gets +1d to their healing treatment rolls.",
+ "playbook_ability_driven": "Driven",
+ "playbook_ability_driven_description": "During downtime, you get 2 ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan. While reading, push yourself for 1 Grit instead of 2.",
+ "playbook_ability_skillful": "Skillful",
+ "playbook_ability_skillful_description": "You may expend your special armor to resist a consequence from breaking machines or experimenting with Hellstone, or to push yourself when working on weird science or handling Hellstone.",
+ "playbook_ability_mad_scientist": "Mad Scientist",
+ "playbook_ability_mad_scientist_description": "When you invent or craft a creation with steampunk or Hellstone features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_spiritmancer": "Spiritmancer",
+ "playbook_ability_spiritmancer_description": "When you invent or craft a creation with arcane, spiritual or demonic features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_listening_to_their_voices": "Listening To Their Voices",
+ "playbook_ability_listening_to_their_voices_description": "When you touch them you may consort with machines to gather information with +1 result level. After that, you may push yourself to give it a feature or task it was not constructed for.",
+ "playbook_ability_speaking_their_tongue": "Speaking Their Tongue",
+ "playbook_ability_speaking_their_tongue_description": "You may attune yourself to any machine to activate or disable it.",
+ "playbook_ability_blood_sweat_and_gears": "Blood, Sweat & Gears",
+ "playbook_ability_blood_sweat_and_gears_description": "You gain an additional xp trigger: If you achieved a breakthrough on a meaningful invention or scientific problem, mark xp. If your project caused trouble for your Posse, also mark Posse xp.",
+ "playbook_ability_right_time_right_tool": "Right Time, Right Tool",
+ "playbook_ability_right_time_right_tool_description": "You may use one of your items for a purpose of which it was not designed for. Fine items stay fine. Describe how you do it and how this is helpful.",
+ "playbook_ability_one_step_beyond": "One Step Beyond",
+ "playbook_ability_one_step_beyond_description": "You are affected by spirit bane charms (lose 2 Passion to overcome the repulsion). Whenever you would lose Grit, lose Passion instead. When you would take Stigma, take Decay instead. ",
+ "playbook_ability_angel_of_vengeance": "Angel Of Vengeance",
+ "playbook_ability_angel_of_vengeance_description": "You may expend your special armor to terrify or impress an enemy, or to push yourself when you Attune to the Burning Beyond.",
+ "playbook_ability_touched_by_the_burning_beyond": "Touched By The Burning Beyond",
+ "playbook_ability_touched_by_the_burning_beyond_description": "You can push yourself to do one of the following: Talk in tongues - terrorize a group of people - captured the attention of a ghost or demon.",
+ "playbook_ability_hellfire_torch": "Hellfire Torch",
+ "playbook_ability_hellfire_torch_description": "Your body burns with a non-consuming flame and it looks like you & your stuff is on fire. Take +1d or improved position in situations where being on fire is helpful.",
+ "playbook_ability_unholy_mount": "Unholy Mount",
+ "playbook_ability_unholy_mount_description": "Your horse or animal companion is equally frightening as you are. It has Potency when tracking or fighting the supernatural. For 1 Passion it has a temporary mind-link with you.",
+ "playbook_ability_like_johan": "Like Johan",
+ "playbook_ability_like_johan_description": "For 1 Passion you’re able to dissipate your body and all your stuff to become a cloud of vapor. This cloud may resemble your living body and clothes if you wish. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings. For +1 additional Passion you chill the area around you and are terrifying for the living to behold.",
+ "playbook_ability_superiority": "Superiority",
+ "playbook_ability_superiority_description": "Lose 1 Passion to sense beyond human limits. ‘Hear‘ a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object.",
+ "a_pistol": "A Pistol",
+ "a_pistol_description": "A sixshooter, a Smith & Wesson revolver, a Colt Dragoon or Buntline, a Navy or Army Colt. A double-action Peacemaker or Thunderer. An antique blackpouder breachloading heavy pistol.",
+ "a_2nd_pistol": "A 2nd Pistol",
+ "a_melee_weapon": "A Melee Weapon",
+ "a_melee_weapon_description": "A Bowie knife or Arkansas Toothpick. A butcher or skinning knife. A stiletto, rapier or sable. A hatchet, a tomahawk, a club, brass knuckles. Some sharpened piece of metal or equipment.",
+ "a_second_melee_weapon": "A 2nd Melee Weapon",
+ "lantern": "Lantern",
+ "lantern_description": "An oil lantern, a Hellstone lantern or some other light source.",
+ "throwing_knifes": "Throwing Knifes",
+ "throwing_knifes_description": "A set of light and well balanced knifes or a single Arkansas Toothpick.",
+ "armor": "Armor",
+ "armor_description": "Thick leather vest or waistcoat. A metal plate just at the right spot. An armored vest with Hellstone hardening.",
+ "a_large_weapon": "A Large Weapon",
+ "a_large_weapon_description": "A two-handed weapon. A spear, a hunting or buffalo rifle, a smoothbore musket, a crossbow, a bow, a polearm, a battle ax.",
+ "an_unusual_weapon": "An Unusual Weapon",
+ "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A weapon with high need of expertise. A whip, a lasso, bolas, a pitchfork, a sling, a viper.",
+ "a_horse_with_saddle": "A Horse with Saddle",
+ "a_horse_with_saddle_description": "Your reliable ally and mean of transportation out there in the wild. Does your horse has a name?",
+ "a_rope": "A Rope",
+ "a_rope_description": "A coil of rope, a lasso.",
+ "documents_description": "A collection of possibly useful documents. Some interesting/rough maps. Some blank pages. A pen, pencil or piece of coal. Who taught you to read and write?",
+ "arcane_ingredients": "Arcane Ingredients",
+ "arcane_ingredients_description": "A vial of quicksilver, blood or perfume. Peyote. A pouch of black salt, bone dust or grated Hellstone. A small stone or bone with a carved rune. A holy symbol. Hair or fingernails of a dead man. A sand timer. Dried frog skin. Have a look at the list of Ritual Ingredients.",
+ "subterfuge_supplies": "Subterfuge Supplies",
+ "subterfuge_supplies_description": "A theatrical makeup kit. Faked gold nugget or Hellstone. A forged badge of authority or symbol of faith. A selection of blank documents, ready for the forger’s hand.",
+ "demolition_tools": "Demolition Tools",
+ "demolition_tools_description": "A stick of dynamite, a nail bomb, a heavy hammer, a crowbar, a drill. A vial of nitroglycerin. Explain how you managed to avoid blowing yourself up 'til now.",
+ "crafting_tools": "Crafting Tools",
+ "crafting_tools_description": "An assortment for blacksmiths, carpenters, Hellstone mechanist work: A loupe, a scalpel, tweezers, a big/small hammer, pliers, screwdriver, file, saw, hatchet, a Hellstone fork, a battery.",
+ "a_spirit_bane": "A Spirit Bane",
+ "a_spirit_bane_description": "A small pendant, trinket, rock or bone that spirits, ghosts and maybe undead prefer to avoid. How does it look like? What is its origin?",
+ "an_useful_item": "An Useful Item",
+ "an_useful_item_description": "Some useful item you need right now. Snake leather boots? Guitar / banjo / harmonica? Magnificent Cologne? A piece of (faked) Hellstone? A Hellstone detector? A pipe? Explain why it is useful and why you brought it along.",
+ "add_abilities": "Add abilities",
+ "add_contacts": "Add contacts",
+ "add_friends": "Add friends",
+ "add_items": "Add items",
+ "add_type": "Add Type: 2",
+ "add_upgrades": "Add upgrades",
+ "alchemicals": "Alchemicals",
+ "alias": "Alias",
+ "an_upgrade": "An upgrade",
+ "armor_uses": "Armor uses",
+ "assault": "Assault",
+ "assist_a_teammate": "Assist a teammate",
+ "attune": "Attune",
+ "attune_description": "Attune to supernatural beings like spirits, demons and undead or to the Burning Beyond; channel supernatural energy to achieve effects; communicate with ghosts or undead; understand the Beyond.",
+ "autofill_reminder_crew": "To generate posse abilities, upgrades, contacts, and claims, enter the name of the posse type above:",
+ "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:",
+ "background": "Background",
+ "background_info": "Big Town - Ranch - Fort - Tribe - Loner - Immigrant - Frontier Town",
+ "bandoliers": "Bandoliers",
+ "bold": "bold",
+ "bonus_die": "Bonus Die",
+ "bonusdice": "Bonus dice",
+ "brawl": "Brawl",
+ "brawl_description": "Brawl with someone, cry havoc or wrestle with an opponent in close combat; assault or hold a position; do some serious damage, no matter where.",
+ "broken": "Broken",
+ "character_mode": "Character Mode",
+ "chat_image": "Image to show alongside chat rolls",
+ "clock_name": "Clock Name",
+ "clocks": "Clocks",
+ "clocks_only": "Show clocks only",
+ "cohort": "Cohort",
+ "cohort_quality": "Cohort Quality",
+ "cohorts": "Cohorts",
+ "coin": "Coin",
+ "command": "Command",
+ "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the Posse's gangs.",
+ "consequence": "Consequence",
+ "consort": "Consort",
+ "consort_description": "Consort with fellow beings from your heritage or background, friends, or rivals to gain access to resources, information, people, or places.",
+ "contact_name": "Contact name",
+ "controlled": "Controlled",
+ "craft": "Craft",
+ "craft_description": "Craft mechanisms (create, modify, disable, or repair); reinforce or enhance constructions; understand and use steam - or Hellstone - devices to your advantage.",
+ "crew": "Posse",
+ "crew_advancement": "Posse Advancement",
+ "crew_description": "A short posse description",
+ "crew_mode": "Posse Mode",
+ "crew_sheet": "Posse sheet",
+ "crew_tier": "Posse Tier",
+ "crew_upgrades": "Posse Upgrades",
+ "deception": "Deception",
+ "description": "Description",
+ "desperate": "Desperate",
+ "detail_assault": "Point of attack",
+ "detail_deception": "Method",
+ "detail_occult": "Arcane power",
+ "detail_social": "Connection",
+ "detail_stealth": "Entry point",
+ "detail_transport": "Route",
+ "devils_bargain": "Devil's Bargain",
+ "disable": "Disable",
+ "disable_description": "Disable a trap, pick a lock, or crack a safe subtlety or with force; break an item, or obstacle with force or carefully applied sabotage; breach defenses with force; create distractions and chaos.",
+ "edges": "Edges",
+ "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite": "Elite",
+ "engagement": "Engagement",
+ "entanglement": "Entanglement",
+ "expert": "Expert",
+ "faction_mode": "Faction Mode",
+ "faction_notes": "Faction notes",
+ "factions1": "Status Quo",
+ "factions2": "Newcomers",
+ "factions_title": "Factions of Mudwater & Beyond",
+ "locations_header1": "Locations",
+ "locations_header2": "Wealth - Law&Order - Outlaw&Chaos - Supernatural",
+ "wealth": "Wealth",
+ "law_order": "Law & Order",
+ "outlaw_chaos": "Outlaw & Chaos",
+ "supernatural": "Super- natural",
+ "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or posse type",
+ "flaws": "Flaws",
+ "flexible_width": "Flexible character sheet width (adapts to container)",
+ "fortune": "Fortune",
+ "fortune_roll": "Fortune roll",
+ "friend_name": "Friend name",
+ "friends": "Friends",
+ "gang": "Gang",
+ "gang_type": "
1-3: None. 4-7: One. 8-10: Two.",
+ "more": "more",
+ "mutation": "Mutation",
+ "name": "Name",
+ "need_help": "Need help",
+ "nondescript": "Nondescript",
+ "normal": "Normal",
+ "normal_items": "Normal items",
+ "notes": "Notes",
+ "number_heritage_traits": "Number of heritage traits",
+ "numberofdice": "Number of dice",
+ "obsessed": "Obsessed",
+ "officer_missions": "Religious and Supply Missions",
+ "ok": "ok",
+ "one-eyed": "One-eyed",
+ "open_menu": "Open menu",
+ "optional": "optional",
+ "opulent": "Opulent",
+ "or": "—or—",
+ "orite": "Orite",
+ "orite_medical_alchemy": "Orite Medical Alchemy",
+ "orite_traits": "Orite Traits",
+ "other": "Other",
+ "panyar": "Panyar",
+ "panyar_traits": "Panyar Traits",
+ "paranoid": "Paranoid",
+ "personality": "Personality",
+ "pick_one_kit": "Pick one: Medic, Climbing, Cooking, Repair, Soldier’s, or Wrecking.",
+ "playbook": "Playbook",
+ "playbook_ability_against_the_darkness": "Against the Darkness",
+ "playbook_ability_against_the_darkness_desc": "You and all squadmates that can see you gain +1d to resist fear and corruption.",
+ "playbook_ability_akimbo": "Akimbo",
+ "playbook_ability_akimbo_desc": "When dueling at close range with two pistols, gain potency.",
+ "playbook_ability_ambush": "Ambush",
+ "playbook_ability_ambush_desc": "When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_attache": "Attaché",
+ "playbook_ability_attache_desc": "You may deploy on any mission, even outside the usual Specialist caps. Gain this ability for free when you become a Medic.",
+ "playbook_ability_backup": "Backup",
+ "playbook_ability_backup_desc": "When you protect a squadmate, resist with +1d. When you assist someone, their pushes only cost 1 stress.",
+ "playbook_ability_bulwark": "Bulwark",
+ "playbook_ability_bulwark_desc": "You can spend anchor uses as special armor against consequences to a squad you are defending.",
+ "playbook_ability_cavalry": "Cavalry",
+ "playbook_ability_cavalry_desc": "If the Quartermaster has Horses uses available, all members of your squad start missions with mounts. You gain +1d to maneuver while mounted.",
+ "playbook_ability_chemist": "Chemist",
+ "playbook_ability_chemist_desc": "You have training in Orite alchemical medicine. You may equip an Alchemical Bandolier on each mission.",
+ "playbook_ability_cover_fire": "Cover Fire",
+ "playbook_ability_cover_fire_desc": "If you set up someone with shoot or provide covering fire, they gain potency on their next action.",
+ "playbook_ability_crimson_shot": "Crimson Shot",
+ "playbook_ability_crimson_shot_desc": "You’re authorized to bring one Crimson Seeker shell on missions. Firing it counts as a threat 4 attack, and you must mark a trauma.",
+ "playbook_ability_daredevil": "Daredevil",
+ "playbook_ability_daredevil_desc": "When you make a desperate roll, gain +1d.",
+ "playbook_ability_devils_own_luck": "Devil’s Own Luck",
+ "playbook_ability_devils_own_luck_desc": "You gain +1d to all resistance rolls. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_doctor_feelgood": "Doctor Feelgood",
+ "playbook_ability_doctor_feelgood_desc": "Spend 1 use of Tonics to grant one person potency for a physical action.",
+ "playbook_ability_eat_iron_shit_nails": "Eat Iron, Shit Nails",
+ "playbook_ability_eat_iron_shit_nails_desc": "When you push yourself, you may ignore all harm penalties. Also take +1d to resist the consequence of any roll you pushed yourself on.",
+ "playbook_ability_elite": "Elite",
+ "playbook_ability_elite_desc": "Gain mastery of 2 abilities (they can go up to rank 4).",
+ "playbook_ability_every_inch_a": "Every inch a...",
+ "playbook_ability_every_inch_a_desc": "You start with all the traits from your heritage. If taken as a Veteran advance, it must be the first ability selected at character creation.",
+ "playbook_ability_field_dressing": "Field Dressing",
+ "playbook_ability_field_dressing_desc": "At the end of a mission you may expend remaining doctor uses to add 1 check to a Legionnaire’s level 2 or 3 harm, once per person.",
+ "playbook_ability_first_aid": "First Aid",
+ "playbook_ability_first_aid_desc": "You can spend 1 use of Tonics to remove appropriate level 1 harm from any one person on your mission.",
+ "playbook_ability_ghost": "Ghost",
+ "playbook_ability_ghost_desc": "You can spend scrounge uses as special armor against traps or detection.",
+ "playbook_ability_gotta_make_it_out_alive": "Gotta Make it out Alive",
+ "playbook_ability_gotta_make_it_out_alive_desc": "You can take 1 additional trauma before dying. When you promote, replace this ability with a level of Survivor. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_grenadier": "Grenadier",
+ "playbook_ability_grenadier_desc": "You have had explosives training and can always bring a grenade (1 load) or explosive charges (2 load) as part of your light load.",
+ "playbook_ability_hard_knocks": "Hard Knocks",
+ "playbook_ability_hard_knocks_desc": "Mark 2 xp in any category at the end of any mission where you took level 2 harm or higher. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_hardened": "Hardened",
+ "playbook_ability_hardened_desc": "You can mark 2 additional stress boxes.",
+ "playbook_ability_home_cooking": "Home Cooking",
+ "playbook_ability_home_cooking_desc": "If a mission takes multiple days, use your Fresh Food. Say what you cook. Everyone in the squad that partakes clears 1 stress. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_infiltrator": "Infiltrator",
+ "playbook_ability_infiltrator_desc": "When you gather info through clandestine observation, or attempt to bypass traps and security measures, gain potency.",
+ "playbook_ability_iron_will": "Iron Will",
+ "playbook_ability_iron_will_desc": "You can spend grit uses as special armor vs. fear, paralysis, corruption, and fatigue.",
+ "playbook_ability_jack_of_all_trades": "Jack of all Trades",
+ "playbook_ability_jack_of_all_trades_desc": "Increase 2 zero-ranked skills to rank 1. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_just_a_kid": "Just a Kid",
+ "playbook_ability_just_a_kid_desc": "When someone suffers harm when protecting you, they mark xp. When you promote, choose a second special ability from your new playbook to replace this one. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_lead_from_the_front": "Lead from the Front",
+ "playbook_ability_lead_from_the_front_desc": "Whenever you lead a group action, improve scale up or down one level (for example: a small group counts as a medium group or an individual). If you lead a group action in combat, you may count multiple 6s from different rolls as a critical.",
+ "playbook_ability_like_the_wind": "Like the Wind",
+ "playbook_ability_like_the_wind_desc": "Whenever there’s a question of who goes first, the answer is you. Also take +1d when resisting attacks with prowess.",
+ "playbook_ability_loaded_for_bear": "Loaded for Bear",
+ "playbook_ability_loaded_for_bear_desc": "When selecting load, you may select 4 utility load instead of 2.",
+ "playbook_ability_logistical_support": "Logistical Support",
+ "playbook_ability_logistical_support_desc": "Channels uses can be spent to assist a squadmate. When you do this, they get an additional +1d. Tell us how your preparation or supplies help them against this threat or obstacle.",
+ "playbook_ability_mission_first": "Mission First",
+ "playbook_ability_mission_first_desc": "Add the following to \"at the end of mission\" xp triggers: If anyone died under your command.",
+ "playbook_ability_moral_support": "Moral Support",
+ "playbook_ability_moral_support_desc": "You know how to keep troop spirits up. Once a mission, if you tell a funny, personal, or meaningful story when the squad is resting, anyone listening may clear 1 stress.",
+ "playbook_ability_not_a_rookie_anymore": "Not a Rookie Anymore",
+ "playbook_ability_not_a_rookie_anymore_desc": "You are promoted! You become a Soldier. Gain 1 special ability and 1 rank of Grit. You must take this as your first playbook advance. This ability cannot be taken as a Veteran advance or a starting ability.",
+ "playbook_ability_not_today": "Not Today",
+ "playbook_ability_not_today_desc": "You can spend a doctor use on a Legionnaire who has taken level 4 harm on a mission, but you must do so quickly before they die. You treat them and reduce the wound to level 3 harm instead.",
+ "playbook_ability_notches": "Notches",
+ "playbook_ability_notches_desc": "If you land the killing blow on a threat 2 or higher opponent, mark 1 xp in any category.",
+ "playbook_ability_obedience": "Obedience",
+ "playbook_ability_obedience_desc": "An NPC squadmate sacrifices themselves, on your orders. They die, and absorb all the harm for you or another Specialist from one attack. Remember that the Legion takes -1 morale each time this occurs.",
+ "playbook_ability_officer_school": "Officer School",
+ "playbook_ability_officer_school_desc": "You’re well educated and know arcane esoterica. Gain +1d when gathering info through research and when resisting with insight.",
+ "playbook_ability_one_eye": "One Eye",
+ "playbook_ability_one_eye_desc": "You’ve replaced an eye with an alchemical construct. You can see invisible targets clearly and identify supernatural forces.",
+ "playbook_ability_over_the_top": "Over the Top",
+ "playbook_ability_over_the_top_desc": "When you charge into the teeth of an enemy that outnumbers or outguns you, clear 1 stress and take +1d to maneuver.",
+ "playbook_ability_panther-like_grace": "Panther-Like Grace",
+ "playbook_ability_panther-like_grace_desc": "When you are quick and carrying no armor, any harm you take starts as 1 level lower.",
+ "playbook_ability_ready_for_anything": "Ready for Anything",
+ "playbook_ability_ready_for_anything_desc": "When being ambushed, your flashbacks cost 0 stress and you gain potency to all actions during those flashbacks. You also take 1 less level of harm on secondary missions.",
+ "playbook_ability_relentless": "Relentless",
+ "playbook_ability_relentless_desc": "You may spend grit uses to push yourself.",
+ "playbook_ability_sharpshooter": "Sharpshooter",
+ "playbook_ability_sharpshooter_desc": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sixth_sense": "Sixth Sense",
+ "playbook_ability_sixth_sense_desc": "You just know when there are undead nearby. You always know what the highest threat level of undead is in the area. You can gather info on them with resolve.",
+ "playbook_ability_specialist_training": "Specialist Training",
+ "playbook_ability_specialist_training_desc": "You promote to a Specialist. Make a new playbook: mark 1 special ability and a rank of the starting Specialist action.",
+ "playbook_ability_strategist": "Strategist",
+ "playbook_ability_strategist_desc": "You gain +1d to sway when acquiring assets for a mission via channels uses. You also get +1d to the engagement roll for a mission.",
+ "playbook_ability_survivor": "Survivor",
+ "playbook_ability_survivor_desc": "You can take +1 trauma before dying.",
+ "playbook_ability_tactician": "Tactician",
+ "playbook_ability_tactician_desc": "You anticipate problems others would never see coming. When you lead a group action you may suffer at most 1 stress.",
+ "playbook_ability_tenacious": "Tenacious",
+ "playbook_ability_tenacious_desc": "Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_veteran": "Veteran",
+ "playbook_ability_veteran_desc": "Take a special ability from another source.",
+ "playbook_ability_vigorous": "Vigorous",
+ "playbook_ability_vigorous_desc": "When you check wounds during rest and recuperation, place one free check. When you take harm, clear 1 stress.",
+ "playbook_ability_war_machine": "War Machine",
+ "playbook_ability_war_machine_desc": "When you push yourself you can do one of the following: perform a feat of physical force that verges on the superhuman — reduce the threat level of all the enemies you’re facing by one.",
+ "playbook_ability_weaponmaster": "Weaponmaster",
+ "playbook_ability_weaponmaster_desc": "You’re known as a Weaponmaster even outside the Legion. When you push yourself, you also gain potency in melee combat.",
+ "playbook_heavy": "Heavy",
+ "playbook_heavy_promo_req": "(2 skirmish, 1 wreck)",
+ "playbook_medic": "Medic",
+ "playbook_medic_promo_req": "(2 research, 1 maneuver, 1 consort, 1 discipline)",
+ "playbook_officer": "Officer",
+ "playbook_officer_promo_req": "(1 discipline, 2 sway)",
+ "playbook_other": "Other",
+ "playbook_rookie": "Rookie",
+ "playbook_scout": "Scout",
+ "playbook_scout_promo_req": "(2 scout, 1 maneuver)",
+ "playbook_sniper": "Sniper",
+ "playbook_sniper_promo_req": "(1 scout, 2 shoot)",
+ "playbook_soldier": "Soldier",
+ "plus_1_resist": "+1 resist",
+ "position": "Position",
+ "precise": "Precise",
+ "prepared": "Prepared",
+ "pressure": "Pressure",
+ "pressure_desc": "PRESSURE: When you advance, roll pressure minus Horses uses spent, and add time below. (1-3: One. 4/5: Two. 6: Three. crit: Five) Then reset pressure to 0. Add pressure when time passes (after campaign actions), or when there is a pressure penalty for a failed mission.",
+ "pressure_details": "A measure of how surrounded you are by undead",
+ "pressure_instructions": "Add time according to the result. (1-3: One. 4/5: Two. 6: Three. Crit: Five)",
+ "prideful": "Prideful",
+ "primary_mission": "Primary Mission",
+ "promote": "Promote",
+ "promotion": "Promotion",
+ "protective": "Protective",
+ "proud": "Proud",
+ "prowess": "Prowess",
+ "prowess_desc": "Resist consequences from physical strain or injury.",
+ "quiet": "Quiet",
+ "rage": "Rage",
+ "reckless": "Reckless",
+ "religious_supplies": "Religious Supplies",
+ "replaces_any_armor": "Replaces any Armor.",
+ "replaces_any_shield": "Replaces any Shield.",
+ "replaces_armor": "Replaces Armor",
+ "reputation": "Reputation",
+ "research": "Research",
+ "research_desc": "Research a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding.",
+ "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resolve": "Resolve",
+ "resolve_desc": "Resist consequences from mental strain or willpower.",
+ "resourceful": "Resourceful",
+ "rig": "Rig",
+ "rig_desc": "Rig together mechanical solutions; disable, repair, or create mechanisms; disable a trap, pick a lock; build fortifications; repair siege weapons.",
+ "risky": "Risky",
+ "role_commander": "Commander",
+ "role_lorekeeper": "Lorekeeper",
+ "role_marshal": "Marshal",
+ "role_quartermaster": "Quartermaster",
+ "role_spymaster": "Spymaster",
+ "roll_fortune": "Roll Fortune",
+ "roll_inf": "Roll",
+ "rolls": "rolls",
+ "rolls_for_an": "rolls for an",
+ "rookie_promotion_desc": "Your Rookie is no longer a Rookie and will now become a soldier! This will give you one rank of Grit; you are also eligible to choose a special ability after promotion.",
+ "rot": "Rot",
+ "scarred": "Scarred",
+ "scout": "Scout",
+ "scout_desc": "Scout a location or situation to gather information; move or observe without being noticed; spot weaknesses or exploits if there are any to be seen.",
+ "scout_missions": "Recon and Supply Missions",
+ "scrounge": "Scrounge",
+ "scrounge_desc": "While on a mission, you may spend scrounge uses to find safe and secure shelter or one load worth of supplies for everyone in your squad.",
+ "secondary_mission": "Secondary Mission",
+ "send_details_to_chat": "Send details to chat",
+ "shattered_lions": "Shattered Lions",
+ "shield": "Shield",
+ "shoot": "Shoot",
+ "shoot_desc": "Shoot a target with precision from a distance; find a perch with clear lines of fire; make trick shots.",
+ "show_advanced abilities": "Show advanced abilities",
+ "show_advanced_abilities": "Show advanced abilities",
+ "show_alchemicals": "Show alchemicals",
+ "show_extra_xp_condition": "Show extra xp condition",
+ "show_item_description": "Show item descriptions",
+ "shrewd": "Shrewd",
+ "siege_weapons": "Siege Weapons",
+ "silver_stags": "Silver Stags",
+ "simple_assignments": "Simple Assignments",
+ "simple_assignments_1": "Recover. The spy heals and recuperates. Remove their wounded condition.",
+ "simple_assignments_2": " Interrogate. Ask the Commander for the intel questions list. Your spy is sent on a mission and can answer one question from any list (regardless of the Commander’s intel total) whenever missions are presented by the GM.",
+ "simple_assignments_3": "Blackmail. Spy bribes or threatens as needed. Add +1d to an acquire assets roll.",
+ "simple_assignments_4": "Help. Spy bribes or threatens as needed. Add +1d to a long-term project roll.",
+ "simple_assignments_top": "During campaign actions, you can assign spies to simple assignments. Spies on simple assignment cannot undertake long-term assignments.",
+ "skirmish": "Skirmish",
+ "skirmish_desc": "Skirmish with an opponent in close combat; assault a position; brawl and wrestle; fire pistols at short range.",
+ "smart": "Smart",
+ "smug": "Smug",
+ "sniper_missions": "Assault and Recon Missions",
+ "soft": "Soft",
+ "soldier_promotion_desc": "You are about to promote this Soldier to a Specialist. In order to become a Specialist of a certain kind, all starting action ratings must be greater than or equal to the action ratings of a starting Specialist of this type. You gain a rank in the corresponding Specialist ability, up to a maximum of 3.",
+ "special": "Special",
+ "special_abilities": "Special abilities",
+ "special_ability": "Special ability",
+ "specialist": "Specialist",
+ "specialist_action": "Specialist action",
+ "specialists": "Specialists",
+ "specialty": "Specialty",
+ "spies": "Spies",
+ "spy_antoinette": "Antoinette",
+ "spy_antoinette_desc": "Denied nobility by birth, this Orite seamstress found a better calling in life. She’s broken countless hearts, poisoned nobles and warriors both, and has yet to fail a mission.",
+ "spy_antoinette_specialty": "Antoinette automatically upgrades to a master spy.",
+ "spy_bortis": "Bortis",
+ "spy_bortis_desc": "A grizzled Zemyati, Bortis is an asset on and off the field. Rumor is that if he lives, he’ll become the next Spymaster.",
+ "spy_bortis_specialty": "When Bortis rolls on expand network assignments, he generates +1 segment on his rolls.",
+ "spy_crimson_vexing_gale": "Crimson Vexing Gale",
+ "spy_crimson_vexing_gale_desc": "Little is known about this Panyar, except that their eyes reflect silver beneath a hood. They come and go as they please. Many rumors surround their past.",
+ "spy_crimson_vexing_gale_specialty": "Does not wound on any mission.",
+ "spy_igrid": "Igrid",
+ "spy_igrid_desc": "An Aldermark local, Igrid blends into all the settlements nearby. She travels the area freely, taking note of news and rumors.",
+ "spy_igrid_specialty": "Whenever Igrid interrogates you may ask 1 additional intel question.",
+ "spy_liya": "Liya",
+ "spy_liya_desc": "This Bartan bears none of the usual Bartan jewelry signifying kinship and prefers deep cover and long-term solo missions. She’s also a master duelist, and a known Weaponmaster.",
+ "spy_liya_specialty": "Liya rolls +1d on research assignments.",
+ "spy_network": "Spy Network",
+ "spy_network_acquisition": "Acquisition",
+ "spy_network_acquisition_desc": "Gain another spy. Mark their trained box.",
+ "spy_network_analysts": "Analysts",
+ "spy_network_analysts_desc": "Spies roll +1d on research assignments.",
+ "spy_network_entrapment": "Entrapment",
+ "spy_network_entrapment_desc": "Spies roll +1d on Lay Trap missions.",
+ "spy_network_field_assignment": "Field Assignment",
+ "spy_network_field_assignment_desc": "You may ask 1 additional question when you interrogate.",
+ "spy_network_holy_orders": "Holy Orders",
+ "spy_network_holy_orders_desc": "augumented religious missions give +1 asset beyond the usual rewards.",
+ "spy_network_investments": "Investments",
+ "spy_network_investments_desc": "Spies roll +1d on expand network assignments.",
+ "spy_network_mercenaries": "Mercenaries",
+ "spy_network_mercenaries_desc": "augumented assault missions give +1 morale beyond the usual rewards.",
+ "spy_network_merchants": "Merchants",
+ "spy_network_merchants_desc": "augumented supply missions give +1 supply beyond the usual rewards.",
+ "spy_network_rangers": "Rangers",
+ "spy_network_rangers_desc": "augumented recon missions give +1 intel beyond the usual rewards.",
+ "spy_network_sources": "Sources",
+ "spy_network_sources_desc": "You have loyal contacts & informants everywhere. Spies roll +1d on augument mission assignments.",
+ "spy_network_spy_network": "Spy Network",
+ "spy_network_spy_network_desc": "You are able to train, support, and utilize spies. You start with 2 spies. One trained and one master spy.",
+ "spy_network_training": "Training",
+ "spy_network_training_desc": "One of your trained spies becomes a master spy. This may be taken twice.",
+ "spy_onyetin": "Onyetin",
+ "spy_onyetin_desc": "This friendly bear of a man is also one of the deadliest assassins in the Eastern Kingdoms. He knows exactly how to spot or uncover hidden targets and caches.",
+ "spy_onyetin_specialty": "Onyetin rolls +1d on augument mission assignments.",
+ "squads": "Squads",
+ "star_vipers": "Star Vipers",
+ "stoic": "Stoic",
+ "stress": "Stress",
+ "stylish": "Stylish",
+ "supply": "Supply",
+ "supply_carts": "Supply Carts",
+ "supply_carts_desc": "Spend 1 use of Food Stores when time passes or lose 2 morale. Carry up to 6 food per Food Store with Supply Carts.",
+ "supply_desc": "Supply: Gain from mission rewards. Lose from mission penalties. If you lose supply and have none, lose 1 morale instead. Spend supply to boost campaign actions and to take additional campaign actions. You can keep a max of 3 supply +1 per Supply Cart (see Materiel below) when advancing.",
+ "supply_details": "A measure of the Legion’s spare gear, liquid funds, and trade goods.",
+ "sway": "Sway",
+ "sway_desc": "Sway someone with guile, charm, logic, or deception; change attitudes or behavior using manipulation or seduction; disguise yourself.",
+ "tattooed": "Tattooed",
+ "time": "Time",
+ "time_desc": "TIME: Add 1 tick when time passes, or when you advance and roll pressure, and when missions have a time penalty. Reduce the clocks when mission rewards include time. If you do not complete the missions at Skydagger Keep before the last clock is filled, you lose the game.",
+ "time_details": "How long you have to get to Skydagger, and how undead strength grows",
+ "time_fall_deepens": "Fall deepens
Panya burns.",
+ "time_summer_ends": "Summer ends
The South falls.",
+ "tired": "Tired",
+ "trained": "Trained",
+ "trait_artisan": "Artisan",
+ "trait_artisan_desc": "You can have up to 4 rig.",
+ "trait_bold": "Bold",
+ "trait_bold_desc": "+1d to resist on desperate actions.",
+ "trait_connected": "Connected",
+ "trait_connected_desc": "+1 sway (max 3).",
+ "trait_educated": "Educated",
+ "trait_educated_desc": "+1 research (max 2)",
+ "trait_loyal": "Loyal",
+ "trait_loyal_desc": "+1d in group actions.",
+ "trait_marked": "Marked",
+ "trait_marked_desc": "+2d to resist corruption.",
+ "trait_noble": "Noble",
+ "trait_noble_desc": "Boost 1 campaign action for you.",
+ "trait_pious": "Pious",
+ "trait_pious_desc": "Always equip a Reliquary.",
+ "trait_shrewd": "Shrewd",
+ "trait_shrewd_desc": "+1d to insight resist.",
+ "trait_stern": "Stern",
+ "trait_stern_desc": "+1 discipline (max 2).",
+ "trait_stoic": "Stoic",
+ "trait_stoic_desc": "+1d to prowess resist.",
+ "trait_stubborn": "Stubborn",
+ "trait_stubborn_desc": "+1d to resolve resist.",
+ "trait_tough": "Tough",
+ "trait_tough_desc": "Ignore level 1 harm penalties.",
+ "trait_traveler": "Traveler",
+ "trait_traveler_desc": "Fast/quiet in normal load.",
+ "trait_vengeful": "Vengeful",
+ "trait_vengeful_desc": "Potency when harm penalized.",
+ "trait_warm": "Warm",
+ "trait_warm_desc": "+1 consort (max 2).",
+ "trauma": "Trauma",
+ "trauma:": "Trauma:",
+ "trauma_boxes": "Trauma boxes",
+ "type": "Type",
+ "unstable": "Unstable",
+ "unstoppable": "Unstoppable",
+ "uses": "Uses",
+ "utility": "Utility",
+ "utility_items": "Utility items",
+ "vengeful": "Vengeful",
+ "version": "Version",
+ "veteran": "veteran",
+ "veteran_desc": "veteran_desc",
+ "vicious": "Vicious",
+ "visions": "Visions",
+ "warm": "Warm",
+ "weave": "Weave",
+ "weave_desc": "When you use weave, you invoke arcane powers to change the world around you. Doing so is not without cost, and should always be considered extremely risky.",
+ "well-kempt": "Well-kempt",
+ "whichever_you_didnt_take_at_light_load": "Whichever you didn't take at Light load.",
+ "wise": "Wise",
+ "wounded": "Wounded",
+ "wounds": "Wounds",
+ "wreck": "Wreck",
+ "wreck_desc": "Wreck a place, item, or obstacle with savage force or careful sabotage; distract and sow chaos; breach defenses with force; use, throw, or place explosives or alchemicals; use siege weapons.",
+ "xp_condition_heavy": "If you helped your squad through might or fortitude.",
+ "xp_condition_medic": "If you helped your squad through medical knowledge or emotional comfort.",
+ "xp_condition_officer": "If you helped your squad through enforcing discipline or strategic planning.",
+ "xp_condition_rookie": "If you helped your squad by staying out of the way or surviving despite the odds.",
+ "xp_condition_scout": "If you helped your squad through stealth or foresight.",
+ "xp_condition_sniper": "If you helped your squad through keen observation or key shots.",
+ "xp_condition_soldier": "If you helped your squad through courage or determination.",
+ "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_heritage_trauma": "If you brought into play your heritage or trauma (2 xp if you did both).",
+ "xp_specific": "Enter your playbook-specific xp condition here.",
+ "xp_specific_extra": "Enter another xp condition here.",
+ "xp_survived": "If you survived the mission.",
+ "xp_threat": "Per highest Threat of opponent faced.",
+ "xp_top": "At the end of each mission mark 1 xp (playbook or attribute)...",
+ "young": "Young",
+ "zemyati": "Zemyati",
+ "zemyati_traits": "Zemyati Traits",
+ "zerodice": "Zero Dice — take the lowest result above"
+}
diff --git a/Band of Blades Official/translations/hu.json b/Band of Blades Official/translations/hu.json
new file mode 100644
index 0000000000..8bfe1cac9d
--- /dev/null
+++ b/Band of Blades Official/translations/hu.json
@@ -0,0 +1,897 @@
+{
+ "abilities": "Abilities",
+ "ability_description": "Ability description",
+ "ability_name": "Ability name",
+ "acquire_assets": "Acquire Assets",
+ "action_roll_1_3": "Bad Outcome — You are thwarted and suffer consequences.",
+ "action_roll_4_5": "Partial Success — You do it but there are consequences.",
+ "action_roll_6": "Success — You do it!",
+ "action_roll_crit": "Critical — You do it with increased effect!",
+ "actions": "Actions",
+ "additional_info": "Additional info",
+ "advancement": "Advancement",
+ "aim": "Aim",
+ "aim_desc": "While on a mission, you may spend aim uses to increase the effect level of a shot. This means you can sometimes take out large, dangerous enemies with a single bullet.",
+ "alchemical_chembalm": "Chembalm",
+ "alchemical_chembalm_desc": "Neutralizes most poisons and toxins.",
+ "alchemical_deep": "Deep",
+ "alchemical_deep_desc": "Lets you hold your breath for a scene.",
+ "alchemical_owlsight_oil": "Owlsight Oil",
+ "alchemical_owlsight_oil_desc": "See in the dark (24h). Light sensitive.",
+ "alchemical_rage_venom": "Rage Venom",
+ "alchemical_rage_venom_desc": "Gain physical potency for a scene. You must make a resolve resist to avoid attacking friend and foe indiscriminately. Addictive.",
+ "alchemist": "Alchemist",
+ "alchemists": "Alchemists",
+ "aloof": "Aloof",
+ "anathema": "Anathema",
+ "anchor": "Anchor",
+ "anchor_desc": "While on a mission, you may spend anchor uses to fight as a small group. This means you can face groups of lesser undead without loss of effect.",
+ "annals_choose_1_effect": "Choose 1 Effect on the Legion:",
+ "annals_details": "When a soldier falls, note their name. When four are entered into the Annals, the next time that time passes, before campaign actions, take a moment to tell a tale and choose the effect it has on the Legion.",
+ "annals_of_the_legions": "Annals of the Legions",
+ "annals_tale_battle_effect_1": "The Legion digs in. Remove 1 pressure, but the Commander may not advance in the next phase.",
+ "annals_tale_battle_effect_2": "Soldiers prepare to fight swiftly. Next mission, all Specialists gain +1d to maneuver rolls.",
+ "annals_tale_battle_effect_3": "Soldiers prepare their strongest weapons. Next mission, all Specialists gain +1d to wreck rolls.",
+ "annals_tale_battle_intro": "These undead are not the greatest threat the Legion has faced. Let me tell you a Tale of when we faced impossible odds...",
+ "annals_tale_battle_q1": "What terrible power did this threat wield?",
+ "annals_tale_battle_q2": "How was this threat’s unknown weakness found?",
+ "annals_tale_battle_q3": "At what cost did the Legion overcome this foe?",
+ "annals_tale_battle_top": "Tell a Tale of Hardening in Battle",
+ "annals_tale_founding_effect_1": "The soldiers learn a lesson. All Specialists may place 1 xp in any category.",
+ "annals_tale_founding_effect_2": "The Legion seeks glory of yesteryear. Your next set of missions will include a special mission.",
+ "annals_tale_founding_effect_3": "The histories raise morale. The Legion gains +2 morale.",
+ "annals_tale_founding_intro": "Let me tell you a Tale of the Legion’s founding by the Seventh Emperor, as recorded 427 years ago in the first Annals...",
+ "annals_tale_founding_q1": "Who was the first Commander / Legionnaire / Lorekeeper?",
+ "annals_tale_founding_q2": "How (or for what) is that person remembered?",
+ "annals_tale_founding_q3": "What dangerous threat was the Legion formed to face?",
+ "annals_tale_founding_top": "Tell a Tale of the Legion’s Founding",
+ "annals_tale_independence_effect_1": "Legionnaires shrug off wounds. All Specialists may mark 1 free healing tick.",
+ "annals_tale_independence_effect_2": "The Legion purifies hearts and minds. All Legionnaires reduce corruption by 2.",
+ "annals_tale_independence_effect_3": "Soldiers work extra shifts. Add 3 ticks to a long-term project.",
+ "annals_tale_independence_intro": "After the Old Empire fell, the Legion became sellswords that hired out to causes they believed in. This is a tale of...",
+ "annals_tale_independence_q1": "Where is the Legion’s original charter stored?",
+ "annals_tale_independence_q2": "What unusual restriction(s) are placed on Legionnaires?",
+ "annals_tale_independence_q3": "What cause has the Legion taken up previously?",
+ "annals_tale_independence_top": "Tell a Tale of the Legion’s Independence",
+ "annals_tale_meaning_effect_1": "The Legion promotes an exemplar. Promote a Rookie to Soldier.",
+ "annals_tale_meaning_effect_2": "Soldiers remember why they fight. One mission next session gains +2d to its engagement roll.",
+ "annals_tale_meaning_effect_3": "Legionnaires protect each other. Next primary mission, each Specialist gets 1 special armor: any.",
+ "annals_tale_meaning_intro": "The Legion is no longer just a military, but family forged in blood over a century. This is a tale...",
+ "annals_tale_meaning_q1": "How do civilians treat the Legion differently from other units?",
+ "annals_tale_meaning_q2": "How are new recruits inducted into the Legion?",
+ "annals_tale_meaning_q3": "What oath must all Legionnaires speak?",
+ "annals_tale_meaning_top": "Tell a Tale of the Legion’s Meaning",
+ "annals_tale_will_effect_1": "Your Chosen is moved. Your Chosen gains 1 favor as if they had completed a favored mission.",
+ "annals_tale_will_effect_2": "Never give up. Next mission, all Legionnaires gain +1d to all resistance rolls.",
+ "annals_tale_will_effect_3": "Soldiers prepare to face the unholy. Next mission, all Legionnaires get +2d to resolve resists.",
+ "annals_tale_will_intro": "We have fought holy and unholy since our inception, even in the Godswar, when Chosen took arms against Chosen...",
+ "annals_tale_will_q1": "Which previous Chosen did the Legion fight beside?",
+ "annals_tale_will_q2": "Against which supernatural threat did they fight?",
+ "annals_tale_will_q3": "How many survived and how did they rebuild the Legion?",
+ "annals_tale_will_top": "Tell a Tale of the Legion’s Unyielding Will",
+ "armor": "Armor",
+ "armor_heavy": "Heavy",
+ "assignment": "Assignment",
+ "athletic": "Athletic",
+ "back_at_camp": "Back at Camp",
+ "back_at_camp_top_1": "After missions are done but before campaign actions, play out a small scene about what happened at camp during or shortly after the mission. Remember to carry the story forward (e.g. soldier desertions and deaths still cause morale loss). Explore the struggles of life on the road while together with soldiers from many different cultures.",
+ "back_at_camp_top_2": "The GM should select an event below based on morale (1-3: low, 4-7: medium, and 8+: high). Mark it off, and frame the scene. If no events are unmarked, use the nextbracket down (life in battle and on the run eventually grinds everyone down). Ask the Marshal for an appropriate Legionnaire if you don’t immediately know who’s present.",
+ "back_at_camp_top_3": "The prompts are loose inspiration. Experimentation on undead might be a soldier trying to cure a corrupted brother-in-arms, kept chained in his tent. Refugees may seek protection, donation of food supplies, or be emissaries from a nearby settlement.",
+ "bartan": "Bartan",
+ "bartan_traits": "Bartan Traits",
+ "black_shot": "Black Shot",
+ "blight": "Blight",
+ "bold": "Bold",
+ "bonusdice": "Bonus dice",
+ "boosted": "Boosted",
+ "boxes": "Boxes",
+ "broken": "Broken",
+ "broken_abilities": "Broken Abilities",
+ "broken_advancement": "Broken Advancement",
+ "broken_blighter": "Blighter",
+ "broken_blighter_info": "Also called The Foul, and Corrupter of Flesh.",
+ "broken_breaker": "Breaker",
+ "broken_breaker_info": "Also called Stormbreaker, and the Bringer of Thunder.",
+ "broken_name": "Broken Name",
+ "broken_render": "Render",
+ "broken_render_info": "Also called Bonerender, and the Hollow Knight.",
+ "broken_xp_clock": "A time clock is filled (see Commander sheet).",
+ "broken_xp_first": "You first select your Broken.",
+ "broken_xp_top": "Your Broken gains an additional Broken ability when...",
+ "calculating": "Calculating",
+ "callous": "Callous",
+ "camp_event_high_1": "Soldiers hold a remembrance for the fallen.",
+ "camp_event_high_2": "A young soldier is detonating munitions, egged on by others.",
+ "camp_event_high_3": "Storms darken the skies. Rumors and wild speculation spread.",
+ "camp_event_high_4": "Supply crates go missing, but no one admits to knowing why.",
+ "camp_event_high_5": "A squad talks about home and asks their captain about theirs.",
+ "camp_event_high_6": "Your Chosen has fallen silent and refuses to speak to anyone.",
+ "camp_event_low_1": "A festering blight wound covered up by a soldier is revealed.",
+ "camp_event_low_2": "A bunch of Legion medical supplies are missing. The wounded cry.",
+ "camp_event_low_3": "Hidden experimentation on an undead is uncovered within the camp.",
+ "camp_event_low_4": "Screams can be heard in the distance at all hours, preventing any rest.",
+ "camp_event_low_5": "A hungry squad that resorted to foraging becomes badly ill.",
+ "camp_event_low_6": "A deserter is caught before they can leave. Judgment must be passed.",
+ "camp_event_medium_1": "A fight breaks out over one Legionnaire stealing from another.",
+ "camp_event_medium_2": "After an undead attack, the Legion must break camp and relocate.",
+ "camp_event_medium_3": "A soldier is caught selling supplies to locals for special treats or favors.",
+ "camp_event_medium_4": "News arrives of devastation from a different front.",
+ "camp_event_medium_5": "A squad refuses to go into the field until their captain is replaced.",
+ "camp_event_medium_6": "A band of refugees stumbles upon your camp and begs for help.",
+ "campaign_action_acquire_assets": "Acquire Assets",
+ "campaign_action_acquire_assets_boosted": "Upgrade result by one level. You may spend multiple supply.",
+ "campaign_action_acquire_assets_desc": "Beg, borrow, or steal an asset you need. Roll the location’s assets rating. The result indicates the quality of the asset (1-3: Poor. 4/5: Standard. 6: Fine. crit: Exceptional). Laborers, Siege Weapons, and alchemical concoctions are fine quality. Alchemists and Mercies are exceptional quality.",
+ "campaign_action_liberty": "Liberty",
+ "campaign_action_liberty_boosted": "Legionnaires clear all stress. Increase Legion morale by 4 (total).",
+ "campaign_action_liberty_desc": "Legionnaires are given leave of their responsibilities for a few days, good food and drink is provided, and campfire revelry is permitted. During this time, Legionnaires at liberty can party, fraternize, or relax as they see fit. Every character clears up to 3 stress. Increase Legion morale by 2.",
+ "campaign_action_long_term_project": "Long-Term Project",
+ "campaign_action_long_term_project_boosted": "Upgrade result by one level. You may spend multiple supply.",
+ "campaign_action_long_term_project_desc": "Work on a long-term project, if you have the means. Pick a Specialist to lead the project. They roll an action and mark segments on the project clock based on the result (1-3: One. 4/5: Two. 6: Three. crit: Five). You can do this campaign action multiple times, but only if working on a different project each time.",
+ "campaign_action_recruit": "Recruit",
+ "campaign_action_recruit_boosted": "Two of those Rookies are Soldiers instead (the other 3 remain Rookies).",
+ "campaign_action_recruit_desc": "The war has left soldiers crawling home and mercenaries guarding villages and roads—or raiding them. You recruit these recluses, rejects, and returning warriors to serve in the Legion’s ranks. Gain up to five Rookies for the Marshal to replenish the rosters with.",
+ "campaign_action_rest_and_recuperation": "Rest and Recuperation",
+ "campaign_action_rest_and_recuperation_boosted": "Every Legionnaire gains a second healing tick.",
+ "campaign_action_rest_and_recuperation_desc": "Take time to let soldiers tend wounds and rest. Each Legionnaire marks a tick in any harm row. Once a row’s healing ticks are full, erase the ticks and injuries in that row. If you wound a Mercy, one Specialist gains an extra healing tick. Finally, heal any Mercies wounded before this recuperation action.",
+ "campaign_actions": "Campaign Actions",
+ "campaign_actions_desc": "After missions, perform campaign actions based on morale (ask the Marshal). Take additional campaign actions by spending supply one-for-one. Spend a supply to boost an action in addition to any other costs. You can do each action once per campaign phase (except acquire assets and long-term projects).",
+ "cancel": "Cancel",
+ "cautious": "Cautious",
+ "channels": "Channels",
+ "channels_desc": "You may spend channels uses to acquire an asset for your squad in a flashback. Roll sway to determine quality. You can spend additional uses to improve the quality as per supply rules. Such assets are temporary or \"on loan\" and will go away when the mission ends.",
+ "character": "Character",
+ "chat_image": "Image to show alongside chat rolls",
+ "choose_sheet_type": "Choose the sheet type.",
+ "chosen": "Chosen",
+ "chosen_abilities": "Chosen abilities",
+ "chosen_advancement": "Chosen advancement",
+ "chosen_horned_one": "The Horned One",
+ "chosen_horned_one_name": "Chosen of the Horned One",
+ "chosen_n_broken": "Chosen & Broken",
+ "chosen_name": "Chosen Name",
+ "chosen_shreya": "Shreya",
+ "chosen_shreya_name": "Shreya, Chosen of Asrika",
+ "chosen_xp_complete": "You complete a campaign.",
+ "chosen_xp_first": "You first select your Chosen.",
+ "chosen_xp_four": "You complete four missions of your Chosen’s favor type.",
+ "chosen_xp_top": "Your Chosen gains a Chosen ability when...",
+ "chosen_zora": "Zora",
+ "chosen_zora_name": "Zora, Chosen of the Living God",
+ "clever": "Clever",
+ "clock_name": "Clock name",
+ "clocks": "Clocks",
+ "cold": "Cold",
+ "colorful": "Colorful",
+ "comely": "Comely",
+ "complete": "Complete",
+ "consort": "Consort",
+ "consort_desc": "Consort with friends, contacts, or connections from your heritage and background to gain access to resources, information, people, or places. Make a good impression.",
+ "controlled": "Controlled",
+ "corruption": "Corruption",
+ "crisp": "Crisp",
+ "curious": "Curious",
+ "dangerous": "Dangerous",
+ "deadly": "Deadly",
+ "death": "Death",
+ "dedicated": "Dedicated",
+ "desertion_desc": "Desertion: If you lose morale and have none, soldiers desert (one per morale you can’t pay). You lose Rookies, then Soldiers. If fewer than 3 full squads, end the game. The Legion is no more.",
+ "desperate": "Desperate",
+ "detail": "Detail",
+ "details": "Details",
+ "devious": "Devious",
+ "dice": "Dice",
+ "discipline": "Discipline",
+ "discipline_desc": "Discipline a fellow soldier; command obedience using force of personality; intimidate or threaten.",
+ "divine": "Divine",
+ "divine_ability_abominable_science": "Abominable Science",
+ "divine_ability_abominable_science_desc": "Blighter’s chirurgeons learn to stitch writhing undead together functionally. Horrors can appear in any mission.",
+ "divine_ability_anointed_horned": "Anointed",
+ "divine_ability_anointed_horned_desc": "Holy, Mystic, and Wild missions all grant mission favor. Start with 1 mission favor filled in.",
+ "divine_ability_anointed_shreya": "Anointed",
+ "divine_ability_anointed_shreya_desc": "Holy, Mystic, and Mercy missions all grant mission favor. Start with 1 mission favor filled in.",
+ "divine_ability_anointed_zora": "Anointed",
+ "divine_ability_anointed_zora_desc": "Holy, Mystic, and Glory missions all grant favor. Start with 1 mission favor already marked.",
+ "divine_ability_asrika’s_blessing": "Asrika’s Blessing",
+ "divine_ability_asrika’s_blessing_desc": "Legionnaires always take 1 less corruption.",
+ "divine_ability_asrika’s_mercy": "Asrika’s Mercy",
+ "divine_ability_asrika’s_mercy_desc": "When the Legion recuperates, place 1 additional healing tick on all Legionnaires.",
+ "divine_ability_asrika’s_tears": "Asrika’s Tears",
+ "divine_ability_asrika’s_tears_desc": "When you mourn, you feel a profound sense of peace. Liberty campaign actions provide +1 morale and additional -1 stress.",
+ "divine_ability_attrition_strategies": "Attrition Strategies",
+ "divine_ability_attrition_strategies_desc": "Blighter attacks & poisons supply lines. Supply mission engagement rolls take -1d.",
+ "divine_ability_battle-saint": "Battle-Saint",
+ "divine_ability_battle-saint_desc": "Shreya is threat 5 and she has potency against all opponents.",
+ "divine_ability_blood_of_fire": "Blood of Fire",
+ "divine_ability_blood_of_fire_desc": "When you spend Religious Supply on a mission, all Legionnaires equip Fire Oil (1 load).",
+ "divine_ability_blood_of_the_chosen": "Blood of the Chosen",
+ "divine_ability_blood_of_the_chosen_desc": "When you spend a Religious Supply, you also get a sanctified melee weapon on that mission. It is potent against undead. Start with 1 free Religious Supply.",
+ "divine_ability_book_of_hours": "Book of Hours",
+ "divine_ability_book_of_hours_desc": "All Specialists start with 2 extra ranks of actions.",
+ "divine_ability_cruel_gluttony": "Cruel Gluttony",
+ "divine_ability_cruel_gluttony_desc": "Blighter crafts fluids that brew acid inside undead. Gut-Sacks can appear in any mission.",
+ "divine_ability_dark_visions": "Dark Visions",
+ "divine_ability_dark_visions_desc": "Breaker hexes the Legion with horrible screaming nightmares. Liberties restores 1 less stress.",
+ "divine_ability_defilement": "Defilement",
+ "divine_ability_defilement_desc": "Breaker’s defilement of religious sites has diminished the holy influences in this region. Religious mission engagement rolls take -1d.",
+ "divine_ability_forced_march": "Forced March",
+ "divine_ability_forced_march_desc": "Render’s troops fueled by rage push forward. Add 3 ticks to the time clocks (Commander).",
+ "divine_ability_forest’s_wings": "Forest’s Wings",
+ "divine_ability_forest’s_wings_desc": "When you spend Religious Supply on a mission, squads bring up to 3 animals that can whisper messages to each other and to camp.",
+ "divine_ability_fury": "Fury",
+ "divine_ability_fury_desc": "Render learns to spread his hate to his line troops. Gaunt now move swiftly and can act with cunning if their Elite dies.",
+ "divine_ability_great_hunter": "Great Hunter",
+ "divine_ability_great_hunter_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 insight xp.",
+ "divine_ability_heart_of_heroes": "Heart of Heroes",
+ "divine_ability_heart_of_heroes_desc": "All Legionnaires add the xp trigger: If you engaged a higher threat opponent by yourself.",
+ "divine_ability_heartless": "Heartless",
+ "divine_ability_heartless_desc": "Render grants those that carve out their own hearts strength. Heartless can appear in any mission.",
+ "divine_ability_hide_of_the_white_hind": "Hide of the White Hind",
+ "divine_ability_hide_of_the_white_hind_desc": "All Specialists can speak to and understand wild beasts.",
+ "divine_ability_horned_god’s_bounty": "Horned God’s Bounty",
+ "divine_ability_horned_god’s_bounty_desc": "When time passes, ask if the Legion will advance. If it does, do not spend Food.",
+ "divine_ability_horned_god’s_eyes": "Horned God’s Eyes",
+ "divine_ability_horned_god’s_eyes_desc": "If there is a Panyar Specialist on a recon mission, add +1d to the engagement roll.",
+ "divine_ability_horned_god’s_thews": "Horned God’s Thews",
+ "divine_ability_horned_god’s_thews_desc": "Legionnaires can spend special armor to resist physical consequences, or to push themselves on any prowess action.",
+ "divine_ability_living_god’s_fury": "Living God’s Fury",
+ "divine_ability_living_god’s_fury_desc": "The Quartermaster may spend Religious Supply before an assault mission to add +1d on the engagement roll. Legionnaires equip both Reliquaries and Black Shot.",
+ "divine_ability_living_god’s_kiss": "Living God’s Kiss",
+ "divine_ability_living_god’s_kiss_desc": "During a rest and recuperation campaign action, each Legionnaire removes 2 corruption in addition to healing.",
+ "divine_ability_living_god’s_vigor": "Living God’s Vigor",
+ "divine_ability_living_god’s_vigor_desc": "Specialists can take an extra level 2 harm (3 total).",
+ "divine_ability_massacre": "Massacre",
+ "divine_ability_massacre_desc": "Render’s savage tactics and defiling use of the dead instills fear in all soldiers. Assault mission engagement rolls take -1d.",
+ "divine_ability_modern_warfare": "Modern Warfare",
+ "divine_ability_modern_warfare_desc": "Blighter’s troops carry appropriate fine arms and armor.",
+ "divine_ability_nature’s_fury": "Nature’s Fury",
+ "divine_ability_nature’s_fury_desc": "Breaker & Witches can hex nature, covering troops with fog and storms, and animating trees in combat.",
+ "divine_ability_pillar_of_skulls": "Pillar of Skulls",
+ "divine_ability_pillar_of_skulls_desc": "Breaker makes a pillar of wailing bodies to summon and corrupt sacred beasts. Devourers can appear in any mission.",
+ "divine_ability_sacred_seals": "Sacred Seals",
+ "divine_ability_sacred_seals_desc": "All Legionnaires gain special armor versus magical effects.",
+ "divine_ability_scars_of_war": "Scars of War",
+ "divine_ability_scars_of_war_desc": "Blighter’s troops can corrupt the land. Poison mists erupt and plague the countryside. While not always present, they may rise up suddenly as consequences of a roll.",
+ "divine_ability_shapeshifter": "Shapeshifter",
+ "divine_ability_shapeshifter_desc": "Gain 1 intel after completing 2 primary missions.",
+ "divine_ability_shredders": "Shredders",
+ "divine_ability_shredders_desc": "Remnants of Thorns, these balls of blades and Render’s blood explode when near troops. Often buried in the ground or thrown into squads.",
+ "divine_ability_spearforge": "Spearforge",
+ "divine_ability_spearforge_desc": "Render smiths massive, bladed, corrupting, black-iron spears that Heartless carry and Knights fire from ballistae.",
+ "divine_ability_star_of_the_dawn": "Star of the Dawn",
+ "divine_ability_star_of_the_dawn_desc": "When you advance, roll pressure as if 1 lower.",
+ "divine_ability_storm_riding": "Storm Riding",
+ "divine_ability_storm_riding_desc": "Shadow Witches learn to use the lightning forces inside Burned to jump from body to body, allowing them to escape death.",
+ "divine_ability_the_changing_curse": "The Changing Curse",
+ "divine_ability_the_changing_curse_desc": "Shadow Witches twist the living. Transformed can appear in any mission.",
+ "divine_ability_the_coven": "The Coven",
+ "divine_ability_the_coven_desc": "Breaker binds hexed souls into still-living bodies to craft acolytes. Shadow Witches can appear in any mission.",
+ "divine_ability_the_forge": "The Forge",
+ "divine_ability_the_forge_desc": "Render forges blades of the fallen and cinderblood into Elites. Thorns can appear in any mission.",
+ "divine_ability_the_sworn": "The Sworn",
+ "divine_ability_the_sworn_desc": "Some oaths transcend death. Knights of the Black Oak can appear in any mission.",
+ "divine_ability_toxic_bile": "Toxic Bile",
+ "divine_ability_toxic_bile_desc": "Gut-Sacks and Spitters cause corrupting wounds. At the end of a mission, untreated corrupting wounds cause +1 corruption each.",
+ "divine_ability_toxic_mutagen": "Toxic Mutagen",
+ "divine_ability_toxic_mutagen_desc": "Blighter’s troops coat their weapons in an alchemical oil, causing +1 corruption when they wound someone.",
+ "divine_ability_violent_emulsion": "Violent Emulsion",
+ "divine_ability_violent_emulsion_desc": "Blighter crafts undead to overdrive bile production. Spitters can appear in any mission.",
+ "divine_ability_war-saint": "War-Saint",
+ "divine_ability_war-saint_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 resolve xp.",
+ "divine_ability_wild_awakening": "Wild Awakening",
+ "divine_ability_wild_awakening_desc": "Shadow Witches and Breaker hex animals into spies, and packs for the Transformed to run with.",
+ "doctor": "Doctor",
+ "doctor_desc": "While on a mission, you may spend doctor uses to treat a fellow Legionnaire so they ignore all wound penalties for a scene. Level 4 harm is still lethal.",
+ "duties_commander_1": "Track Time and Pressure. Pressure and time increase when time passes or for certain mission penalties. Pressure decreases from some mission, and advancing resets it to zero. Time (rarely) decreases as a result of select missions.",
+ "duties_commander_2": "Track Location and Movement. Decide when the Legion advances. You may never backtrack. Mark the Legion position and route on your map. When you advance, roll pressure minus Horses uses spent, and add time based on the roll. (1-3: One. 4/5: Two. 6: Three. crit: Five)",
+ "duties_commander_3": "Track and Spend Intel. Spend intel to add +1d to mission engagement rolls or gain access to a special mission at your location. Ask intel questions before each mission. Intel can be gained from mission rewards.",
+ "duties_commander_4": "Pick Missions. Decide on a type of mission to focus on (assault, recon, religious, or supply) and tell the GM. The GM will tell you what’s available. Pick two missions to perform and designate one “primary,” to be played out at the table. The other is secondary and resolved with an engagement roll. If you were presented with a third mission, you automatically fail it.",
+ "duties_commander_5": "Work with Other Roles. Consult with the rest of the players to make thebest decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.",
+ "duties_lorekeeper_1": "Track the Dead. Note every Legionnaire that dies. The book weighs heavy, but while there is still a Legion, you have a sacred duty to remember all sacrifices.",
+ "duties_lorekeeper_2": "Tell the Tales of the Legion. When four new names are added to your lists of the dead, tell a Tale of the Legion. Answer all questions the Tale asks in your story, then choose one benefit to the troops. The first five tales in that order.",
+ "duties_lorekeeper_3": "Keep the Annals. Note missions, who is sent, and their outcomes. If there is any question what happened, it is your duty to recall it for others. Keep these books safe. If you’ve kept the Annals faithfully through the end of the campaign, and they’ve reached Skydagger Keep safely, add 10 points to your final score.",
+ "duties_lorekeeper_4": "Set Back at Camp Scenes. Consult with the Marshal on morale before making your selection. If a decision needs to be made about the camp or its rules, you will make them.",
+ "duties_lorekeeper_5": "Work with Other Roles. Advise the other Roles as necessary. Keep in mind the Legion’s beliefs and lessons you have set, and remind them.",
+ "duties_marshal_1": "Track Morale. Morale increases during the liberty campaign action, and from mission rewards. It decreases from mission penalties, when soldiers die (-1 per), and when there isn’t supply (-1) or Food (-2) when it must be spent.",
+ "duties_marshal_2": "Assign Who Goes On And Leads Missions. Decide who goes on missions. Missions take 1 squad and up to 2 Specialists by default. If there’s an Officer on a mission, they’re in charge. Otherwise, you say who’s in charge.",
+ "duties_marshal_3": "Track Squads and Specialists. Between missions, keep the playbooks. Mark losses, harm, stress, advancement, and promotions. Name squad members as needed. Detail any Specialists the Legion gains.",
+ "duties_marshal_4": "Make Engagement Rolls. It’s your duty to roll.",
+ "duties_marshal_5": "Ensure Legionnaires Advance. Make sure the group remembers to track xp after missions. Secondary missions grant 2 xp to Specialists regardless of outcome.",
+ "duties_marshal_6": "Work with Other Roles. Consult with others to make the best decisions you can, but you have the final say in the duties you are tasked with.",
+ "duties_quartermaster_1": "Track and Spend Supply. You gain supply primarily from supply mission rewards. Spend supply for additional campaign actions or to boost a campaign action. When the Commander advances the Legion, lose any supply you can’t take with you (maximum 3 supply, plus 1 per Supply Cart).",
+ "duties_quartermaster_2": "Perform Campaign Actions. Between mission phases, perform a number of campaign actions according to troop morale. Ask the Marshal how many you get.",
+ "duties_quartermaster_3": "Track and Use Materiel and Non-Legion Personnel. Expend materiel to make missions more successful. Track Mercy and Alchemist statuses, such as wounds and corruption. Work on projects to change the position of the Legion.",
+ "duties_quartermaster_4": "Work with Other Roles. Consult with the rest of the players to make the best decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.",
+ "duties_spymaster_1": "Dispatch Spies. Dispatch spies on assignments during campaign actions. Simple assignments complete immediately (though interrogation takes place right before missions). Long-term assignments take time to finish, and different spies may take turns working on them.",
+ "duties_spymaster_2": "Grow Your Network. Your true enemies are the Broken. Prepare for them.",
+ "duties_spymaster_3": "Work with Other Roles. Consult with the other Roles to make the best decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.",
+ "duties_top": "Your Duties. During the game, do the following:",
+ "effect": "Effect",
+ "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "eloquent": "Eloquent",
+ "ember_wolves": "Ember Wolves",
+ "engagement": "Engagement",
+ "engagement_assault_1": "Weapons. Did the Quartermaster equip the soldiers with Black Shot? Take +1d.",
+ "engagement_assault_2": "Wounds. Is any Legionnaire starting the mission wounded? Take -1d.",
+ "engagement_assault_top": "Assault Mission. On each assault mission, also ask the following:",
+ "engagement_desc": "Engagement rolls determine unit disposition at the start of a primary mission and the outcome of secondary missions. As the one sending troops into battle, it’s the Marshal’s duty to assemble the dice and make the engagement rolls.",
+ "engagement_details": "The Marshal assembles and rolls dice for engagements.",
+ "engagement_outcome_1-3": "1-3. Primary Mission: You’re in a desperate position when the action starts. Secondary Mission: You fail the mission, lose 3 squad members, and all Specialists take level 3 harm.",
+ "engagement_outcome_4-5": "4/5. Primary Mission: You’re in a risky position when the action starts. Secondary Mission: Fail the mission or you can succeed, two squad members die, and all Specialists take level 2 harm.",
+ "engagement_outcome_6": "6. Primary Mission: You’re in a controlled position when the action starts. Secondary Mission: You succeed at the mission, all Specialists take level 1 harm, and you may choose to lose 2 squad members to promote a Rookie to Soldier.",
+ "engagement_outcome_critical": "Critical. Primary Mission: You’ve overcome the first obstacle and are in a controlled position at the next. Secondary Mission: You succeed at the mission, and promote one squad member (see Rookie/Soldier special abilities for details).",
+ "engagement_primary_1_3": "You’re in a desperate position when the action starts.",
+ "engagement_primary_4_5": "You’re in a risky position when the action starts.",
+ "engagement_primary_6": "You’re in a controlled position when the action starts.",
+ "engagement_primary_crit": "You’ve overcome the first obstacle and are in a controlled position at the next.",
+ "engagement_question_1": "Legion Loyalty. Are all on the mission oathsworn to the Legion? Take +1d.",
+ "engagement_question_2": " Did the Commander spend 1 intel to give you foresight and info? Take +1d.",
+ "engagement_question_3": "Veteran. Is everyone on the mission a Specialist or Soldier? Take +1d.",
+ "engagement_question_4": "Leadership. Does any Legionnaire distrust the leadership or not fear them enough to obey orders on the battlefield? Take -1d.",
+ "engagement_question_5": "Parameters. Are required Specialists or equipment not on the mission? Take -1d.",
+ "engagement_question_top": "Before Every Mission. Assemble the engagement roll by asking the following:",
+ "engagement_recon_1": "Speed. Did the Quartermaster spend Horses to equip the mission? Take +1d.",
+ "engagement_recon_2": "Stealth. Is any Legionnaire starting with heavy load? Take -1d.",
+ "engagement_recon_top": "Recon Mission. On each recon mission, also ask the following:",
+ "engagement_religious_1": "Arcane. Did the Quartermaster send Religious Supplies to ward and protect the Legionnaires? Take +1d.",
+ "engagement_religious_2": "Corruption. Is any Legionnaire starting with blight? Take -1d.",
+ "engagement_religious_top": "Religious Mission. On each religious mission, also ask the following:",
+ "engagement_roll_outcomes": "Engagement Roll Outcomes",
+ "engagement_secondary_1_3": "You fail the mission, lose 3 squad members, and all Specialists take level 3 harm.",
+ "engagement_secondary_4_5": "Fail the mission or you can succeed, two squad members die, and all Specialists take level 2 harm.",
+ "engagement_secondary_6": "You succeed at the mission, all Specialists take level 1 harm, and you may choose to lose 2 squad members to promote a Rookie to Soldier.",
+ "engagement_secondary_crit": "You succeed at the mission, and promote one squad member.",
+ "engagement_supply_1": "Supplies. Did the Quartermaster spend Food to equip the mission? Take +1d.",
+ "engagement_supply_2": "Enemies. Is the current pressure higher than 2? Take -1d.",
+ "engagement_supply_top": "Supply Mission. On each supply mission, also ask the following:",
+ "engagements": "Engagements",
+ "famous": "Famous",
+ "favor": "Favor",
+ "favor_glory": "Glory",
+ "favor_holy": "Holy",
+ "favor_mercy": "Mercy",
+ "favor_mystic": "Mystic",
+ "favor_wild": "Wild",
+ "fearless": "Fearless",
+ "feature_alluring": "Alluring",
+ "feature_bestial": "Bestial",
+ "feature_blazing": "Blazing",
+ "feature_fearsome": "Fearsome",
+ "feature_feral": "Feral",
+ "feature_ferocious": "Ferocious",
+ "feature_monstrous": "Monstrous",
+ "feature_radiant": "Radiant",
+ "feature_serene": "Serene",
+ "feature_shining": "Shining",
+ "feature_sinister": "Sinister",
+ "feature_transcendent": "Transcendent",
+ "feature_vicious": "Vicious",
+ "features": "Features",
+ "fierce": "Fierce",
+ "flexible_width": "Flexible character sheet width",
+ "food_stores": "Food Stores",
+ "fortune": "Fortune",
+ "fortune_roll": "Fortune roll",
+ "friendly": "Friendly",
+ "frugal": "Frugal",
+ "further_annals": "When all Tales are told, and four more names enter your Annals, you may tell any Tale—but each can only be told once until all types of Tales are told once again.",
+ "gain_morale_1": "Missions. Successful mission rewards.",
+ "gain_morale_2": "Liberty. Whenever the Quartermaster chooses the liberty campaign action.",
+ "gain_morale_from": "Gain morale from",
+ "gaunt": "Gaunt",
+ "ghost_owls": "Ghost Owls",
+ "gracious": "Gracious",
+ "grinning_ravens": "Grinning Ravens",
+ "grit": "Grit",
+ "grit_desc": "You may spend grit uses to add +2d to a resistance roll. The grit use must be spent before the roll. You may only spend 1 grit use this way per roll.",
+ "grizzled": "Grizzled",
+ "haggard": "Haggard",
+ "harm": "Harm",
+ "haughty": "Haughty",
+ "haunted": "Haunted",
+ "heavy": "Heavy",
+ "heavy_items": "Heavy items",
+ "heavy_missions": "Assault and Supply Missions",
+ "heritage": "Heritage",
+ "high_morale": "High Morale",
+ "honorable": "Honorable",
+ "horses": "Horses",
+ "host": "Host",
+ "hunger": "Hunger",
+ "ink-stained": "Ink-Stained",
+ "inquisitive": "Inquisitive",
+ "insight": "Insight",
+ "insight_desc": "Resist consequences from deception or understanding.",
+ "inspiring": "Inspiring",
+ "intel": "Intel",
+ "intel_desc": "INTEL: Spend 1 intel to add +1d to any engagement roll, or to access a special mission in a location in addition to your mission priorities. Gain intel from Recon mission rewards. Before you pick primary and secondary missions, ask intel questions based on how much intel you hold.",
+ "intel_details": "A measure of how much you know about undead movements and the war",
+ "item_+1_utility": "+1 Utility. Mark below.",
+ "item_+2_utility": "+2 Utility. Mark below.",
+ "item_2_fine_pistols": "2 Fine Pistols",
+ "item_ammo": "Ammo",
+ "item_armor": "Armor",
+ "item_bandolier": "Bandolier",
+ "item_battlefield_banner": "Battlefield Banner",
+ "item_black_arrows": "Black Arrows",
+ "item_black_shot": "Black Shot",
+ "item_books_n_scrolls": "Books & Scrolls",
+ "item_camo_gear": "Camo Gear",
+ "item_climbing_kit": "Climbing Kit",
+ "item_compass_&_maps": "Compass & Maps",
+ "item_cooking_kit": "Cooking Kit",
+ "item_crimson_shot": "Crimson Shot",
+ "item_family_weapon": "Family Weapon",
+ "item_fine_armor": "Fine Armor",
+ "item_fine_bow_&_arrows": "Fine Bow & Arrows",
+ "item_fine_compass_&_maps": "Fine Compass & Maps",
+ "item_fine_hand_weapon": "Fine Hand Weapon",
+ "item_fine_heavy_armor": "Fine Heavy Armor",
+ "item_fine_heavy_weapon": "Fine Heavy Weapon",
+ "item_fine_kit": "Fine Kit",
+ "item_fine_lenses": "Fine Lenses",
+ "item_fine_long_rifle": "Fine Long Rifle",
+ "item_fine_luxury_item": "Fine Luxury Item",
+ "item_fine_medic_kit": "Fine Medic Kit",
+ "item_fine_ornate_cloak": "Fine Ornate Cloak",
+ "item_fine_ornate_clock": "Fine Ornate Clock",
+ "item_fine_pistol": "Fine Pistol",
+ "item_fine_reliquary": "Fine Reliquary",
+ "item_fine_shield": "Fine Shield",
+ "item_fine_tower_shield": "Fine Tower Shield",
+ "item_fine_wrecking_kit": "Fine Wrecking Kit",
+ "item_fitted_heavy_plate": "Fitted Heavy Plate",
+ "item_flare_gun": "Flare Gun",
+ "item_fresh_food": "Fresh Food",
+ "item_gun_maintenance_kit": "Gun Maintenance Kit",
+ "item_hand_weapon": "Hand Weapon",
+ "item_heavy_weapon": "Heavy Weapon",
+ "item_holy_symbol_of_mercy": "Holy Symbol of Mercy",
+ "item_large_weapon": "Large Weapon",
+ "item_lenses": "Lenses",
+ "item_mark_of_the_healing_god": "Mark of the Healing God",
+ "item_medic_kit": "Medic Kit",
+ "item_memento_of_home": "Memento of Home",
+ "item_musket": "Musket",
+ "item_naive_hope": "Naive Hope",
+ "item_name": "Item name",
+ "item_oil": "Oil",
+ "item_pistol": "Pistol",
+ "item_reliquary": "Reliquary",
+ "item_repair_kit": "Repair Kit",
+ "item_shield": "Shield",
+ "item_soldiers_kit": "Soldier’s Kit",
+ "item_supplies": "Supplies",
+ "item_tents_&_camping_gear": "Tents & Camping Gear",
+ "item_tonics": "Tonics",
+ "item_winter_clothing": "Winter Clothing",
+ "item_wrecking_kit": "Wrecking Kit",
+ "kind": "Kind",
+ "laborers": "Laborers",
+ "legion_role": "Legion role",
+ "less": "less",
+ "less_effect": "Less effect",
+ "light": "Light",
+ "light_items": "Light items",
+ "lithe": "Lithe",
+ "load": "Load",
+ "load_details": "Choose Light/Normal/Heavy, and 2 Utility.",
+ "load_heavy_desc": "Slower. All Normal items and...",
+ "load_light_desc": "Quieter/faster. All items below.",
+ "load_normal_desc": "All Light items and...",
+ "load_utility_desc": "Choose 2 load below.",
+ "long_term_assignments": "Long-Term Assignments",
+ "long_term_assignments_desc": "During campaign actions, spies may be given long-term assignments. Only 1 spy may be sent on each assignment. Roll 1d for trained spies (2d for masters). Advance according to results. 1-3: 1 tick, and the spy is wounded. 4/5: 2 ticks. 6: 3 ticks. crit: 5 ticks. A wounded spy that is wounded again dies.",
+ "look": "Look",
+ "lose_morale_1": "Missions. Penalties for failure or loss.",
+ "lose_morale_2": "Materiel. Can’t pay supply (-1) or Food (-2).",
+ "lose_morale_3": "Death. Whenever a soldier dies.",
+ "lose_morale_from": "Lose morale from",
+ "low_morale": "Low Morale",
+ "lta_augument_missions": "augument Missions",
+ "lta_augument_missions_complete": "Next GM mission generation, tell them to add +1 to the rewards and mission penalty rolls on one mission of the Commander’s focus type. That type must appear once.",
+ "lta_augument_missions_desc": "Use contacts to bolster the Commander’s mission selection.",
+ "lta_expand_network": "Expand Network",
+ "lta_expand_network_complete": "Choose a new spy network advancement connected to any piece of the network you have.",
+ "lta_expand_network_desc": "Take the time to build contacts, informants, and local resources in the area, and expand and hone your spies’ effectiveness.",
+ "lta_lay_trap": "Lay Trap",
+ "lta_lay_trap_complete": "The next mission list will include an assault mission to attack a specific Lieutenant or Infamous.",
+ "lta_lay_trap_desc": "Goad an undead with a known weakness or desire into exposing themselves to attack.",
+ "lta_recruit": "Recruit",
+ "lta_recruit_complete": "If you’ve lost a spy, add one to the roster. You can only have 2 spies at a time, or 3 if you have Acquisition in your spy network.",
+ "lta_recruit_desc": "Spies lead dangerous lives. Sometimes you have to recruit more.",
+ "lta_research": "Research",
+ "lta_research_complete": "Learn all the special missions in a location, and if the Commander spends an intel to acquire one, you may pick which to do. If you move past the location, reset the clock.",
+ "lta_research_desc": "Undercover spies research an area for high-reward missions.",
+ "maimed": "Maimed",
+ "maneuver": "Maneuver",
+ "maneuver_desc": "Maneuver into position and traverse obstacles; climb, swim, run, jump, and tumble; handle a pack animal; ride a mount.",
+ "marshal": "Marshal",
+ "marshal_desc": "Marshal a squad or larger group to action; command attention amidst chaos; coordinate fire on a target.",
+ "master": "Master",
+ "materiel": "Materiel",
+ "materiel_details": "Each box of resources has 3 uses (circles) by default.",
+ "medic_missions": "Assault and Religious Missions",
+ "medium_morale": "Medium Morale",
+ "mercies": "Mercies",
+ "mercy": "Mercy",
+ "miasma": "Miasma",
+ "minus1d": "-1D",
+ "mission_favor": "Mission Favor",
+ "mission_type": "Mission Type",
+ "morale": "Morale",
+ "morale_campaign_actions_desc": "Each campaign phase, gain campaign actions based on morale.
1-3: None. 4-7: One. 8-10: Two.",
+ "more": "more",
+ "mutation": "Mutation",
+ "name": "Name",
+ "need_help": "Need help",
+ "nondescript": "Nondescript",
+ "normal": "Normal",
+ "normal_items": "Normal items",
+ "notes": "Notes",
+ "number_heritage_traits": "Number of heritage traits",
+ "numberofdice": "Number of dice",
+ "obsessed": "Obsessed",
+ "officer_missions": "Religious and Supply Missions",
+ "ok": "ok",
+ "one-eyed": "One-eyed",
+ "open_menu": "Open menu",
+ "optional": "optional",
+ "opulent": "Opulent",
+ "or": "—or—",
+ "orite": "Orite",
+ "orite_medical_alchemy": "Orite Medical Alchemy",
+ "orite_traits": "Orite Traits",
+ "other": "Other",
+ "panyar": "Panyar",
+ "panyar_traits": "Panyar Traits",
+ "paranoid": "Paranoid",
+ "personality": "Personality",
+ "pick_one_kit": "Pick one: Medic, Climbing, Cooking, Repair, Soldier’s, or Wrecking.",
+ "playbook": "Playbook",
+ "playbook_ability_against_the_darkness": "Against the Darkness",
+ "playbook_ability_against_the_darkness_desc": "You and all squadmates that can see you gain +1d to resist fear and corruption.",
+ "playbook_ability_akimbo": "Akimbo",
+ "playbook_ability_akimbo_desc": "When dueling at close range with two pistols, gain potency.",
+ "playbook_ability_ambush": "Ambush",
+ "playbook_ability_ambush_desc": "When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_attache": "Attaché",
+ "playbook_ability_attache_desc": "You may deploy on any mission, even outside the usual Specialist caps. Gain this ability for free when you become a Medic.",
+ "playbook_ability_backup": "Backup",
+ "playbook_ability_backup_desc": "When you protect a squadmate, resist with +1d. When you assist someone, their pushes only cost 1 stress.",
+ "playbook_ability_bulwark": "Bulwark",
+ "playbook_ability_bulwark_desc": "You can spend anchor uses as special armor against consequences to a squad you are defending.",
+ "playbook_ability_cavalry": "Cavalry",
+ "playbook_ability_cavalry_desc": "If the Quartermaster has Horses uses available, all members of your squad start missions with mounts. You gain +1d to maneuver while mounted.",
+ "playbook_ability_chemist": "Chemist",
+ "playbook_ability_chemist_desc": "You have training in Orite alchemical medicine. You may equip an Alchemical Bandolier on each mission.",
+ "playbook_ability_cover_fire": "Cover Fire",
+ "playbook_ability_cover_fire_desc": "If you set up someone with shoot or provide covering fire, they gain potency on their next action.",
+ "playbook_ability_crimson_shot": "Crimson Shot",
+ "playbook_ability_crimson_shot_desc": "You’re authorized to bring one Crimson Seeker shell on missions. Firing it counts as a threat 4 attack, and you must mark a trauma.",
+ "playbook_ability_daredevil": "Daredevil",
+ "playbook_ability_daredevil_desc": "When you make a desperate roll, gain +1d.",
+ "playbook_ability_devils_own_luck": "Devil’s Own Luck",
+ "playbook_ability_devils_own_luck_desc": "You gain +1d to all resistance rolls. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_doctor_feelgood": "Doctor Feelgood",
+ "playbook_ability_doctor_feelgood_desc": "Spend 1 use of Tonics to grant one person potency for a physical action.",
+ "playbook_ability_eat_iron_shit_nails": "Eat Iron, Shit Nails",
+ "playbook_ability_eat_iron_shit_nails_desc": "When you push yourself, you may ignore all harm penalties. Also take +1d to resist the consequence of any roll you pushed yourself on.",
+ "playbook_ability_elite": "Elite",
+ "playbook_ability_elite_desc": "Gain mastery of 2 abilities (they can go up to rank 4).",
+ "playbook_ability_every_inch_a": "Every inch a...",
+ "playbook_ability_every_inch_a_desc": "You start with all the traits from your heritage. If taken as a Veteran advance, it must be the first ability selected at character creation.",
+ "playbook_ability_field_dressing": "Field Dressing",
+ "playbook_ability_field_dressing_desc": "At the end of a mission you may expend remaining doctor uses to add 1 check to a Legionnaire’s level 2 or 3 harm, once per person.",
+ "playbook_ability_first_aid": "First Aid",
+ "playbook_ability_first_aid_desc": "You can spend 1 use of Tonics to remove appropriate level 1 harm from any one person on your mission.",
+ "playbook_ability_ghost": "Ghost",
+ "playbook_ability_ghost_desc": "You can spend scrounge uses as special armor against traps or detection.",
+ "playbook_ability_gotta_make_it_out_alive": "Gotta Make it out Alive",
+ "playbook_ability_gotta_make_it_out_alive_desc": "You can take 1 additional trauma before dying. When you promote, replace this ability with a level of Survivor. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_grenadier": "Grenadier",
+ "playbook_ability_grenadier_desc": "You have had explosives training and can always bring a grenade (1 load) or explosive charges (2 load) as part of your light load.",
+ "playbook_ability_hard_knocks": "Hard Knocks",
+ "playbook_ability_hard_knocks_desc": "Mark 2 xp in any category at the end of any mission where you took level 2 harm or higher. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_hardened": "Hardened",
+ "playbook_ability_hardened_desc": "You can mark 2 additional stress boxes.",
+ "playbook_ability_home_cooking": "Home Cooking",
+ "playbook_ability_home_cooking_desc": "If a mission takes multiple days, use your Fresh Food. Say what you cook. Everyone in the squad that partakes clears 1 stress. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_infiltrator": "Infiltrator",
+ "playbook_ability_infiltrator_desc": "When you gather info through clandestine observation, or attempt to bypass traps and security measures, gain potency.",
+ "playbook_ability_iron_will": "Iron Will",
+ "playbook_ability_iron_will_desc": "You can spend grit uses as special armor vs. fear, paralysis, corruption, and fatigue.",
+ "playbook_ability_jack_of_all_trades": "Jack of all Trades",
+ "playbook_ability_jack_of_all_trades_desc": "Increase 2 zero-ranked skills to rank 1. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_just_a_kid": "Just a Kid",
+ "playbook_ability_just_a_kid_desc": "When someone suffers harm when protecting you, they mark xp. When you promote, choose a second special ability from your new playbook to replace this one. This ability cannot be taken as a Veteran advance.",
+ "playbook_ability_lead_from_the_front": "Lead from the Front",
+ "playbook_ability_lead_from_the_front_desc": "Whenever you lead a group action, improve scale up or down one level (for example: a small group counts as a medium group or an individual). If you lead a group action in combat, you may count multiple 6s from different rolls as a critical.",
+ "playbook_ability_like_the_wind": "Like the Wind",
+ "playbook_ability_like_the_wind_desc": "Whenever there’s a question of who goes first, the answer is you. Also take +1d when resisting attacks with prowess.",
+ "playbook_ability_loaded_for_bear": "Loaded for Bear",
+ "playbook_ability_loaded_for_bear_desc": "When selecting load, you may select 4 utility load instead of 2.",
+ "playbook_ability_logistical_support": "Logistical Support",
+ "playbook_ability_logistical_support_desc": "Channels uses can be spent to assist a squadmate. When you do this, they get an additional +1d. Tell us how your preparation or supplies help them against this threat or obstacle.",
+ "playbook_ability_mission_first": "Mission First",
+ "playbook_ability_mission_first_desc": "Add the following to \"at the end of mission\" xp triggers: If anyone died under your command.",
+ "playbook_ability_moral_support": "Moral Support",
+ "playbook_ability_moral_support_desc": "You know how to keep troop spirits up. Once a mission, if you tell a funny, personal, or meaningful story when the squad is resting, anyone listening may clear 1 stress.",
+ "playbook_ability_not_a_rookie_anymore": "Not a Rookie Anymore",
+ "playbook_ability_not_a_rookie_anymore_desc": "You are promoted! You become a Soldier. Gain 1 special ability and 1 rank of Grit. You must take this as your first playbook advance. This ability cannot be taken as a Veteran advance or a starting ability.",
+ "playbook_ability_not_today": "Not Today",
+ "playbook_ability_not_today_desc": "You can spend a doctor use on a Legionnaire who has taken level 4 harm on a mission, but you must do so quickly before they die. You treat them and reduce the wound to level 3 harm instead.",
+ "playbook_ability_notches": "Notches",
+ "playbook_ability_notches_desc": "If you land the killing blow on a threat 2 or higher opponent, mark 1 xp in any category.",
+ "playbook_ability_obedience": "Obedience",
+ "playbook_ability_obedience_desc": "An NPC squadmate sacrifices themselves, on your orders. They die, and absorb all the harm for you or another Specialist from one attack. Remember that the Legion takes -1 morale each time this occurs.",
+ "playbook_ability_officer_school": "Officer School",
+ "playbook_ability_officer_school_desc": "You’re well educated and know arcane esoterica. Gain +1d when gathering info through research and when resisting with insight.",
+ "playbook_ability_one_eye": "One Eye",
+ "playbook_ability_one_eye_desc": "You’ve replaced an eye with an alchemical construct. You can see invisible targets clearly and identify supernatural forces.",
+ "playbook_ability_over_the_top": "Over the Top",
+ "playbook_ability_over_the_top_desc": "When you charge into the teeth of an enemy that outnumbers or outguns you, clear 1 stress and take +1d to maneuver.",
+ "playbook_ability_panther-like_grace": "Panther-Like Grace",
+ "playbook_ability_panther-like_grace_desc": "When you are quick and carrying no armor, any harm you take starts as 1 level lower.",
+ "playbook_ability_ready_for_anything": "Ready for Anything",
+ "playbook_ability_ready_for_anything_desc": "When being ambushed, your flashbacks cost 0 stress and you gain potency to all actions during those flashbacks. You also take 1 less level of harm on secondary missions.",
+ "playbook_ability_relentless": "Relentless",
+ "playbook_ability_relentless_desc": "You may spend grit uses to push yourself.",
+ "playbook_ability_sharpshooter": "Sharpshooter",
+ "playbook_ability_sharpshooter_desc": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sixth_sense": "Sixth Sense",
+ "playbook_ability_sixth_sense_desc": "You just know when there are undead nearby. You always know what the highest threat level of undead is in the area. You can gather info on them with resolve.",
+ "playbook_ability_specialist_training": "Specialist Training",
+ "playbook_ability_specialist_training_desc": "You promote to a Specialist. Make a new playbook: mark 1 special ability and a rank of the starting Specialist action.",
+ "playbook_ability_strategist": "Strategist",
+ "playbook_ability_strategist_desc": "You gain +1d to sway when acquiring assets for a mission via channels uses. You also get +1d to the engagement roll for a mission.",
+ "playbook_ability_survivor": "Survivor",
+ "playbook_ability_survivor_desc": "You can take +1 trauma before dying.",
+ "playbook_ability_tactician": "Tactician",
+ "playbook_ability_tactician_desc": "You anticipate problems others would never see coming. When you lead a group action you may suffer at most 1 stress.",
+ "playbook_ability_tenacious": "Tenacious",
+ "playbook_ability_tenacious_desc": "Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_veteran": "Veteran",
+ "playbook_ability_veteran_desc": "Take a special ability from another source.",
+ "playbook_ability_vigorous": "Vigorous",
+ "playbook_ability_vigorous_desc": "When you check wounds during rest and recuperation, place one free check. When you take harm, clear 1 stress.",
+ "playbook_ability_war_machine": "War Machine",
+ "playbook_ability_war_machine_desc": "When you push yourself you can do one of the following: perform a feat of physical force that verges on the superhuman — reduce the threat level of all the enemies you’re facing by one.",
+ "playbook_ability_weaponmaster": "Weaponmaster",
+ "playbook_ability_weaponmaster_desc": "You’re known as a Weaponmaster even outside the Legion. When you push yourself, you also gain potency in melee combat.",
+ "playbook_heavy": "Heavy",
+ "playbook_heavy_promo_req": "(2 skirmish, 1 wreck)",
+ "playbook_medic": "Medic",
+ "playbook_medic_promo_req": "(2 research, 1 maneuver, 1 consort, 1 discipline)",
+ "playbook_officer": "Officer",
+ "playbook_officer_promo_req": "(1 discipline, 2 sway)",
+ "playbook_other": "Other",
+ "playbook_rookie": "Rookie",
+ "playbook_scout": "Scout",
+ "playbook_scout_promo_req": "(2 scout, 1 maneuver)",
+ "playbook_sniper": "Sniper",
+ "playbook_sniper_promo_req": "(1 scout, 2 shoot)",
+ "playbook_soldier": "Soldier",
+ "plus_1_resist": "+1 resist",
+ "position": "Position",
+ "precise": "Precise",
+ "prepared": "Prepared",
+ "pressure": "Pressure",
+ "pressure_desc": "PRESSURE: When you advance, roll pressure minus Horses uses spent, and add time below. (1-3: One. 4/5: Two. 6: Three. crit: Five) Then reset pressure to 0. Add pressure when time passes (after campaign actions), or when there is a pressure penalty for a failed mission.",
+ "pressure_details": "A measure of how surrounded you are by undead",
+ "pressure_instructions": "Add time according to the result. (1-3: One. 4/5: Two. 6: Three. Crit: Five)",
+ "prideful": "Prideful",
+ "primary_mission": "Primary Mission",
+ "promote": "Promote",
+ "promotion": "Promotion",
+ "protective": "Protective",
+ "proud": "Proud",
+ "prowess": "Prowess",
+ "prowess_desc": "Resist consequences from physical strain or injury.",
+ "quiet": "Quiet",
+ "rage": "Rage",
+ "reckless": "Reckless",
+ "religious_supplies": "Religious Supplies",
+ "replaces_any_armor": "Replaces any Armor.",
+ "replaces_any_shield": "Replaces any Shield.",
+ "replaces_armor": "Replaces Armor",
+ "reputation": "Reputation",
+ "research": "Research",
+ "research_desc": "Research a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding.",
+ "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resolve": "Resolve",
+ "resolve_desc": "Resist consequences from mental strain or willpower.",
+ "resourceful": "Resourceful",
+ "rig": "Rig",
+ "rig_desc": "Rig together mechanical solutions; disable, repair, or create mechanisms; disable a trap, pick a lock; build fortifications; repair siege weapons.",
+ "risky": "Risky",
+ "role_commander": "Commander",
+ "role_lorekeeper": "Lorekeeper",
+ "role_marshal": "Marshal",
+ "role_quartermaster": "Quartermaster",
+ "role_spymaster": "Spymaster",
+ "roll_fortune": "Roll Fortune",
+ "roll_inf": "Roll",
+ "rolls": "rolls",
+ "rolls_for_an": "rolls for an",
+ "rookie_promotion_desc": "Your Rookie is no longer a Rookie and will now become a soldier! This will give you one rank of Grit; you are also eligible to choose a special ability after promotion.",
+ "rot": "Rot",
+ "scarred": "Scarred",
+ "scout": "Scout",
+ "scout_desc": "Scout a location or situation to gather information; move or observe without being noticed; spot weaknesses or exploits if there are any to be seen.",
+ "scout_missions": "Recon and Supply Missions",
+ "scrounge": "Scrounge",
+ "scrounge_desc": "While on a mission, you may spend scrounge uses to find safe and secure shelter or one load worth of supplies for everyone in your squad.",
+ "secondary_mission": "Secondary Mission",
+ "send_details_to_chat": "Send details to chat",
+ "shattered_lions": "Shattered Lions",
+ "shield": "Shield",
+ "shoot": "Shoot",
+ "shoot_desc": "Shoot a target with precision from a distance; find a perch with clear lines of fire; make trick shots.",
+ "show_advanced abilities": "Show advanced abilities",
+ "show_advanced_abilities": "Show advanced abilities",
+ "show_alchemicals": "Show alchemicals",
+ "show_extra_xp_condition": "Show extra xp condition",
+ "show_item_description": "Show item descriptions",
+ "shrewd": "Shrewd",
+ "siege_weapons": "Siege Weapons",
+ "silver_stags": "Silver Stags",
+ "simple_assignments": "Simple Assignments",
+ "simple_assignments_1": "Recover. The spy heals and recuperates. Remove their wounded condition.",
+ "simple_assignments_2": " Interrogate. Ask the Commander for the intel questions list. Your spy is sent on a mission and can answer one question from any list (regardless of the Commander’s intel total) whenever missions are presented by the GM.",
+ "simple_assignments_3": "Blackmail. Spy bribes or threatens as needed. Add +1d to an acquire assets roll.",
+ "simple_assignments_4": "Help. Spy bribes or threatens as needed. Add +1d to a long-term project roll.",
+ "simple_assignments_top": "During campaign actions, you can assign spies to simple assignments. Spies on simple assignment cannot undertake long-term assignments.",
+ "skirmish": "Skirmish",
+ "skirmish_desc": "Skirmish with an opponent in close combat; assault a position; brawl and wrestle; fire pistols at short range.",
+ "smart": "Smart",
+ "smug": "Smug",
+ "sniper_missions": "Assault and Recon Missions",
+ "soft": "Soft",
+ "soldier_promotion_desc": "You are about to promote this Soldier to a Specialist. In order to become a Specialist of a certain kind, all starting action ratings must be greater than or equal to the action ratings of a starting Specialist of this type. You gain a rank in the corresponding Specialist ability, up to a maximum of 3.",
+ "special": "Special",
+ "special_abilities": "Special abilities",
+ "special_ability": "Special ability",
+ "specialist": "Specialist",
+ "specialist_action": "Specialist action",
+ "specialists": "Specialists",
+ "specialty": "Specialty",
+ "spies": "Spies",
+ "spy_antoinette": "Antoinette",
+ "spy_antoinette_desc": "Denied nobility by birth, this Orite seamstress found a better calling in life. She’s broken countless hearts, poisoned nobles and warriors both, and has yet to fail a mission.",
+ "spy_antoinette_specialty": "Antoinette automatically upgrades to a master spy.",
+ "spy_bortis": "Bortis",
+ "spy_bortis_desc": "A grizzled Zemyati, Bortis is an asset on and off the field. Rumor is that if he lives, he’ll become the next Spymaster.",
+ "spy_bortis_specialty": "When Bortis rolls on expand network assignments, he generates +1 segment on his rolls.",
+ "spy_crimson_vexing_gale": "Crimson Vexing Gale",
+ "spy_crimson_vexing_gale_desc": "Little is known about this Panyar, except that their eyes reflect silver beneath a hood. They come and go as they please. Many rumors surround their past.",
+ "spy_crimson_vexing_gale_specialty": "Does not wound on any mission.",
+ "spy_igrid": "Igrid",
+ "spy_igrid_desc": "An Aldermark local, Igrid blends into all the settlements nearby. She travels the area freely, taking note of news and rumors.",
+ "spy_igrid_specialty": "Whenever Igrid interrogates you may ask 1 additional intel question.",
+ "spy_liya": "Liya",
+ "spy_liya_desc": "This Bartan bears none of the usual Bartan jewelry signifying kinship and prefers deep cover and long-term solo missions. She’s also a master duelist, and a known Weaponmaster.",
+ "spy_liya_specialty": "Liya rolls +1d on research assignments.",
+ "spy_network": "Spy Network",
+ "spy_network_acquisition": "Acquisition",
+ "spy_network_acquisition_desc": "Gain another spy. Mark their trained box.",
+ "spy_network_analysts": "Analysts",
+ "spy_network_analysts_desc": "Spies roll +1d on research assignments.",
+ "spy_network_entrapment": "Entrapment",
+ "spy_network_entrapment_desc": "Spies roll +1d on Lay Trap missions.",
+ "spy_network_field_assignment": "Field Assignment",
+ "spy_network_field_assignment_desc": "You may ask 1 additional question when you interrogate.",
+ "spy_network_holy_orders": "Holy Orders",
+ "spy_network_holy_orders_desc": "augumented religious missions give +1 asset beyond the usual rewards.",
+ "spy_network_investments": "Investments",
+ "spy_network_investments_desc": "Spies roll +1d on expand network assignments.",
+ "spy_network_mercenaries": "Mercenaries",
+ "spy_network_mercenaries_desc": "augumented assault missions give +1 morale beyond the usual rewards.",
+ "spy_network_merchants": "Merchants",
+ "spy_network_merchants_desc": "augumented supply missions give +1 supply beyond the usual rewards.",
+ "spy_network_rangers": "Rangers",
+ "spy_network_rangers_desc": "augumented recon missions give +1 intel beyond the usual rewards.",
+ "spy_network_sources": "Sources",
+ "spy_network_sources_desc": "You have loyal contacts & informants everywhere. Spies roll +1d on augument mission assignments.",
+ "spy_network_spy_network": "Spy Network",
+ "spy_network_spy_network_desc": "You are able to train, support, and utilize spies. You start with 2 spies. One trained and one master spy.",
+ "spy_network_training": "Training",
+ "spy_network_training_desc": "One of your trained spies becomes a master spy. This may be taken twice.",
+ "spy_onyetin": "Onyetin",
+ "spy_onyetin_desc": "This friendly bear of a man is also one of the deadliest assassins in the Eastern Kingdoms. He knows exactly how to spot or uncover hidden targets and caches.",
+ "spy_onyetin_specialty": "Onyetin rolls +1d on augument mission assignments.",
+ "squads": "Squads",
+ "star_vipers": "Star Vipers",
+ "stoic": "Stoic",
+ "stress": "Stress",
+ "stylish": "Stylish",
+ "supply": "Supply",
+ "supply_carts": "Supply Carts",
+ "supply_carts_desc": "Spend 1 use of Food Stores when time passes or lose 2 morale. Carry up to 6 food per Food Store with Supply Carts.",
+ "supply_desc": "Supply: Gain from mission rewards. Lose from mission penalties. If you lose supply and have none, lose 1 morale instead. Spend supply to boost campaign actions and to take additional campaign actions. You can keep a max of 3 supply +1 per Supply Cart (see Materiel below) when advancing.",
+ "supply_details": "A measure of the Legion’s spare gear, liquid funds, and trade goods.",
+ "sway": "Sway",
+ "sway_desc": "Sway someone with guile, charm, logic, or deception; change attitudes or behavior using manipulation or seduction; disguise yourself.",
+ "tattooed": "Tattooed",
+ "time": "Time",
+ "time_desc": "TIME: Add 1 tick when time passes, or when you advance and roll pressure, and when missions have a time penalty. Reduce the clocks when mission rewards include time. If you do not complete the missions at Skydagger Keep before the last clock is filled, you lose the game.",
+ "time_details": "How long you have to get to Skydagger, and how undead strength grows",
+ "time_fall_deepens": "Fall deepens
Panya burns.",
+ "time_summer_ends": "Summer ends
The South falls.",
+ "tired": "Tired",
+ "trained": "Trained",
+ "trait_artisan": "Artisan",
+ "trait_artisan_desc": "You can have up to 4 rig.",
+ "trait_bold": "Bold",
+ "trait_bold_desc": "+1d to resist on desperate actions.",
+ "trait_connected": "Connected",
+ "trait_connected_desc": "+1 sway (max 3).",
+ "trait_educated": "Educated",
+ "trait_educated_desc": "+1 research (max 2)",
+ "trait_loyal": "Loyal",
+ "trait_loyal_desc": "+1d in group actions.",
+ "trait_marked": "Marked",
+ "trait_marked_desc": "+2d to resist corruption.",
+ "trait_noble": "Noble",
+ "trait_noble_desc": "Boost 1 campaign action for you.",
+ "trait_pious": "Pious",
+ "trait_pious_desc": "Always equip a Reliquary.",
+ "trait_shrewd": "Shrewd",
+ "trait_shrewd_desc": "+1d to insight resist.",
+ "trait_stern": "Stern",
+ "trait_stern_desc": "+1 discipline (max 2).",
+ "trait_stoic": "Stoic",
+ "trait_stoic_desc": "+1d to prowess resist.",
+ "trait_stubborn": "Stubborn",
+ "trait_stubborn_desc": "+1d to resolve resist.",
+ "trait_tough": "Tough",
+ "trait_tough_desc": "Ignore level 1 harm penalties.",
+ "trait_traveler": "Traveler",
+ "trait_traveler_desc": "Fast/quiet in normal load.",
+ "trait_vengeful": "Vengeful",
+ "trait_vengeful_desc": "Potency when harm penalized.",
+ "trait_warm": "Warm",
+ "trait_warm_desc": "+1 consort (max 2).",
+ "trauma": "Trauma",
+ "trauma:": "Trauma:",
+ "trauma_boxes": "Trauma boxes",
+ "type": "Type",
+ "unstable": "Unstable",
+ "unstoppable": "Unstoppable",
+ "uses": "Uses",
+ "utility": "Utility",
+ "utility_items": "Utility items",
+ "vengeful": "Vengeful",
+ "version": "Version",
+ "veteran": "veteran",
+ "veteran_desc": "veteran_desc",
+ "vicious": "Vicious",
+ "visions": "Visions",
+ "warm": "Warm",
+ "weave": "Weave",
+ "weave_desc": "When you use weave, you invoke arcane powers to change the world around you. Doing so is not without cost, and should always be considered extremely risky.",
+ "well-kempt": "Well-kempt",
+ "whichever_you_didnt_take_at_light_load": "Whichever you didn't take at Light load.",
+ "wise": "Wise",
+ "wounded": "Wounded",
+ "wounds": "Wounds",
+ "wreck": "Wreck",
+ "wreck_desc": "Wreck a place, item, or obstacle with savage force or careful sabotage; distract and sow chaos; breach defenses with force; use, throw, or place explosives or alchemicals; use siege weapons.",
+ "xp_condition_heavy": "If you helped your squad through might or fortitude.",
+ "xp_condition_medic": "If you helped your squad through medical knowledge or emotional comfort.",
+ "xp_condition_officer": "If you helped your squad through enforcing discipline or strategic planning.",
+ "xp_condition_rookie": "If you helped your squad by staying out of the way or surviving despite the odds.",
+ "xp_condition_scout": "If you helped your squad through stealth or foresight.",
+ "xp_condition_sniper": "If you helped your squad through keen observation or key shots.",
+ "xp_condition_soldier": "If you helped your squad through courage or determination.",
+ "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_heritage_trauma": "If you brought into play your heritage or trauma (2 xp if you did both).",
+ "xp_specific": "Enter your playbook-specific xp condition here.",
+ "xp_specific_extra": "Enter another xp condition here.",
+ "xp_survived": "If you survived the mission.",
+ "xp_threat": "Per highest Threat of opponent faced.",
+ "xp_top": "At the end of each mission mark 1 xp (playbook or attribute)...",
+ "young": "Young",
+ "zemyati": "Zemyati",
+ "zemyati_traits": "Zemyati Traits",
+ "zerodice": "Zero Dice — take the lowest result above"
+}
diff --git a/Barbarians Of Lemuria - Mythic/translations/ca.json b/Barbarians Of Lemuria - Mythic/translations/ca.json
new file mode 100644
index 0000000000..ca71bf3a44
--- /dev/null
+++ b/Barbarians Of Lemuria - Mythic/translations/ca.json
@@ -0,0 +1,142 @@
+{
+ "1st": "1st",
+ "2nd": "2nd",
+ "3rd": "3rd",
+ "4th": "4th",
+ "5th": "5th",
+ "advance": "Advance",
+ "advance-current": "Current Advance",
+ "advance-max": "Total gained Advance",
+ "ag-pen": "Ag.Pen.",
+ "agility": "Agility",
+ "agility-penalty": "Agility Penalty",
+ "agility-roll": "Agility roll",
+ "agility-roll-bonus-die": "Agility roll with a Bonus die",
+ "agility-roll-penalty-die": "Agility roll with a Penalty die",
+ "appeal": "Appeal",
+ "appeal-roll": "Appeal roll",
+ "appeal-roll-bonus-die": "Appeal roll with a Bonus die",
+ "appeal-roll-penalty-die": "Appeal roll with a Penalty die",
+ "arcane": "Arcane",
+ "arcane-points-current": "Current Arcane Points",
+ "arcane-points-max": "Maximum Arcane Points",
+ "armour": "Armour",
+ "armour-and-equipment": "Armour & Equipment",
+ "armour-roll": "Armour roll",
+ "attack": "Attack",
+ "attack-roll": "Attack roll",
+ "attack-roll-bonus-die": "Attack roll with a Bonus die",
+ "attack-roll-penalty-die": "Attack roll with a Penalty die",
+ "attributes": "Attributes",
+ "beast": "Beast",
+ "beast-character": "Beast (NPC)",
+ "bonus": "Bonus",
+ "boon": "Boon",
+ "boons": "Boons",
+ "career-rank": "Career rank",
+ "careers": "Careers",
+ "colossal": "Colossal",
+ "combat-abilities": "Combat Abilities",
+ "craft": "Craft",
+ "craft-points-current": "Current Craft Points",
+ "craft-points-max": "Maximum Craft Points",
+ "creature-size": "Creature Size",
+ "d3": "d3",
+ "d6": "d6",
+ "d6h": "d6H",
+ "d6hb": "d6H Bonus Die",
+ "d6l": "d6L",
+ "damage": "Damage",
+ "damage-dice": "Damage dice",
+ "damage-reduction": "Damage Reduction",
+ "defence": "Defence",
+ "enormous": "Enormous",
+ "equipment": "Equipment",
+ "failure": "Failure",
+ "fate": "Fate",
+ "fate-points-current": "Current Fate Points",
+ "fate-points-max": "Maximum Fate Points",
+ "flaw": "Flaw",
+ "flaws": "Flaws",
+ "gigantic": "Gigantic",
+ "heavy": "Heavy",
+ "heavy-legendary": "Heavy Legendary",
+ "heavy-masterwork": "Heavy Masterwork",
+ "heavy-uncommon": "Heavy Uncommon",
+ "helmet": "Helmet",
+ "helmet-worn": "Helmet worn",
+ "hero": "Hero",
+ "hero-points-current": "Current Hero Points",
+ "hero-points-max": "Maximum Hero Points",
+ "huge": "Huge",
+ "immense": "Immense",
+ "init-pen": "Init.Pen.",
+ "initiative": "Initiative",
+ "initiative-penalty": "Initiative Penalty",
+ "languages": "Languages",
+ "large": "Large",
+ "lifeblood": "Lifeblood",
+ "lifeblood-points-current": "Current Lifeblood Points",
+ "lifeblood-points-max": "Maximum Lifeblood Points",
+ "light": "Light",
+ "light-legendary": "Light Legendary",
+ "light-masterwork": "Light Masterwork",
+ "light-uncommon": "Light Uncommon",
+ "massive": "Massive",
+ "masterwork": "Masterwork",
+ "medium": "Medium",
+ "medium-legendary": "Medium Legendary",
+ "medium-masterwork": "Medium Masterwork",
+ "medium-uncommon": "Medium Uncommon",
+ "melee": "Melee",
+ "melee-attack": "Melee Attack",
+ "melee-roll": "Melee attack roll",
+ "melee-roll-bonus-die": "Melee attack roll with a Bonus die",
+ "melee-roll-penalty-die": "Melee attack roll with a Penalty die",
+ "mind": "Mind",
+ "mind-roll": "Mind roll",
+ "mind-roll-bonus-die": "Mind roll with a Bonus die",
+ "mind-roll-penalty-die": "Mind roll with a Penalty die",
+ "misc": "Misc.",
+ "name": "Name",
+ "non-player-character": "Non-player Character (NPC)",
+ "none": "None",
+ "normally-found": "Normally Found",
+ "notes": "Notes",
+ "origin": "Origin",
+ "player-character": "Player Character (PC)",
+ "priority": "Priority",
+ "priority-roll": "Priority roll",
+ "priority-roll-bonus-die": "Priority roll with a Bonus die",
+ "priority-roll-penalty-die": "Priority roll with a Penalty die",
+ "protection": "Protection",
+ "range-roll": "Ranged attack roll",
+ "range-roll-bonus-die": "Ranged attack roll with a Bonus die",
+ "range-roll-penalty-die": "Ranged attack roll with a Penalty die",
+ "ranged": "Ranged",
+ "ranged-attack": "Ranged Attack",
+ "roll": "Roll",
+ "roll-armour": "Roll Armour",
+ "roll-damage": "Roll Damage",
+ "roll-protection": "Roll Protection",
+ "shield": "Shield",
+ "small": "Small",
+ "special-attack": "Special Attack",
+ "strength": "Strength",
+ "strength-roll": "Strength roll",
+ "strength-roll-bonus-die": "Strength roll with a Bonus die",
+ "strength-roll-penalty-die": "Strength roll with a Penalty die",
+ "strengthhalf": "Half-Strength",
+ "success": "Success!",
+ "target-defence": "Target’s defence",
+ "tiny": "Tiny",
+ "traits": "Traits",
+ "very-large": "Very large",
+ "very-small": "Very small",
+ "weapon": "Weapon",
+ "weapon-attribute": "Damage Attribute",
+ "weapon-masterwork": "Masterwork weapons reroll any result of 1 when rolling damage.",
+ "weapons": "Weapons",
+ "with-bonus-die": "with Bonus Die",
+ "with-penalty-die": "with Penalty Die"
+}
diff --git a/Barbarians Of Lemuria - Mythic/translations/hu.json b/Barbarians Of Lemuria - Mythic/translations/hu.json
new file mode 100644
index 0000000000..ca71bf3a44
--- /dev/null
+++ b/Barbarians Of Lemuria - Mythic/translations/hu.json
@@ -0,0 +1,142 @@
+{
+ "1st": "1st",
+ "2nd": "2nd",
+ "3rd": "3rd",
+ "4th": "4th",
+ "5th": "5th",
+ "advance": "Advance",
+ "advance-current": "Current Advance",
+ "advance-max": "Total gained Advance",
+ "ag-pen": "Ag.Pen.",
+ "agility": "Agility",
+ "agility-penalty": "Agility Penalty",
+ "agility-roll": "Agility roll",
+ "agility-roll-bonus-die": "Agility roll with a Bonus die",
+ "agility-roll-penalty-die": "Agility roll with a Penalty die",
+ "appeal": "Appeal",
+ "appeal-roll": "Appeal roll",
+ "appeal-roll-bonus-die": "Appeal roll with a Bonus die",
+ "appeal-roll-penalty-die": "Appeal roll with a Penalty die",
+ "arcane": "Arcane",
+ "arcane-points-current": "Current Arcane Points",
+ "arcane-points-max": "Maximum Arcane Points",
+ "armour": "Armour",
+ "armour-and-equipment": "Armour & Equipment",
+ "armour-roll": "Armour roll",
+ "attack": "Attack",
+ "attack-roll": "Attack roll",
+ "attack-roll-bonus-die": "Attack roll with a Bonus die",
+ "attack-roll-penalty-die": "Attack roll with a Penalty die",
+ "attributes": "Attributes",
+ "beast": "Beast",
+ "beast-character": "Beast (NPC)",
+ "bonus": "Bonus",
+ "boon": "Boon",
+ "boons": "Boons",
+ "career-rank": "Career rank",
+ "careers": "Careers",
+ "colossal": "Colossal",
+ "combat-abilities": "Combat Abilities",
+ "craft": "Craft",
+ "craft-points-current": "Current Craft Points",
+ "craft-points-max": "Maximum Craft Points",
+ "creature-size": "Creature Size",
+ "d3": "d3",
+ "d6": "d6",
+ "d6h": "d6H",
+ "d6hb": "d6H Bonus Die",
+ "d6l": "d6L",
+ "damage": "Damage",
+ "damage-dice": "Damage dice",
+ "damage-reduction": "Damage Reduction",
+ "defence": "Defence",
+ "enormous": "Enormous",
+ "equipment": "Equipment",
+ "failure": "Failure",
+ "fate": "Fate",
+ "fate-points-current": "Current Fate Points",
+ "fate-points-max": "Maximum Fate Points",
+ "flaw": "Flaw",
+ "flaws": "Flaws",
+ "gigantic": "Gigantic",
+ "heavy": "Heavy",
+ "heavy-legendary": "Heavy Legendary",
+ "heavy-masterwork": "Heavy Masterwork",
+ "heavy-uncommon": "Heavy Uncommon",
+ "helmet": "Helmet",
+ "helmet-worn": "Helmet worn",
+ "hero": "Hero",
+ "hero-points-current": "Current Hero Points",
+ "hero-points-max": "Maximum Hero Points",
+ "huge": "Huge",
+ "immense": "Immense",
+ "init-pen": "Init.Pen.",
+ "initiative": "Initiative",
+ "initiative-penalty": "Initiative Penalty",
+ "languages": "Languages",
+ "large": "Large",
+ "lifeblood": "Lifeblood",
+ "lifeblood-points-current": "Current Lifeblood Points",
+ "lifeblood-points-max": "Maximum Lifeblood Points",
+ "light": "Light",
+ "light-legendary": "Light Legendary",
+ "light-masterwork": "Light Masterwork",
+ "light-uncommon": "Light Uncommon",
+ "massive": "Massive",
+ "masterwork": "Masterwork",
+ "medium": "Medium",
+ "medium-legendary": "Medium Legendary",
+ "medium-masterwork": "Medium Masterwork",
+ "medium-uncommon": "Medium Uncommon",
+ "melee": "Melee",
+ "melee-attack": "Melee Attack",
+ "melee-roll": "Melee attack roll",
+ "melee-roll-bonus-die": "Melee attack roll with a Bonus die",
+ "melee-roll-penalty-die": "Melee attack roll with a Penalty die",
+ "mind": "Mind",
+ "mind-roll": "Mind roll",
+ "mind-roll-bonus-die": "Mind roll with a Bonus die",
+ "mind-roll-penalty-die": "Mind roll with a Penalty die",
+ "misc": "Misc.",
+ "name": "Name",
+ "non-player-character": "Non-player Character (NPC)",
+ "none": "None",
+ "normally-found": "Normally Found",
+ "notes": "Notes",
+ "origin": "Origin",
+ "player-character": "Player Character (PC)",
+ "priority": "Priority",
+ "priority-roll": "Priority roll",
+ "priority-roll-bonus-die": "Priority roll with a Bonus die",
+ "priority-roll-penalty-die": "Priority roll with a Penalty die",
+ "protection": "Protection",
+ "range-roll": "Ranged attack roll",
+ "range-roll-bonus-die": "Ranged attack roll with a Bonus die",
+ "range-roll-penalty-die": "Ranged attack roll with a Penalty die",
+ "ranged": "Ranged",
+ "ranged-attack": "Ranged Attack",
+ "roll": "Roll",
+ "roll-armour": "Roll Armour",
+ "roll-damage": "Roll Damage",
+ "roll-protection": "Roll Protection",
+ "shield": "Shield",
+ "small": "Small",
+ "special-attack": "Special Attack",
+ "strength": "Strength",
+ "strength-roll": "Strength roll",
+ "strength-roll-bonus-die": "Strength roll with a Bonus die",
+ "strength-roll-penalty-die": "Strength roll with a Penalty die",
+ "strengthhalf": "Half-Strength",
+ "success": "Success!",
+ "target-defence": "Target’s defence",
+ "tiny": "Tiny",
+ "traits": "Traits",
+ "very-large": "Very large",
+ "very-small": "Very small",
+ "weapon": "Weapon",
+ "weapon-attribute": "Damage Attribute",
+ "weapon-masterwork": "Masterwork weapons reroll any result of 1 when rolling damage.",
+ "weapons": "Weapons",
+ "with-bonus-die": "with Bonus Die",
+ "with-penalty-die": "with Penalty Die"
+}
diff --git a/Black Crusade Advanced API/translations/ca.json b/Black Crusade Advanced API/translations/ca.json
new file mode 100644
index 0000000000..566a1a70a4
--- /dev/null
+++ b/Black Crusade Advanced API/translations/ca.json
@@ -0,0 +1,314 @@
+{
+ "player-sheet-u": "Character Sheet",
+ "archetype-u": "Archetype:",
+ "race-u": "Race:",
+ "warband-name-u": "Warband Name:",
+ "pride-u": "Pride: ",
+ "disgrace-u": "Disgrace:",
+ "unaligned-u": "Unaligned",
+ "current-alignment-u": "Current Alignment",
+ "gear-u": "Gear",
+ "advancements-u": "Advancements",
+ "npcs-u": "NPCs",
+ "journal-u": "Journal",
+ "vehicles-u": "Vehicles",
+ "psykana-u": "Psykana",
+ "social-u": "Social",
+ "character-name-u": "Character Name:",
+ "player-name-u": "Player Name:",
+ "gender-u": "Gender:",
+ "eyes-u": "Eyes",
+ "age-u": "Age",
+ "build-u": "Build",
+ "complexion-u": "Complexion:",
+ "skin-u": "Skin",
+ "hair-u": "Hair",
+ "quirks-u": "Quirks:",
+ "characteristics-u": "Characteristics",
+ "weapon-skill-(ws)-u": "Weapon Skill (WS)",
+ "none-(0)-u": "None (0)",
+ "simple-(+5)-u": "Simple (+5)",
+ "intermediate-(+10)-u": "Intermediate (+10)",
+ "trained-(+15)-u": "Trained (+15)",
+ "proficient-(+20)-u": "Proficient (+20)",
+ "expert-(+25)-u": "Expert (+25)",
+ "ballistic-skill-(bs)-u": "Ballistic Skill (BS)",
+ "strength-(s)-u": "Strength (S)",
+ "toughness-(t)-u": "Toughness (T)",
+ "agility-(ag)-u": "Agility (Ag)",
+ "intelligence-(int)-u": "Intelligence (Int)",
+ "perception-(per)-u": "Perception (Per)",
+ "willpower-(wp)-u": "Willpower (WP)",
+ "fellowship-(fel)-u": "Fellowship (Fel)",
+ "Infamy-(inf)-u": "Infamy (Inf)",
+ "fate-points-u": "Infamy Points",
+ "threshold-u": "Threshold:",
+ "current-u": "Current: ",
+ "initiative-u": "Initiative",
+ "agility-u": "Ag",
+ "custom-u": "Custom",
+ "movement-u": "Movement",
+ "half-move-u": "Half Move: ",
+ "full-move-u": "Full Move: ",
+ "charge-u": "Charge: ",
+ "run-u": "Run: ",
+ "modifier-u": "Modifiers: ",
+ "fatigue-u": "Fatigue",
+ "size-u": "Size:",
+ "average-(4)-u": "Average (4)",
+ "miniscule-(1)-u": "Miniscule (1)",
+ "puny-(2)-u": "Puny (2)",
+ "weedy-(3)-u": "Weedy (3)",
+ "hulking-(5)-u": "Hulking (5)",
+ "enormous-(6)-u": "Enormous (6)",
+ "massive-(7)-u": "Massive (7)",
+ "immense-(8)-u": "Immense (8)",
+ "monumental-(9)-u": "Monumental (9)",
+ "titanic-(10)-u": "Titanic (10)",
+ "armour-and-defence-u": "Armour & Defence",
+ "head-u": "Head",
+ "armor-value-u": "Ar",
+ "ar-u": "AR",
+ "body-u": "Body",
+ "al-u": "AL",
+ "lr-u": "LR",
+ "ll-u": "LL",
+ "wounds-u": "Wounds",
+ "total-u": "Total: ",
+ "critical-damage-u": "Critical Damage: ",
+ "status-u": "Status: ",
+ "unharmed-u": "Unharmed",
+ "lightly-damaged-u": "Lightly Damaged",
+ "heavily-damaged-u": "Heavily Damaged",
+ "critically-damaged-u": "Critically Damaged",
+ "conditions-u": "Conditions",
+ "recently-healed-u": "Recently Healed",
+ "blinded-u": "Blinded",
+ "blood-loss-u": "Blood Loss",
+ "deafened-u": "Deafened",
+ "falling-u": "Falling",
+ "fire-u": "Fire",
+ "stunned-u": "Stunned",
+ "suffocation-u": "Suffocation",
+ "unconsciousness-u": "Unconsciousness",
+ "useless-limbs-u": "Useless Limbs",
+ "vacuum-u": "Vacuum",
+ "amputated-limb-u": "Amputated Limb",
+ "lost-hand-u": "Lost Hand",
+ "lost-arm-u": "Lost Arm",
+ "lost-eye-u": "Lost Eye",
+ "lost-foot-u": "Lost Foot",
+ "lost-leg-u": "Lost Leg",
+ "cybernetic-modifiers-u": "Cybernetics Modifiers",
+ "bionic-left-arm-u": "Bionic Arm (left): ",
+ "bionic-right-arm-u": "Bionic Arm (Right): ",
+ "machine-trait-u": "Machine Trait: ",
+ "left-leg-bionic-u": "Bionic Leg (Left): ",
+ "right-leg-bionic-u": "Bionic Leg (Right): ",
+ "special-abilities-u": "Special Abilities",
+ "skills-u": "Skills",
+ "acrobatics-u": "Acrobatics",
+ "ag-u": "(Ag)",
+ "s-u": "(S)",
+ "athletics-u": "Athletics",
+ "t-u": "(T)",
+ "awareness-u": "Awareness",
+ "per-u": "(Per)",
+ "fel-u": "(Fel)",
+ "int-u": "(Int)",
+ "charm-u": "Charm",
+ "fellowship-u": "Fel",
+ "Infamy-u": "Inf",
+ "command-u": "Command",
+ "intelligence-u": "Int",
+ "strength-u": "S",
+ "willpower-u": "WP",
+ "commerce-u": "Commerce",
+ "deceive-u": "Deceive",
+ "dodge-u": "Dodge",
+ "inquiry-u": "Inquiry",
+ "interrogation-u": "Interrogation",
+ "intimidate-u": "Intimidate",
+ "logic-u": "Logic",
+ "medicae-u": "Medicae",
+ "navigate-u": "Navigate",
+ "surface-u": "Surface",
+ "stellar-u": "Stellar",
+ "warp-u": "Warp",
+ "operate-u": "Operate",
+ "g-u": "(Ag)",
+ "aeronautica-u": "Aeronautica",
+ "voidship-u": "Voidship",
+ "parry-u": "Parry",
+ "weapon-skill-u": "WS",
+ "psyniscience-u": "Psyniscience",
+ "scrutiny-u": "Scrutiny",
+ "security-u": "Security",
+ "sleight-of-hand-u": "Sleight Of Hand",
+ "stealth-u": "Stealth",
+ "survival-u": "Survival",
+ "tech-use-u": "Tech-Use",
+ "linguistics-u": "Linguistics",
+ "trade-u": "Trade",
+ "lore-u": "Lore",
+ "common-u": "Common",
+ "scholastic-u": "Scholastic",
+ "forbidden-u": "Forbidden",
+ "other-skills-u": "Other Skills",
+ "ballistic-skill-u": "BS",
+ "toughness-u": "T",
+ "perception-u": "Perception",
+ "corruption-u": "Corruption (C)",
+ "insanity-u": "Insanity (Is)",
+ "talents-u": "Talents",
+ "page-number-#-u": "pg#",
+ "traits-u": "Traits:",
+ "aptitudes-u": "Aptitudes",
+ "aptitude": "Aptitude",
+ "general-u": "General",
+ "offence-u": "Offence",
+ "finesse-u": "Finesse",
+ "defence-u": "Defence",
+ "psyker-u": "Psyker",
+ "tech-u": "Tech",
+ "knowledge-u": "Knowledge",
+ "leadership-u": "Leadership",
+ "fieldcraft-u": "Fieldcraft",
+ "elite-advances-u": "Elite Advances",
+ "elite-advance-u": "Elite Advance:",
+ "advance-title-u": "Advance Title",
+ "experience-points-u": "XP",
+ "experience-u": "Experience",
+ "xp-to-spend-u": "XP to Spend:",
+ "total-spent-u": "Total Spent:",
+ "advancements-taken-u": "Advancements Taken:",
+ "zero-u": "0",
+ "mental-disorders-u": "Mental Disorders",
+ "malignancies-u": "Malignancies",
+ "mutations-u": "Mutations",
+ "mutation-perception-u": "Per",
+ "name-u": "Name:",
+ "type-u": "Type:",
+ "homeworld-u": "Homeworld",
+ "appearance-u": "Appearance:",
+ "personality-u": "Personality:",
+ "weaponskill-u": "WS",
+ "unnatural-characteristics-u": "Unnatural Characteristics",
+ "armor-bonus-u": "AB",
+ "multiplied-by-2-u": "x2",
+ "multiplied-by-3-u": "x3",
+ "multiplied-by-6-u": "x6",
+ "soak-u": "Soak",
+ "arm-right-u": "AR",
+ "arm-left-u": "AL",
+ "leg-right-u": "LR",
+ "leg-left-u": "LL",
+ "talents-and-traits-u": "Talents & Traits",
+ "gear-and-weapons-u": "Gear & Weapons",
+ "special-rules-u": "Special Rules",
+ "miscellaneous-and-notes-u": "Miscellaneous & Notes",
+ "weight-u": "wt.",
+ "kilograms-u": "kg",
+ "class-u": "Class:",
+ "melee-u": "Melee",
+ "damage-u": "Damage:",
+ "energy-u": "Energy",
+ "impact-u": "Impact",
+ "rending-u": "Rending",
+ "explosive-u": "Explosive",
+ "penetration-u": "Pen:",
+ "special-u": "Special:",
+ "hit-u": "Hit",
+ "range-u": "Range:",
+ "rate-of-fire-u": "RoF:",
+ "clip-u": "Clip:",
+ "reload-u": "Reload:",
+ "mission-objective-pending-u": "Compact Objective Pending",
+ "objective-u": "Objective: ",
+ "primary-objective-pending": "Primary Objective Pending",
+ "pending-secondary-objective-u": "Pending Secondary Objective",
+ "journal-entry-u": "Journal Entry",
+ "armour-u": "Armour:",
+ "tactical-speed-u": "Tactical Speed:",
+ "cruising-speed-u": "Cruising Speed:",
+ "manoeuvrability-u": "Manoeuvrability:",
+ "integrity-u": "Integrity:",
+ "crew-u": "Crew:",
+ "weapons-u": "Weapons:",
+ "focus-power-test-u": "Focus Power Test",
+ "willpower": "Willpower",
+ "psychic-powers-u": "Psychic Powers",
+ "bound-u": "Bound",
+ "unbound-u": "Unbound",
+ "daemonic-u": "Daemonic",
+ "psy-rating-u": "Psy Rating:",
+ "action-u": "Action:",
+ "focus-power-u": "Focus Power:",
+ "subtype-u": "Subtype:",
+ "sustained-u": "Sustained:",
+ "damage-type-u": "Damage Type:",
+ "e-u": "E",
+ "i-u": "I",
+ "r-u": "R",
+ "max-push-u": "Max Push:",
+ "sustaining-u": "Sustaining:",
+ "number-sustained-powers-u": "Number of Powers Sustained",
+ "ranged-weapons-u": "Ranged Weapons",
+ "pistol-u": "Pistol",
+ "basic-u": "Basic",
+ "heavy-u": "Heavy",
+ "thrown-u": "Thrown",
+ "vehicle-u": "Vehicle",
+ "melee-weapons-u": "Melee Weapons",
+ "daemon-weapons-u": "Daemon Weapons",
+ "daemons-willpower-u": "Daemon's Willpower:",
+ "zero-zero-u": "00",
+ "binding-strength-u": "Binding Strength:",
+ "alignment-u": "Alignment:",
+ "undivided-u": "Undivided",
+ "khorne-u": "Khorne",
+ "nurgle-u": "Nurgle",
+ "slaanesh-u": "Slaanesh",
+ "tzeentch-u": "Tzeentch",
+ "unique-u": "Unique",
+ "vulgar-u": "Vulgar",
+ "jealous-u": "Jealous",
+ "prideful-u": "Prideful",
+ "vindicative-u": "Vindictive",
+ "overbearing-u": "Overbearing",
+ "ranged-u": "Range:",
+ "attributes-u": "Attributes:",
+ "cybernetics-u": "Cybernetics",
+ "max-carry-wt-(sb+tb)-u": "Max Carry WT (SB+TB): ",
+ "peers-u": "Peers",
+ "peer-u": "Peer: ",
+ "enemies-u": "Enemies",
+ "enemy-u": "Enemy: ",
+ "scatter-diagram-u": "Scatter Diagram",
+ "front-u": "Front :",
+ "side-u": "Side :",
+ "rear-u": "Rear :",
+ "permanent-psy-modifier-u": "10/-10",
+ "current-psy-rating-u": "Current Psy Rating:",
+ "psy-phenomenon-peril-test-u": "Psychic Phenomena and Perils of the Warp Table Rolls",
+ "psychic-phenomena-u": "Psychic Phenomena",
+ "peril-warp-u": "Perils of the Warp",
+ "spaceships-u": "Spaceships",
+ "hull-type-u": "Hull Type:",
+ "turret-rating-u": "Turret Rating:",
+ "shields-u": "Shield(s):",
+ "detection-u": "Detection:",
+ "speed-u": "Speed:",
+ "morale-u": "Morale:",
+ "crew-rating-u": "Crew Rating:",
+ "space-u": "Space:",
+ "spaceship-power-u": "Power:",
+ "weapon-capacity-u": "Weapon Capacity:",
+ "weapon-capacity-dorsal-u": "Dorsal:",
+ "weapon-capacity-prow-u": "Prow:",
+ "weapon-capacity-keel-u": "Keel:",
+ "weapon-capacity-port-u": "Port:",
+ "weapon-capacity-starboard-u": "Starboard:",
+ "essential-components-u": "Essential Components:",
+ "supplementary-components-u": "Supplementary Components:"
+}
diff --git a/Black Crusade Advanced API/translations/hu.json b/Black Crusade Advanced API/translations/hu.json
new file mode 100644
index 0000000000..566a1a70a4
--- /dev/null
+++ b/Black Crusade Advanced API/translations/hu.json
@@ -0,0 +1,314 @@
+{
+ "player-sheet-u": "Character Sheet",
+ "archetype-u": "Archetype:",
+ "race-u": "Race:",
+ "warband-name-u": "Warband Name:",
+ "pride-u": "Pride: ",
+ "disgrace-u": "Disgrace:",
+ "unaligned-u": "Unaligned",
+ "current-alignment-u": "Current Alignment",
+ "gear-u": "Gear",
+ "advancements-u": "Advancements",
+ "npcs-u": "NPCs",
+ "journal-u": "Journal",
+ "vehicles-u": "Vehicles",
+ "psykana-u": "Psykana",
+ "social-u": "Social",
+ "character-name-u": "Character Name:",
+ "player-name-u": "Player Name:",
+ "gender-u": "Gender:",
+ "eyes-u": "Eyes",
+ "age-u": "Age",
+ "build-u": "Build",
+ "complexion-u": "Complexion:",
+ "skin-u": "Skin",
+ "hair-u": "Hair",
+ "quirks-u": "Quirks:",
+ "characteristics-u": "Characteristics",
+ "weapon-skill-(ws)-u": "Weapon Skill (WS)",
+ "none-(0)-u": "None (0)",
+ "simple-(+5)-u": "Simple (+5)",
+ "intermediate-(+10)-u": "Intermediate (+10)",
+ "trained-(+15)-u": "Trained (+15)",
+ "proficient-(+20)-u": "Proficient (+20)",
+ "expert-(+25)-u": "Expert (+25)",
+ "ballistic-skill-(bs)-u": "Ballistic Skill (BS)",
+ "strength-(s)-u": "Strength (S)",
+ "toughness-(t)-u": "Toughness (T)",
+ "agility-(ag)-u": "Agility (Ag)",
+ "intelligence-(int)-u": "Intelligence (Int)",
+ "perception-(per)-u": "Perception (Per)",
+ "willpower-(wp)-u": "Willpower (WP)",
+ "fellowship-(fel)-u": "Fellowship (Fel)",
+ "Infamy-(inf)-u": "Infamy (Inf)",
+ "fate-points-u": "Infamy Points",
+ "threshold-u": "Threshold:",
+ "current-u": "Current: ",
+ "initiative-u": "Initiative",
+ "agility-u": "Ag",
+ "custom-u": "Custom",
+ "movement-u": "Movement",
+ "half-move-u": "Half Move: ",
+ "full-move-u": "Full Move: ",
+ "charge-u": "Charge: ",
+ "run-u": "Run: ",
+ "modifier-u": "Modifiers: ",
+ "fatigue-u": "Fatigue",
+ "size-u": "Size:",
+ "average-(4)-u": "Average (4)",
+ "miniscule-(1)-u": "Miniscule (1)",
+ "puny-(2)-u": "Puny (2)",
+ "weedy-(3)-u": "Weedy (3)",
+ "hulking-(5)-u": "Hulking (5)",
+ "enormous-(6)-u": "Enormous (6)",
+ "massive-(7)-u": "Massive (7)",
+ "immense-(8)-u": "Immense (8)",
+ "monumental-(9)-u": "Monumental (9)",
+ "titanic-(10)-u": "Titanic (10)",
+ "armour-and-defence-u": "Armour & Defence",
+ "head-u": "Head",
+ "armor-value-u": "Ar",
+ "ar-u": "AR",
+ "body-u": "Body",
+ "al-u": "AL",
+ "lr-u": "LR",
+ "ll-u": "LL",
+ "wounds-u": "Wounds",
+ "total-u": "Total: ",
+ "critical-damage-u": "Critical Damage: ",
+ "status-u": "Status: ",
+ "unharmed-u": "Unharmed",
+ "lightly-damaged-u": "Lightly Damaged",
+ "heavily-damaged-u": "Heavily Damaged",
+ "critically-damaged-u": "Critically Damaged",
+ "conditions-u": "Conditions",
+ "recently-healed-u": "Recently Healed",
+ "blinded-u": "Blinded",
+ "blood-loss-u": "Blood Loss",
+ "deafened-u": "Deafened",
+ "falling-u": "Falling",
+ "fire-u": "Fire",
+ "stunned-u": "Stunned",
+ "suffocation-u": "Suffocation",
+ "unconsciousness-u": "Unconsciousness",
+ "useless-limbs-u": "Useless Limbs",
+ "vacuum-u": "Vacuum",
+ "amputated-limb-u": "Amputated Limb",
+ "lost-hand-u": "Lost Hand",
+ "lost-arm-u": "Lost Arm",
+ "lost-eye-u": "Lost Eye",
+ "lost-foot-u": "Lost Foot",
+ "lost-leg-u": "Lost Leg",
+ "cybernetic-modifiers-u": "Cybernetics Modifiers",
+ "bionic-left-arm-u": "Bionic Arm (left): ",
+ "bionic-right-arm-u": "Bionic Arm (Right): ",
+ "machine-trait-u": "Machine Trait: ",
+ "left-leg-bionic-u": "Bionic Leg (Left): ",
+ "right-leg-bionic-u": "Bionic Leg (Right): ",
+ "special-abilities-u": "Special Abilities",
+ "skills-u": "Skills",
+ "acrobatics-u": "Acrobatics",
+ "ag-u": "(Ag)",
+ "s-u": "(S)",
+ "athletics-u": "Athletics",
+ "t-u": "(T)",
+ "awareness-u": "Awareness",
+ "per-u": "(Per)",
+ "fel-u": "(Fel)",
+ "int-u": "(Int)",
+ "charm-u": "Charm",
+ "fellowship-u": "Fel",
+ "Infamy-u": "Inf",
+ "command-u": "Command",
+ "intelligence-u": "Int",
+ "strength-u": "S",
+ "willpower-u": "WP",
+ "commerce-u": "Commerce",
+ "deceive-u": "Deceive",
+ "dodge-u": "Dodge",
+ "inquiry-u": "Inquiry",
+ "interrogation-u": "Interrogation",
+ "intimidate-u": "Intimidate",
+ "logic-u": "Logic",
+ "medicae-u": "Medicae",
+ "navigate-u": "Navigate",
+ "surface-u": "Surface",
+ "stellar-u": "Stellar",
+ "warp-u": "Warp",
+ "operate-u": "Operate",
+ "g-u": "(Ag)",
+ "aeronautica-u": "Aeronautica",
+ "voidship-u": "Voidship",
+ "parry-u": "Parry",
+ "weapon-skill-u": "WS",
+ "psyniscience-u": "Psyniscience",
+ "scrutiny-u": "Scrutiny",
+ "security-u": "Security",
+ "sleight-of-hand-u": "Sleight Of Hand",
+ "stealth-u": "Stealth",
+ "survival-u": "Survival",
+ "tech-use-u": "Tech-Use",
+ "linguistics-u": "Linguistics",
+ "trade-u": "Trade",
+ "lore-u": "Lore",
+ "common-u": "Common",
+ "scholastic-u": "Scholastic",
+ "forbidden-u": "Forbidden",
+ "other-skills-u": "Other Skills",
+ "ballistic-skill-u": "BS",
+ "toughness-u": "T",
+ "perception-u": "Perception",
+ "corruption-u": "Corruption (C)",
+ "insanity-u": "Insanity (Is)",
+ "talents-u": "Talents",
+ "page-number-#-u": "pg#",
+ "traits-u": "Traits:",
+ "aptitudes-u": "Aptitudes",
+ "aptitude": "Aptitude",
+ "general-u": "General",
+ "offence-u": "Offence",
+ "finesse-u": "Finesse",
+ "defence-u": "Defence",
+ "psyker-u": "Psyker",
+ "tech-u": "Tech",
+ "knowledge-u": "Knowledge",
+ "leadership-u": "Leadership",
+ "fieldcraft-u": "Fieldcraft",
+ "elite-advances-u": "Elite Advances",
+ "elite-advance-u": "Elite Advance:",
+ "advance-title-u": "Advance Title",
+ "experience-points-u": "XP",
+ "experience-u": "Experience",
+ "xp-to-spend-u": "XP to Spend:",
+ "total-spent-u": "Total Spent:",
+ "advancements-taken-u": "Advancements Taken:",
+ "zero-u": "0",
+ "mental-disorders-u": "Mental Disorders",
+ "malignancies-u": "Malignancies",
+ "mutations-u": "Mutations",
+ "mutation-perception-u": "Per",
+ "name-u": "Name:",
+ "type-u": "Type:",
+ "homeworld-u": "Homeworld",
+ "appearance-u": "Appearance:",
+ "personality-u": "Personality:",
+ "weaponskill-u": "WS",
+ "unnatural-characteristics-u": "Unnatural Characteristics",
+ "armor-bonus-u": "AB",
+ "multiplied-by-2-u": "x2",
+ "multiplied-by-3-u": "x3",
+ "multiplied-by-6-u": "x6",
+ "soak-u": "Soak",
+ "arm-right-u": "AR",
+ "arm-left-u": "AL",
+ "leg-right-u": "LR",
+ "leg-left-u": "LL",
+ "talents-and-traits-u": "Talents & Traits",
+ "gear-and-weapons-u": "Gear & Weapons",
+ "special-rules-u": "Special Rules",
+ "miscellaneous-and-notes-u": "Miscellaneous & Notes",
+ "weight-u": "wt.",
+ "kilograms-u": "kg",
+ "class-u": "Class:",
+ "melee-u": "Melee",
+ "damage-u": "Damage:",
+ "energy-u": "Energy",
+ "impact-u": "Impact",
+ "rending-u": "Rending",
+ "explosive-u": "Explosive",
+ "penetration-u": "Pen:",
+ "special-u": "Special:",
+ "hit-u": "Hit",
+ "range-u": "Range:",
+ "rate-of-fire-u": "RoF:",
+ "clip-u": "Clip:",
+ "reload-u": "Reload:",
+ "mission-objective-pending-u": "Compact Objective Pending",
+ "objective-u": "Objective: ",
+ "primary-objective-pending": "Primary Objective Pending",
+ "pending-secondary-objective-u": "Pending Secondary Objective",
+ "journal-entry-u": "Journal Entry",
+ "armour-u": "Armour:",
+ "tactical-speed-u": "Tactical Speed:",
+ "cruising-speed-u": "Cruising Speed:",
+ "manoeuvrability-u": "Manoeuvrability:",
+ "integrity-u": "Integrity:",
+ "crew-u": "Crew:",
+ "weapons-u": "Weapons:",
+ "focus-power-test-u": "Focus Power Test",
+ "willpower": "Willpower",
+ "psychic-powers-u": "Psychic Powers",
+ "bound-u": "Bound",
+ "unbound-u": "Unbound",
+ "daemonic-u": "Daemonic",
+ "psy-rating-u": "Psy Rating:",
+ "action-u": "Action:",
+ "focus-power-u": "Focus Power:",
+ "subtype-u": "Subtype:",
+ "sustained-u": "Sustained:",
+ "damage-type-u": "Damage Type:",
+ "e-u": "E",
+ "i-u": "I",
+ "r-u": "R",
+ "max-push-u": "Max Push:",
+ "sustaining-u": "Sustaining:",
+ "number-sustained-powers-u": "Number of Powers Sustained",
+ "ranged-weapons-u": "Ranged Weapons",
+ "pistol-u": "Pistol",
+ "basic-u": "Basic",
+ "heavy-u": "Heavy",
+ "thrown-u": "Thrown",
+ "vehicle-u": "Vehicle",
+ "melee-weapons-u": "Melee Weapons",
+ "daemon-weapons-u": "Daemon Weapons",
+ "daemons-willpower-u": "Daemon's Willpower:",
+ "zero-zero-u": "00",
+ "binding-strength-u": "Binding Strength:",
+ "alignment-u": "Alignment:",
+ "undivided-u": "Undivided",
+ "khorne-u": "Khorne",
+ "nurgle-u": "Nurgle",
+ "slaanesh-u": "Slaanesh",
+ "tzeentch-u": "Tzeentch",
+ "unique-u": "Unique",
+ "vulgar-u": "Vulgar",
+ "jealous-u": "Jealous",
+ "prideful-u": "Prideful",
+ "vindicative-u": "Vindictive",
+ "overbearing-u": "Overbearing",
+ "ranged-u": "Range:",
+ "attributes-u": "Attributes:",
+ "cybernetics-u": "Cybernetics",
+ "max-carry-wt-(sb+tb)-u": "Max Carry WT (SB+TB): ",
+ "peers-u": "Peers",
+ "peer-u": "Peer: ",
+ "enemies-u": "Enemies",
+ "enemy-u": "Enemy: ",
+ "scatter-diagram-u": "Scatter Diagram",
+ "front-u": "Front :",
+ "side-u": "Side :",
+ "rear-u": "Rear :",
+ "permanent-psy-modifier-u": "10/-10",
+ "current-psy-rating-u": "Current Psy Rating:",
+ "psy-phenomenon-peril-test-u": "Psychic Phenomena and Perils of the Warp Table Rolls",
+ "psychic-phenomena-u": "Psychic Phenomena",
+ "peril-warp-u": "Perils of the Warp",
+ "spaceships-u": "Spaceships",
+ "hull-type-u": "Hull Type:",
+ "turret-rating-u": "Turret Rating:",
+ "shields-u": "Shield(s):",
+ "detection-u": "Detection:",
+ "speed-u": "Speed:",
+ "morale-u": "Morale:",
+ "crew-rating-u": "Crew Rating:",
+ "space-u": "Space:",
+ "spaceship-power-u": "Power:",
+ "weapon-capacity-u": "Weapon Capacity:",
+ "weapon-capacity-dorsal-u": "Dorsal:",
+ "weapon-capacity-prow-u": "Prow:",
+ "weapon-capacity-keel-u": "Keel:",
+ "weapon-capacity-port-u": "Port:",
+ "weapon-capacity-starboard-u": "Starboard:",
+ "essential-components-u": "Essential Components:",
+ "supplementary-components-u": "Supplementary Components:"
+}
diff --git a/Black-Seven/translations/ca.json b/Black-Seven/translations/ca.json
new file mode 100644
index 0000000000..a7048c7fc4
--- /dev/null
+++ b/Black-Seven/translations/ca.json
@@ -0,0 +1,35 @@
+{
+ "agent_record": "Agent Record",
+ "player": "Player",
+ "service_history": "Service History",
+ "equipment": "Equipment",
+ "weapons": "Weapons",
+ "noticed": "Noticed",
+ "exposed": "Exposed",
+ "infiltrate": "Infiltrate",
+ "sneak": "Sneak",
+ "fight": "Fight",
+ "ambush": "Ambush",
+ "crack": "Crack",
+ "shoot": "Shoot",
+ "snipe": "Snipe",
+ "retrieve": "Retrieve",
+ "throw": "Throw",
+ "trap": "Trap",
+ "manipulation": "Manipulation",
+ "shout": "Shout",
+ "scare": "Scare",
+ "body": "Body",
+ "traits": "Traits",
+ "hits": "Hits",
+ "conditions": "Conditions",
+ "force": "Force",
+ "mob": "Mob",
+ "speed": "Speed",
+ "mind": "Mind",
+ "comminication": "Comminication",
+ "battered": "Battered",
+ "wrenched": "Wrenched",
+ "dazed": "Dazed",
+ "scarred": "Scarred"
+}
\ No newline at end of file
diff --git a/Black-Seven/translations/hu.json b/Black-Seven/translations/hu.json
new file mode 100644
index 0000000000..a7048c7fc4
--- /dev/null
+++ b/Black-Seven/translations/hu.json
@@ -0,0 +1,35 @@
+{
+ "agent_record": "Agent Record",
+ "player": "Player",
+ "service_history": "Service History",
+ "equipment": "Equipment",
+ "weapons": "Weapons",
+ "noticed": "Noticed",
+ "exposed": "Exposed",
+ "infiltrate": "Infiltrate",
+ "sneak": "Sneak",
+ "fight": "Fight",
+ "ambush": "Ambush",
+ "crack": "Crack",
+ "shoot": "Shoot",
+ "snipe": "Snipe",
+ "retrieve": "Retrieve",
+ "throw": "Throw",
+ "trap": "Trap",
+ "manipulation": "Manipulation",
+ "shout": "Shout",
+ "scare": "Scare",
+ "body": "Body",
+ "traits": "Traits",
+ "hits": "Hits",
+ "conditions": "Conditions",
+ "force": "Force",
+ "mob": "Mob",
+ "speed": "Speed",
+ "mind": "Mind",
+ "comminication": "Comminication",
+ "battered": "Battered",
+ "wrenched": "Wrenched",
+ "dazed": "Dazed",
+ "scarred": "Scarred"
+}
\ No newline at end of file
diff --git a/Black_Crusade/translations/ca.json b/Black_Crusade/translations/ca.json
new file mode 100644
index 0000000000..189034a170
--- /dev/null
+++ b/Black_Crusade/translations/ca.json
@@ -0,0 +1,358 @@
+{
+ "player-sheet-u": "Player Sheet",
+ "gear-u": "Gear",
+ "advancements-u": "Advancements",
+ "npcs-u": "NPCS",
+ "allies-u": "Allies",
+ "ally-u": "Ally: ",
+ "journal-u": "Journal",
+ "vehicles-u": "Vehicles",
+ "pride-u": "Pride: ",
+ "race-u": "Race: ",
+ "psykana-u": "Psykana",
+ "specials-u": "Special Traits:",
+ "social-u": "Social",
+ "character-name-u": "Character Name:",
+ "archetype-u": "Archetype:",
+ "current-alignment-u": "Current Alignment: ",
+ "info-u": "Info",
+ "power-mod-u": "Power Modifier: ",
+ "cast-u": "Cast",
+ "background-u": "Background:",
+ "player-name-u": "Player Name:",
+ "gender-u": "Gender:",
+ "eyes-u": "Eyes:",
+ "capacity-u": "Carrying Capacity:",
+ "age-u": "Age:",
+ "build-u": "Build:",
+ "complexion-u": "Complexion:",
+ "hair-u": "Hair:",
+ "disgrace-u": "Disgrace:",
+ "warband-name-u": "Warband Name:",
+ "characteristics-u": "Characteristics",
+ "weapon-skill-(ws)-u": "Weapon Skill (WS)",
+ "ws-u": "(WS)",
+ "none-(0)-u": "None (0)",
+ "simple-(+5)-u": "Simple (+5)",
+ "intermediate-(+10)-u": "Intermediate (+10)",
+ "trained-(+15)-u": "Trained (+15)",
+ "proficient-(+20)-u": "Proficient (+20)",
+ "expert-(+25)-u": "Expert (+25)",
+ "ballistic-skill-(bs)-u": "Ballistic Skill (BS)",
+ "strength-(s)-u": "Strength (S)",
+ "toughness-(t)-u": "Toughness (T)",
+ "agility-(ag)-u": "Agility (Ag)",
+ "intelligence-(int)-u": "Intelligence (Int)",
+ "perception-(per)-u": "Perception (Per)",
+ "willpower-(wp)-u": "Willpower (WP)",
+ "fellowship-(fel)-u": "Fellowship (Fel)",
+ "infamy-(inf)-u": "Infamy (Inf)",
+ "infamy-points-u": "Infamy Points",
+ "threshold-u": "Threshold:",
+ "current-u": "Current: ",
+ "initiative-u": "Initiative",
+ "agility-u": "Ag",
+ "aagility-u": "Agility",
+ "movement-u": "Movement",
+ "half-move-u": "Half Move: ",
+ "full-move-u": "Full Move: ",
+ "charge-u": "Charge: ",
+ "run-u": "Run: ",
+ "modifier-u": "Modifiers: ",
+ "fatigue-u": "Fatigue",
+ "size-u": "Size:",
+ "average-(4)-u": "Average (4)",
+ "miniscule-(1)-u": "Miniscule (1) (-30 to Hit)",
+ "puny-(2)-u": "Puny (2) (-20 to Hit)",
+ "weedy-(3)-u": "Weedy (3) (-10 to Hit)",
+ "hulking-(5)-u": "Hulking (5) (+10 to Hit)",
+ "enormous-(6)-u": "Enormous (6) (+20 to Hit)",
+ "massive-(7)-u": "Massive (7) (+30 to Hit)",
+ "immense-(8)-u": "Immense (8) (+40 to Hit)",
+ "monumental-(9)-u": "Monumental (9) (+50 to Hit)",
+ "titanic-(10)-u": "Titanic (10) (+60 to Hit)",
+ "armour-and-defence-u": "Armour & Defence",
+ "head-u": "Head",
+ "armor-value-u": "Ar",
+ "ar-u": "AR",
+ "body-u": "Body",
+ "al-u": "AL",
+ "lr-u": "LR",
+ "ll-u": "LL",
+ "wounds-u": "Wounds",
+ "total-u": "Total: ",
+ "total-xp-u": "Total XP: ",
+ "critical-damage-u": "Critical Damage: ",
+ "status-u": "Status: ",
+ "unharmed-u": "Unharmed",
+ "lightly-damaged-u": "Lightly Damaged",
+ "heavily-damaged-u": "Heavily Damaged",
+ "critically-damaged-u": "Critically Damaged",
+ "conditions-u": "Conditions",
+ "recently-healed-u": "Recently Healed",
+ "blinded-u": "Blinded",
+ "blood-loss-u": "Blood Loss",
+ "deafened-u": "Deafened",
+ "falling-u": "Falling",
+ "fire-u": "Fire",
+ "stunned-u": "Stunned",
+ "suffocation-u": "Suffocation",
+ "unconsciousness-u": "Unconsciousness",
+ "useless-limbs-u": "Useless Limbs",
+ "vacuum-u": "Vacuum",
+ "amputated-limb-u": "Amputated Limb",
+ "lost-hand-u": "Lost Hand",
+ "lost-arm-u": "Lost Arm",
+ "lost-eye-u": "Lost Eye",
+ "lost-foot-u": "Lost Foot",
+ "lost-leg-u": "Lost Leg",
+ "cybernetic-modifiers-u": "Cybernetics Modifiers",
+ "bionic-left-arm-u": "Bionic Arm (left): ",
+ "bionic-right-arm-u": "Bionic Arm (Right): ",
+ "machine-trait-u": "Machine Trait: ",
+ "left-leg-bionic-u": "Bionic Leg (Left): ",
+ "right-leg-bionic-u": "Bionic Leg (Right): ",
+ "special-abilities-u": "Special Abilities",
+ "skills-u": "Skills",
+ "acrobatics-u": "Acrobatics",
+ "ag-u": "(Ag)",
+ "s-u": "(S)",
+ "athletics-u": "Athletics",
+ "t-u": "(T)",
+ "awareness-u": "Awareness",
+ "per-u": "(Per)",
+ "fel-u": "(Fel)",
+ "int-u": "(Int)",
+ "inf-u": "(Inf)",
+ "charm-u": "Charm",
+ "fellowship-u": "Fel",
+ "afellowship-u": "Fellowship",
+ "infamy-u": "Inf",
+ "ainfamy-u": "Infamy",
+ "command-u": "Command",
+ "intelligence-u": "Int",
+ "aintelligence-u": "Intelligence",
+ "strength-u": "S",
+ "astrength-u": "Strength",
+ "willpower-u": "WP",
+ "wp-u": "(WP)",
+ "awillpower-u": "Willpower",
+ "commerce-u": "Commerce",
+ "deceive-u": "Deceive",
+ "dodge-u": "Dodge",
+ "inquiry-u": "Inquiry",
+ "interrogation-u": "Interrogation",
+ "intimidate-u": "Intimidate",
+ "logic-u": "Logic",
+ "medicae-u": "Medicae",
+ "navigate-u": "Navigate",
+ "surface-u": "Surface",
+ "stellar-u": "Stellar",
+ "warp-u": "Warp",
+ "operate-u": "Operate",
+ "g-u": "(Ag)",
+ "aeronautica-u": "Aeronautica",
+ "voidship-u": "Voidship",
+ "parry-u": "Parry",
+ "weapon-skill-u": "WS",
+ "aweapon-skill-u": "Weapon Skill",
+ "psyniscience-u": "Psyniscience",
+ "psyniscienceP-u": "Psyniscience (Per)",
+ "psyniscienceWP-u": "Psyniscience (WP)",
+ "scrutiny-u": "Scrutiny",
+ "security-u": "Security",
+ "sleight-of-hand-u": "Sleight Of Hand",
+ "stealth-u": "Stealth",
+ "survival-u": "Survival",
+ "tech-use-u": "Tech-Use",
+ "linguistics-u": "Linguistics",
+ "trade-u": "Trade",
+ "lore-u": "Lore",
+ "common-u": "Common",
+ "scholastic-u": "Scholastic",
+ "forbidden-u": "Forbidden",
+ "other-skills-u": "Other Skills",
+ "ballistic-skill-u": "BS",
+ "aballistic-skill-u": "Ballistic Skill",
+ "toughness-u": "T",
+ "atoughness-u": "Toughness",
+ "perception-u": "Per",
+ "aperception-u": "Perception",
+ "corruption-u": "Corruption (C)",
+ "insanity-u": "Insanity (Is)",
+ "talents-u": "Talents",
+ "page-number-#-u": "pg#",
+ "traits-u": "Traits",
+ "experience-points-u": "XP",
+ "experience-u": "Experience",
+ "xp-to-spend-u": "XP to Spend:",
+ "total-spent-u": "Total XP Spent:",
+ "advancements-taken-u": "Advancements Taken:",
+ "zero-u": "0",
+ "mental-disorders-u": "Mental Disorders",
+ "gifts-of-the-gods-u": "Gifts of the Gods",
+ "rewards-of-the-dark-gods-u": "Rewards of the Dark Gods",
+ "mutation-perception-u": "Per",
+ "name-u": "Name:",
+ "type-u": "Type:",
+ "homeworld-u": "Homeworld",
+ "appearance-u": "Appearance:",
+ "personality-u": "Personality:",
+ "weaponskill-u": "WS",
+ "unnatural-characteristics-u": "Unnatural Characteristics",
+ "armor-bonus-u": "AB",
+ "multiplied-by-2-u": "x2",
+ "multiplied-by-3-u": "x3",
+ "multiplied-by-6-u": "x6",
+ "soak-u": "Soak",
+ "arm-right-u": "AR",
+ "arm-left-u": "AL",
+ "leg-right-u": "LR",
+ "leg-left-u": "LL",
+ "side-u": "Side:",
+ "rear-u": "Rear:",
+ "talents-and-traits-u": "Talents & Traits",
+ "gear-and-weapons-u": "Gear & Weapons",
+ "special-rules-u": "Special Rules",
+ "miscellaneous-and-notes-u": "Miscellaneous & Notes",
+ "weight-u": "wt.",
+ "kilograms-u": "kg",
+ "class-u": "Class:",
+ "classe-u": "Class:",
+ "melee-u": "Melee",
+ "damage-u": "Damage",
+ "energy-u": "Energy",
+ "impact-u": "Impact",
+ "rending-u": "Rending",
+ "explosive-u": "Explosive",
+ "penetration-u": "Pen:",
+ "special-u": "Special:",
+ "hit-u": "Hit",
+ "range-u": "Range:",
+ "rate-of-fire-u": "RoF:",
+ "clip-u": "Clip:",
+ "reload-u": "Reload:",
+ "mission-objective-pending-u": "Mission Objective Pending",
+ "objective-u": "Objective: ",
+ "primary-objective-pending": "Primary Objective Pending",
+ "pending-secondary-objective-u": "Pending Secondary Objective",
+ "journal-entry-u": "Journal Entry",
+ "armour-u": "Armour:",
+ "front-u": "Front:",
+ "tactical-speed-u": "Tactical Speed:",
+ "cruising-speed-u": "Cruising Speed:",
+ "manoeuvrability-u": "Manoeuvrability:",
+ "integrity-u": "Integrity:",
+ "crew-u": "Crew:",
+ "weapons-u": "Weapons:",
+ "focus-power-test-u": "Focus Power Test",
+ "willpower": "Willpower",
+ "psychic-powers-u": "Psychic Powers",
+ "bound-u": "Bound",
+ "unbound-u": "Unbound",
+ "daemonic-u": "Daemonic",
+ "psy-rating-u": "Psy Rating:",
+ "action-u": "Action:",
+ "focus-power-u": "Focus Power:",
+ "subtype-u": "Subtype:",
+ "sustained-u": "Sustained:",
+ "damage-type-u": "Damage Type:",
+ "e-u": "E",
+ "mod-u": "Mod: ",
+ "max-u": "Max: ",
+ "available-u": "Available: ",
+ "i-u": "I",
+ "r-u": "R",
+ "max-push-u": "Max Push:",
+ "+2/3/4-u": "+2/3/4",
+ "sustaining-u": "Sustaining:",
+ "+10-psychic-phenomena-u": "+10 PP / -1 PR",
+ "ranged-weapons-u": "Ranged Weapons",
+ "pistol-u": "Pistol",
+ "basic-u": "Basic",
+ "heavy-u": "Heavy",
+ "thrown-u": "Thrown",
+ "vehicle-u": "Vehicle",
+ "melee-weapons-u": "Melee Weapons",
+ "daemon-weapons-u": "Daemon Weapons",
+ "daemons-willpower-u": "Daemon's Willpower:",
+ "zero-zero-u": "00",
+ "binding-strength-u": "Binding Strength:",
+ "alignment-u": "Alignment",
+ "undivided-u": "Undivided",
+ "khorne-u": "Khorne: ",
+ "nurgle-u": "Nurgle: ",
+ "slaanesh-u": "Slaanesh: ",
+ "tzeentch-u": "Tzeentch: ",
+ "unique-u": "Unique",
+ "vulgar-u": "Vulgar",
+ "jealous-u": "Jealous",
+ "prideful-u": "Prideful",
+ "vindicative-u": "Vindictive",
+ "overbearing-u": "Overbearing",
+ "attributes-u": "Attributes:",
+ "cybernetics-u": "Cybernetics",
+ "max-carry-wt-(sb+tb)-u": "Base Carry Weight S+T: ",
+ "peers-u": "Peers",
+ "peer-u": "Peer: ",
+ "enemies-u": "Enemies",
+ "enemy-u": "Enemy: ",
+ "cost-u": "Cost",
+ "advancement-u": "Advancement",
+ "scatter-diagram-u": "Scatter Diagram",
+ "succes": "Degrees of Success:",
+ "fail": "Degrees of Failure:",
+ "magazine-u": "Magazine:",
+ "modifiermelee-u": "Mod. attack:",
+ "modifierparry-u": "Mod. parry:",
+ "bs-u": "+SB",
+ "bs2-u": "+SBx2",
+ "bs3-u": "+SBx3",
+ "nibs-u": "No SN",
+ "Frenzy-u": "Frenzy",
+ "adamage-u": "Damage:",
+ "unarmed-u": "Unarmed",
+ "bscrew-u": "Crew's BS",
+ "modifier": "Modifier",
+ "attacktype": "Attack Type",
+ "standard": "Standard",
+ "allout": "All Out",
+ "charge": "Charge",
+ "chargeber": "Berserker Charge",
+ "calledshot": "Called shot",
+ "calledshotSS": "Called shot with Sure Strike",
+ "calledshotPB": "Called shot with Precise Blow",
+ "calledshotDES": "Called shot with Deadeye Shot",
+ "calledshotST": "Called shot with Sharptrooper",
+ "swiftattack": "Swift Attack",
+ "lightning": "Lightning Attack",
+ "aim": "Aim",
+ "noaim": "No Aim",
+ "aimh": "Half Aim",
+ "aimf": "Full Aim",
+ "singleshot": "Single Shot",
+ "semiauto": "Semi Auto",
+ "fullauto": "Full Auto",
+ "suppressingfire": "Suppressing Fire",
+ "rangePB": "Point Blank",
+ "rangeshort": "Short Range",
+ "rangelong": "Long Range",
+ "rangeext": "Extreme Range",
+ "psychicstrength": "Psychic Strength ?",
+ "fettered": "Fettered",
+ "unfettered": "Unfettered",
+ "push": "Push",
+ "location": "Hit Location:",
+ "head": "Head",
+ "body": "Body",
+ "arm-right": "Right Arm",
+ "arm-left": "Left Arm",
+ "leg-right": "Right Leg",
+ "leg-left": "Left Leg",
+ "specialweapondice": "Special Weapon Dice Rolls",
+ "proven": "Proven (X) : {1d10, 0d1+X}kh1",
+ "tearing": "Tearing : 2d10d1",
+ "primitive": "Primitive (X) : {1d10, X+0d0}dh1",
+ "1d5weapon": "1d5 weapons : ceil(1d10/2)",
+ "unaligned-u": "Unaligned: "
+}
diff --git a/Black_Crusade/translations/hu.json b/Black_Crusade/translations/hu.json
new file mode 100644
index 0000000000..189034a170
--- /dev/null
+++ b/Black_Crusade/translations/hu.json
@@ -0,0 +1,358 @@
+{
+ "player-sheet-u": "Player Sheet",
+ "gear-u": "Gear",
+ "advancements-u": "Advancements",
+ "npcs-u": "NPCS",
+ "allies-u": "Allies",
+ "ally-u": "Ally: ",
+ "journal-u": "Journal",
+ "vehicles-u": "Vehicles",
+ "pride-u": "Pride: ",
+ "race-u": "Race: ",
+ "psykana-u": "Psykana",
+ "specials-u": "Special Traits:",
+ "social-u": "Social",
+ "character-name-u": "Character Name:",
+ "archetype-u": "Archetype:",
+ "current-alignment-u": "Current Alignment: ",
+ "info-u": "Info",
+ "power-mod-u": "Power Modifier: ",
+ "cast-u": "Cast",
+ "background-u": "Background:",
+ "player-name-u": "Player Name:",
+ "gender-u": "Gender:",
+ "eyes-u": "Eyes:",
+ "capacity-u": "Carrying Capacity:",
+ "age-u": "Age:",
+ "build-u": "Build:",
+ "complexion-u": "Complexion:",
+ "hair-u": "Hair:",
+ "disgrace-u": "Disgrace:",
+ "warband-name-u": "Warband Name:",
+ "characteristics-u": "Characteristics",
+ "weapon-skill-(ws)-u": "Weapon Skill (WS)",
+ "ws-u": "(WS)",
+ "none-(0)-u": "None (0)",
+ "simple-(+5)-u": "Simple (+5)",
+ "intermediate-(+10)-u": "Intermediate (+10)",
+ "trained-(+15)-u": "Trained (+15)",
+ "proficient-(+20)-u": "Proficient (+20)",
+ "expert-(+25)-u": "Expert (+25)",
+ "ballistic-skill-(bs)-u": "Ballistic Skill (BS)",
+ "strength-(s)-u": "Strength (S)",
+ "toughness-(t)-u": "Toughness (T)",
+ "agility-(ag)-u": "Agility (Ag)",
+ "intelligence-(int)-u": "Intelligence (Int)",
+ "perception-(per)-u": "Perception (Per)",
+ "willpower-(wp)-u": "Willpower (WP)",
+ "fellowship-(fel)-u": "Fellowship (Fel)",
+ "infamy-(inf)-u": "Infamy (Inf)",
+ "infamy-points-u": "Infamy Points",
+ "threshold-u": "Threshold:",
+ "current-u": "Current: ",
+ "initiative-u": "Initiative",
+ "agility-u": "Ag",
+ "aagility-u": "Agility",
+ "movement-u": "Movement",
+ "half-move-u": "Half Move: ",
+ "full-move-u": "Full Move: ",
+ "charge-u": "Charge: ",
+ "run-u": "Run: ",
+ "modifier-u": "Modifiers: ",
+ "fatigue-u": "Fatigue",
+ "size-u": "Size:",
+ "average-(4)-u": "Average (4)",
+ "miniscule-(1)-u": "Miniscule (1) (-30 to Hit)",
+ "puny-(2)-u": "Puny (2) (-20 to Hit)",
+ "weedy-(3)-u": "Weedy (3) (-10 to Hit)",
+ "hulking-(5)-u": "Hulking (5) (+10 to Hit)",
+ "enormous-(6)-u": "Enormous (6) (+20 to Hit)",
+ "massive-(7)-u": "Massive (7) (+30 to Hit)",
+ "immense-(8)-u": "Immense (8) (+40 to Hit)",
+ "monumental-(9)-u": "Monumental (9) (+50 to Hit)",
+ "titanic-(10)-u": "Titanic (10) (+60 to Hit)",
+ "armour-and-defence-u": "Armour & Defence",
+ "head-u": "Head",
+ "armor-value-u": "Ar",
+ "ar-u": "AR",
+ "body-u": "Body",
+ "al-u": "AL",
+ "lr-u": "LR",
+ "ll-u": "LL",
+ "wounds-u": "Wounds",
+ "total-u": "Total: ",
+ "total-xp-u": "Total XP: ",
+ "critical-damage-u": "Critical Damage: ",
+ "status-u": "Status: ",
+ "unharmed-u": "Unharmed",
+ "lightly-damaged-u": "Lightly Damaged",
+ "heavily-damaged-u": "Heavily Damaged",
+ "critically-damaged-u": "Critically Damaged",
+ "conditions-u": "Conditions",
+ "recently-healed-u": "Recently Healed",
+ "blinded-u": "Blinded",
+ "blood-loss-u": "Blood Loss",
+ "deafened-u": "Deafened",
+ "falling-u": "Falling",
+ "fire-u": "Fire",
+ "stunned-u": "Stunned",
+ "suffocation-u": "Suffocation",
+ "unconsciousness-u": "Unconsciousness",
+ "useless-limbs-u": "Useless Limbs",
+ "vacuum-u": "Vacuum",
+ "amputated-limb-u": "Amputated Limb",
+ "lost-hand-u": "Lost Hand",
+ "lost-arm-u": "Lost Arm",
+ "lost-eye-u": "Lost Eye",
+ "lost-foot-u": "Lost Foot",
+ "lost-leg-u": "Lost Leg",
+ "cybernetic-modifiers-u": "Cybernetics Modifiers",
+ "bionic-left-arm-u": "Bionic Arm (left): ",
+ "bionic-right-arm-u": "Bionic Arm (Right): ",
+ "machine-trait-u": "Machine Trait: ",
+ "left-leg-bionic-u": "Bionic Leg (Left): ",
+ "right-leg-bionic-u": "Bionic Leg (Right): ",
+ "special-abilities-u": "Special Abilities",
+ "skills-u": "Skills",
+ "acrobatics-u": "Acrobatics",
+ "ag-u": "(Ag)",
+ "s-u": "(S)",
+ "athletics-u": "Athletics",
+ "t-u": "(T)",
+ "awareness-u": "Awareness",
+ "per-u": "(Per)",
+ "fel-u": "(Fel)",
+ "int-u": "(Int)",
+ "inf-u": "(Inf)",
+ "charm-u": "Charm",
+ "fellowship-u": "Fel",
+ "afellowship-u": "Fellowship",
+ "infamy-u": "Inf",
+ "ainfamy-u": "Infamy",
+ "command-u": "Command",
+ "intelligence-u": "Int",
+ "aintelligence-u": "Intelligence",
+ "strength-u": "S",
+ "astrength-u": "Strength",
+ "willpower-u": "WP",
+ "wp-u": "(WP)",
+ "awillpower-u": "Willpower",
+ "commerce-u": "Commerce",
+ "deceive-u": "Deceive",
+ "dodge-u": "Dodge",
+ "inquiry-u": "Inquiry",
+ "interrogation-u": "Interrogation",
+ "intimidate-u": "Intimidate",
+ "logic-u": "Logic",
+ "medicae-u": "Medicae",
+ "navigate-u": "Navigate",
+ "surface-u": "Surface",
+ "stellar-u": "Stellar",
+ "warp-u": "Warp",
+ "operate-u": "Operate",
+ "g-u": "(Ag)",
+ "aeronautica-u": "Aeronautica",
+ "voidship-u": "Voidship",
+ "parry-u": "Parry",
+ "weapon-skill-u": "WS",
+ "aweapon-skill-u": "Weapon Skill",
+ "psyniscience-u": "Psyniscience",
+ "psyniscienceP-u": "Psyniscience (Per)",
+ "psyniscienceWP-u": "Psyniscience (WP)",
+ "scrutiny-u": "Scrutiny",
+ "security-u": "Security",
+ "sleight-of-hand-u": "Sleight Of Hand",
+ "stealth-u": "Stealth",
+ "survival-u": "Survival",
+ "tech-use-u": "Tech-Use",
+ "linguistics-u": "Linguistics",
+ "trade-u": "Trade",
+ "lore-u": "Lore",
+ "common-u": "Common",
+ "scholastic-u": "Scholastic",
+ "forbidden-u": "Forbidden",
+ "other-skills-u": "Other Skills",
+ "ballistic-skill-u": "BS",
+ "aballistic-skill-u": "Ballistic Skill",
+ "toughness-u": "T",
+ "atoughness-u": "Toughness",
+ "perception-u": "Per",
+ "aperception-u": "Perception",
+ "corruption-u": "Corruption (C)",
+ "insanity-u": "Insanity (Is)",
+ "talents-u": "Talents",
+ "page-number-#-u": "pg#",
+ "traits-u": "Traits",
+ "experience-points-u": "XP",
+ "experience-u": "Experience",
+ "xp-to-spend-u": "XP to Spend:",
+ "total-spent-u": "Total XP Spent:",
+ "advancements-taken-u": "Advancements Taken:",
+ "zero-u": "0",
+ "mental-disorders-u": "Mental Disorders",
+ "gifts-of-the-gods-u": "Gifts of the Gods",
+ "rewards-of-the-dark-gods-u": "Rewards of the Dark Gods",
+ "mutation-perception-u": "Per",
+ "name-u": "Name:",
+ "type-u": "Type:",
+ "homeworld-u": "Homeworld",
+ "appearance-u": "Appearance:",
+ "personality-u": "Personality:",
+ "weaponskill-u": "WS",
+ "unnatural-characteristics-u": "Unnatural Characteristics",
+ "armor-bonus-u": "AB",
+ "multiplied-by-2-u": "x2",
+ "multiplied-by-3-u": "x3",
+ "multiplied-by-6-u": "x6",
+ "soak-u": "Soak",
+ "arm-right-u": "AR",
+ "arm-left-u": "AL",
+ "leg-right-u": "LR",
+ "leg-left-u": "LL",
+ "side-u": "Side:",
+ "rear-u": "Rear:",
+ "talents-and-traits-u": "Talents & Traits",
+ "gear-and-weapons-u": "Gear & Weapons",
+ "special-rules-u": "Special Rules",
+ "miscellaneous-and-notes-u": "Miscellaneous & Notes",
+ "weight-u": "wt.",
+ "kilograms-u": "kg",
+ "class-u": "Class:",
+ "classe-u": "Class:",
+ "melee-u": "Melee",
+ "damage-u": "Damage",
+ "energy-u": "Energy",
+ "impact-u": "Impact",
+ "rending-u": "Rending",
+ "explosive-u": "Explosive",
+ "penetration-u": "Pen:",
+ "special-u": "Special:",
+ "hit-u": "Hit",
+ "range-u": "Range:",
+ "rate-of-fire-u": "RoF:",
+ "clip-u": "Clip:",
+ "reload-u": "Reload:",
+ "mission-objective-pending-u": "Mission Objective Pending",
+ "objective-u": "Objective: ",
+ "primary-objective-pending": "Primary Objective Pending",
+ "pending-secondary-objective-u": "Pending Secondary Objective",
+ "journal-entry-u": "Journal Entry",
+ "armour-u": "Armour:",
+ "front-u": "Front:",
+ "tactical-speed-u": "Tactical Speed:",
+ "cruising-speed-u": "Cruising Speed:",
+ "manoeuvrability-u": "Manoeuvrability:",
+ "integrity-u": "Integrity:",
+ "crew-u": "Crew:",
+ "weapons-u": "Weapons:",
+ "focus-power-test-u": "Focus Power Test",
+ "willpower": "Willpower",
+ "psychic-powers-u": "Psychic Powers",
+ "bound-u": "Bound",
+ "unbound-u": "Unbound",
+ "daemonic-u": "Daemonic",
+ "psy-rating-u": "Psy Rating:",
+ "action-u": "Action:",
+ "focus-power-u": "Focus Power:",
+ "subtype-u": "Subtype:",
+ "sustained-u": "Sustained:",
+ "damage-type-u": "Damage Type:",
+ "e-u": "E",
+ "mod-u": "Mod: ",
+ "max-u": "Max: ",
+ "available-u": "Available: ",
+ "i-u": "I",
+ "r-u": "R",
+ "max-push-u": "Max Push:",
+ "+2/3/4-u": "+2/3/4",
+ "sustaining-u": "Sustaining:",
+ "+10-psychic-phenomena-u": "+10 PP / -1 PR",
+ "ranged-weapons-u": "Ranged Weapons",
+ "pistol-u": "Pistol",
+ "basic-u": "Basic",
+ "heavy-u": "Heavy",
+ "thrown-u": "Thrown",
+ "vehicle-u": "Vehicle",
+ "melee-weapons-u": "Melee Weapons",
+ "daemon-weapons-u": "Daemon Weapons",
+ "daemons-willpower-u": "Daemon's Willpower:",
+ "zero-zero-u": "00",
+ "binding-strength-u": "Binding Strength:",
+ "alignment-u": "Alignment",
+ "undivided-u": "Undivided",
+ "khorne-u": "Khorne: ",
+ "nurgle-u": "Nurgle: ",
+ "slaanesh-u": "Slaanesh: ",
+ "tzeentch-u": "Tzeentch: ",
+ "unique-u": "Unique",
+ "vulgar-u": "Vulgar",
+ "jealous-u": "Jealous",
+ "prideful-u": "Prideful",
+ "vindicative-u": "Vindictive",
+ "overbearing-u": "Overbearing",
+ "attributes-u": "Attributes:",
+ "cybernetics-u": "Cybernetics",
+ "max-carry-wt-(sb+tb)-u": "Base Carry Weight S+T: ",
+ "peers-u": "Peers",
+ "peer-u": "Peer: ",
+ "enemies-u": "Enemies",
+ "enemy-u": "Enemy: ",
+ "cost-u": "Cost",
+ "advancement-u": "Advancement",
+ "scatter-diagram-u": "Scatter Diagram",
+ "succes": "Degrees of Success:",
+ "fail": "Degrees of Failure:",
+ "magazine-u": "Magazine:",
+ "modifiermelee-u": "Mod. attack:",
+ "modifierparry-u": "Mod. parry:",
+ "bs-u": "+SB",
+ "bs2-u": "+SBx2",
+ "bs3-u": "+SBx3",
+ "nibs-u": "No SN",
+ "Frenzy-u": "Frenzy",
+ "adamage-u": "Damage:",
+ "unarmed-u": "Unarmed",
+ "bscrew-u": "Crew's BS",
+ "modifier": "Modifier",
+ "attacktype": "Attack Type",
+ "standard": "Standard",
+ "allout": "All Out",
+ "charge": "Charge",
+ "chargeber": "Berserker Charge",
+ "calledshot": "Called shot",
+ "calledshotSS": "Called shot with Sure Strike",
+ "calledshotPB": "Called shot with Precise Blow",
+ "calledshotDES": "Called shot with Deadeye Shot",
+ "calledshotST": "Called shot with Sharptrooper",
+ "swiftattack": "Swift Attack",
+ "lightning": "Lightning Attack",
+ "aim": "Aim",
+ "noaim": "No Aim",
+ "aimh": "Half Aim",
+ "aimf": "Full Aim",
+ "singleshot": "Single Shot",
+ "semiauto": "Semi Auto",
+ "fullauto": "Full Auto",
+ "suppressingfire": "Suppressing Fire",
+ "rangePB": "Point Blank",
+ "rangeshort": "Short Range",
+ "rangelong": "Long Range",
+ "rangeext": "Extreme Range",
+ "psychicstrength": "Psychic Strength ?",
+ "fettered": "Fettered",
+ "unfettered": "Unfettered",
+ "push": "Push",
+ "location": "Hit Location:",
+ "head": "Head",
+ "body": "Body",
+ "arm-right": "Right Arm",
+ "arm-left": "Left Arm",
+ "leg-right": "Right Leg",
+ "leg-left": "Left Leg",
+ "specialweapondice": "Special Weapon Dice Rolls",
+ "proven": "Proven (X) : {1d10, 0d1+X}kh1",
+ "tearing": "Tearing : 2d10d1",
+ "primitive": "Primitive (X) : {1d10, X+0d0}dh1",
+ "1d5weapon": "1d5 weapons : ceil(1d10/2)",
+ "unaligned-u": "Unaligned: "
+}
diff --git a/Blades in the Dark/translations/ca.json b/Blades in the Dark/translations/ca.json
new file mode 100644
index 0000000000..6bd76dac68
--- /dev/null
+++ b/Blades in the Dark/translations/ca.json
@@ -0,0 +1,1203 @@
+{
+ "+heavy": "+Heavy",
+ "+heavy_description": "The addition of chain mail, metal plates, a metal helm",
+ "a_2nd_pistol": "A 2nd Pistol",
+ "a_blade_or_two": "A Blade or Two",
+ "a_blade_or_two_description": "Perhaps you carry a simple fighting knife. Or two curved swords. Or a rapier and stiletto. Or a heavy butcher’s cleaver.",
+ "a_consequence": "a consequence",
+ "a_large_weapon": "A Large Weapon",
+ "a_large_weapon_description": "A weapon meant for two hands. A battle-axe, greatsword, warhammer, or pole-arm. A hunting rifle. A blunderbuss. A bow or crossbow.",
+ "a_pistol": "A Pistol",
+ "a_pistol_description": "A heavy, single-shot, breech-loading firearm. Devastating at 20 paces, slow to reload.",
+ "ability_description": "Ability description",
+ "ability_name": "Ability Name",
+ "add_abilities": "Add abilities",
+ "add_contacts": "Add contacts",
+ "add_friends": "Add friends",
+ "add_items": "Add items",
+ "add_type": "Add Type: 2",
+ "add_upgrades": "Add upgrades",
+ "adepts": "Adepts",
+ "alcahest": "Alcahest",
+ "alchemicals": "Alchemicals",
+ "alchemicals_label": "Label for alchemicals section",
+ "alias": "Alias",
+ "alternate_iruvian_playbooks": "Unoffical alternate Iruvian playbooks",
+ "an_unusual_weapon": "An Unusual weapon",
+ "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A whip, a flail, a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots.",
+ "an_upgrade": "An upgrade",
+ "arcane_implements": "Arcane Implements",
+ "arcane_implements_description": "A vial of quicksilver. A pouch of black salt. A spirit anchor in the form of a small stone. A spirit bottle. A vial of electroplasm, designed to break and splatter on impact.",
+ "armor": "Armor",
+ "armor_description": "A thick leather tunic plus reinforced gloves and boots.",
+ "armor_uses": "Armor uses",
+ "assassins": "Assassins",
+ "assault": "Assault",
+ "assist_a_teammate": "Assist a teammate",
+ "attune": "Attune",
+ "attune_description": "Attune to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.",
+ "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:",
+ "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:",
+ "background": "Background",
+ "background_info": "Academic — Labor — Law — Trade — Military — Noble — Underworld",
+ "bandoliers": "Bandoliers",
+ "bestial": "Bestial",
+ "binding_oil": "Binding Oil",
+ "boat": "Boat",
+ "boat_carriage_other": "Boat — Carriage — Other",
+ "bold": "bold",
+ "bolster": "Bolster your crew's reputation or develop a new one.",
+ "bonus_die": "Bonus Die",
+ "bonusdice": "Bonus dice",
+ "bound": "Bound",
+ "bravos": "Bravos",
+ "broken": "Broken",
+ "burglary_gear": "Burglary Gear",
+ "burglary_gear_description": "A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand.",
+ "carriage": "Carriage",
+ "chaotic": "Chaotic",
+ "character_mode": "Character Mode",
+ "chat_image": "Image to show alongside chat rolls",
+ "choose_2_features": "choose 2 features",
+ "choose_3_functions": "choose 3 functions",
+ "claim_above_the_law": "Above\nthe Law",
+ "claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar": "Ancient Altar",
+ "claim_ancient_altar_description": "+1d engagement\nfor occult plans",
+ "claim_ancient_gate": "Ancient Gate",
+ "claim_ancient_gate_description": "Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk": "Ancient Obelisk",
+ "claim_ancient_obelisk_description": "-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower": "Ancient\nTower",
+ "claim_ancient_tower_description": "+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks": "Barracks",
+ "claim_barracks_description": "+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates": "Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description": "+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants": "Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description": "-2 heat per score",
+ "claim_bluecoat_intimidation": "Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description": "-2 heat per score",
+ "claim_catacombs": "\nCatacombs",
+ "claim_catacombs_description": "+1d to Study or\nTinker on site",
+ "claim_city_records": "City Records",
+ "claim_city_records_description": "+1d engagement\nfor stealth plans",
+ "claim_cloister": "Cloister",
+ "claim_cloister_description": "+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities": "Cover Identities",
+ "claim_cover_identities_description": "+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation": "Cover\nOperation",
+ "claim_cover_operation_description": "-2 heat per score",
+ "claim_covert_drops": "Covert Drops",
+ "claim_covert_drops_description": "+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens": "Defiant\nCitizens",
+ "claim_defiant_citizens_description": "Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted": "Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law",
+ "claim_drug_den": "Drug Den",
+ "claim_drug_den_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy": "Envoy",
+ "claim_envoy_description": "+2 coin for high-\nclass targets",
+ "claim_fierce_allies": "\nFierce Allies",
+ "claim_fierce_allies_description": "All your experts\nare loyal",
+ "claim_fighting_pits": "Fighting Pits",
+ "claim_fighting_pits_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer": "Fixer",
+ "claim_fixer_description": "+2 coin for lower-\nclass targets",
+ "claim_fleet": "Fleet",
+ "claim_fleet_description": "Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market": "Foreign Market",
+ "claim_foreign_market_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den": "Gambling Den",
+ "claim_gambling_den_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm": "Hagfish Farm",
+ "claim_hagfish_farm_description": "Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths": "\nHidden Paths",
+ "claim_hidden_paths_description": "+1d to Prowl back\nto your lair",
+ "claim_infirmary": "Infirmary",
+ "claim_infirmary_description": "+1d to healing\nrolls",
+ "claim_informants": "Informants",
+ "claim_informants_description": "+1d gather info\nfor scores",
+ "claim_interrogation_chamber": "Interrogation\nChamber",
+ "claim_interrogation_chamber_description": "+1d to Command\nand Sway on site",
+ "claim_local_graft": "Local Graft",
+ "claim_local_graft_description": "+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes": "\nLocal Heroes",
+ "claim_local_heroes_description": "+1d to indulge\nvice",
+ "claim_lookouts": "Lookouts",
+ "claim_lookouts_description": "+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence": "Loyal Fence",
+ "claim_loyal_fence_description": "+2 coin for burglary\nor robbery",
+ "claim_luxury_fence": "Luxury Fence",
+ "claim_luxury_fence_description": "+2 coin for high-\nclass targets",
+ "claim_luxury_venue": "Luxury Venue",
+ "claim_luxury_venue_description": "+1d to Consort\nand Sway on site",
+ "claim_offertory": "Offertory",
+ "claim_offertory_description": "+2 coin for occult\noperations",
+ "claim_personal_clothier": "Personal\nClothier",
+ "claim_personal_clothier_description": "+1d engagement\nroll for social plans",
+ "claim_protection_racket": "Protection\nRacket",
+ "claim_protection_racket_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity": "\nPublicity",
+ "claim_publicity_description": "+2 rep on\ntakedown scores",
+ "claim_sacred_nexus": "Sacred Nexus",
+ "claim_sacred_nexus_description": "+1d to healing\nrolls",
+ "claim_sanctuary": "Sanctuary",
+ "claim_sanctuary_description": "+1d to Command\nand Sway on site",
+ "claim_secret_pathways": "Secret\nPathways",
+ "claim_secret_pathways_description": "+1d engagement\nfor stealth plans",
+ "claim_secret_routes": "Secret Routes",
+ "claim_secret_routes_description": "+1d engagement\nfor transport plans",
+ "claim_side_business": "Side Business",
+ "claim_side_business_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well": "Spirit Well",
+ "claim_spirit_well_description": "+1d to Attune\non site",
+ "claim_street_fence": "Street Fence",
+ "claim_street_fence_description": "+2 coin for lower-\nclass targets",
+ "claim_surplus_caches": "Surplus Caches",
+ "claim_surplus_caches_description": "+2 coin for product\nsale or supply",
+ "claim_tavern": "Tavern",
+ "claim_tavern_description": "+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens": "Terrorized\nCitizens",
+ "claim_terrorized_citizens_description": "+2 coin for battle\nor extortion",
+ "claim_the_hookup": "The Hookup",
+ "claim_the_hookup_description": "Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms": "Training\nRooms",
+ "claim_training_rooms_description": "+1 scale for your\nSkulks cohorts",
+ "claim_turf": "\nTurf",
+ "claim_vice_den": "Vice Den",
+ "claim_vice_den_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies": "Victim\nTrophies",
+ "claim_victim_trophies_description": "+1 rep per score",
+ "claim_warehouse": "Warehouse",
+ "claim_warehouse_description": "Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses": "Warehouses",
+ "claim_warehouses_description": "Stockpiles give you\n+1d to acquire\nassets",
+ "clanking": "Clanking",
+ "climbing_gear": "Climbing Gear",
+ "climbing_gear_description": "A large coil of rope. A small coil of rope. Grappling hooks. A small pouch of chalk dust. A climbing harness with loops and metal rings. A set of iron pitons and a small mallet.",
+ "clock_name": "Clock Name",
+ "clocks": "Clocks",
+ "clocks_only": "Show clocks only",
+ "cohort": "Cohort",
+ "cohort_quality": "Cohort Quality",
+ "cohorts": "Cohorts",
+ "coin": "Coin",
+ "cold": "Cold",
+ "command": "Command",
+ "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the crew's gangs.",
+ "consequence": "Consequence",
+ "consort": "Consort",
+ "consort_description": "Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.",
+ "contact_name": "Contact name",
+ "contacts": "Contacts",
+ "controlled": "Controlled",
+ "crew": "Crew",
+ "crew_ability_accord": "Accord",
+ "crew_ability_accord_description": "Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands": "All Hands",
+ "crew_ability_all_hands_description": "During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed": "Anointed",
+ "crew_ability_anointed_description": "You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word": "As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description": "You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers": "Avengers",
+ "crew_ability_avengers_description": "Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers": "Blood Brothers",
+ "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness": "Bound in Darkness",
+ "crew_ability_bound_in_darkness_description": "You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen": "Chosen",
+ "crew_ability_chosen_description": "Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction": "Conviction",
+ "crew_ability_conviction_description": "Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make — from now until you indulge this vice again.",
+ "crew_ability_crow's_veil": "Crow's Veil",
+ "crew_ability_crow's_veil_description": "Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous": "Dangerous",
+ "crew_ability_dangerous_description": "Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly": "Deadly",
+ "crew_ability_deadly_description": "Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers": "Door Kickers",
+ "crew_ability_door_kickers_description": "When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath": "Emberdeath",
+ "crew_ability_emberdeath_description": "Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals": "Everyone Steals",
+ "crew_ability_everyone_steals_description": "Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors": "Favors",
+ "crew_ability_favors_description": "Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends": "Fiends",
+ "crew_ability_fiends_description": "Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire": "Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes": "Ghost Echoes",
+ "crew_ability_ghost_echoes_description": "From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market": "Ghost Market",
+ "crew_ability_ghost_market_description": "Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage": "Ghost Passage",
+ "crew_ability_ghost_passage_description": "From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate": "Glory Incarnate",
+ "crew_ability_glory_incarnate_description": "Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society": "High Society",
+ "crew_ability_high_society_description": "It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked": "Hooked",
+ "crew_ability_hooked_description": "Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through": "Just Passing Through",
+ "crew_ability_just_passing_through_description": "During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage": "Leverage",
+ "crew_ability_leverage_description": "Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family": "Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description": "Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection": "Misdirection",
+ "crew_ability_misdirection_description": "At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass": "Moral Compass",
+ "crew_ability_moral_compass_description": "Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces": "No Traces",
+ "crew_ability_no_traces_description": "When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats": "Pack Rats",
+ "crew_ability_pack_rats_description": "Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron": "Patron",
+ "crew_ability_patron_description": "When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators": "Predators",
+ "crew_ability_predators_description": "When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers": "Reavers",
+ "crew_ability_reavers_description": "When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades": "Renegades",
+ "crew_ability_renegades_description": "Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots": "Roots",
+ "crew_ability_roots_description": "During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood": "Sealed in Blood",
+ "crew_ability_sealed_in_blood_description": "Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story": "Second Story",
+ "crew_ability_second_story_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues": "Silver Tongues",
+ "crew_ability_silver_tongues_description": "Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery": "Slippery",
+ "crew_ability_slippery_description": "When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized": "Synchronized",
+ "crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff": "The Good Stuff",
+ "crew_ability_the_good_stuff_description": "Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side": "Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description": "When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation": "Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description": "Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_veteran": "Veteran",
+ "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).",
+ "crew_ability_vipers": "Vipers",
+ "crew_ability_vipers_description": "When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs": "War Dogs",
+ "crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry": "Zealotry",
+ "crew_ability_zealotry_description": "Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement": "Crew Advancement",
+ "crew_assassins_contact_0": "Trev, a gang boss",
+ "crew_assassins_contact_1": "Lydra, a deal broker",
+ "crew_assassins_contact_2": "Irimina, a vicious noble",
+ "crew_assassins_contact_3": "Karlos, a bounty hunter",
+ "crew_assassins_contact_4": "Exeter, a spirit warden",
+ "crew_assassins_contact_5": "Sevoy, a merchant lord",
+ "crew_assassins_description": "Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description": "Accident — Disappearance — Murder — Ransom",
+ "crew_assassins_hunting_grounds_type": "Hunting Grounds",
+ "crew_assassins_xp_condition": "Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0": "Meg, a pit-fighter",
+ "crew_bravos_contact_1": "Conway, a bluecoat",
+ "crew_bravos_contact_2": "Keller, a blacksmith",
+ "crew_bravos_contact_3": "Tomas, a physicker",
+ "crew_bravos_contact_4": "Walker, a ward boss",
+ "crew_bravos_contact_5": "Lutes, a tavern owner",
+ "crew_bravos_description": "Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description": "Battle — Extortion — Sabotage — Smash & Grab",
+ "crew_bravos_hunting_grounds_type": "Hunting Grounds",
+ "crew_bravos_xp_condition": "Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0": "Gagan, an academic",
+ "crew_cult_contact_1": "Adikin, an occultist",
+ "crew_cult_contact_2": "Hutchins, an antiquarian",
+ "crew_cult_contact_3": "Moriya, a spirit trafficker",
+ "crew_cult_contact_4": "Mateas Kline, a noble",
+ "crew_cult_contact_5": "Bennett, an astronomer",
+ "crew_cult_description": "Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description": "Acquisition — Augury — Consecration — Sacrifice",
+ "crew_cult_hunting_grounds_type": "Sacred Sites",
+ "crew_cult_xp_condition": "Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description": "A short crew description",
+ "crew_hawkers_contact_0": "Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1": "Laroze, a bluecoat",
+ "crew_hawkers_contact_2": "Lydra, a deal broker",
+ "crew_hawkers_contact_3": "Hoxley, a smuggler",
+ "crew_hawkers_contact_4": "Anya, a dilettante",
+ "crew_hawkers_contact_5": "Marlo, a gang boss",
+ "crew_hawkers_description": "Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description": "Sale — Supply — Show of Force — Socialize",
+ "crew_hawkers_hunting_grounds_type": "Sales Territory",
+ "crew_hawkers_xp_condition": "Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode": "Crew Mode",
+ "crew_shadows_contact_0": "Dowler, an explorer",
+ "crew_shadows_contact_1": "Laroze, a bluecoat",
+ "crew_shadows_contact_2": "Amancio, a deal broker",
+ "crew_shadows_contact_3": "Fitz, a collector",
+ "crew_shadows_contact_4": "Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5": "Rigney, a tavern owner",
+ "crew_shadows_description": "Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description": "Burglary — Espionage — Robbery — Sabotage",
+ "crew_shadows_hunting_grounds_type": "Hunting Grounds",
+ "crew_shadows_xp_condition": "Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet": "Crew sheet",
+ "crew_smugglers_contact_0": "Elynn, a dock worker",
+ "crew_smugglers_contact_1": "Rolan, a drug dealer",
+ "crew_smugglers_contact_2": "Sera, an arms dealer",
+ "crew_smugglers_contact_3": "Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4": "Decker, an anarchist",
+ "crew_smugglers_contact_5": "Esme, a tavern owner",
+ "crew_smugglers_description": "Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description": "Arcane/Weird — Arms — Contraband — Passengers",
+ "crew_smugglers_hunting_grounds_type": "Cargo Types",
+ "crew_smugglers_xp_condition": "Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier": "Crew Tier",
+ "crew_upgrade_assassin_rigging": "Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge": "Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging": "Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage": "Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed": "Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging": "Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_dedicated_crafters": "Dedicated crafters",
+ "crew_upgrade_elite_adepts": "Elite Adepts",
+ "crew_upgrade_elite_rooks": "Elite Rooks",
+ "crew_upgrade_elite_rovers": "Elite Rovers",
+ "crew_upgrade_elite_skulks": "Elite Skulks",
+ "crew_upgrade_elite_thugs": "Elite Thugs",
+ "crew_upgrade_hardened": "Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging": "Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts": "Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars": "Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained": "Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair": "Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging": "Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_steady": "Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging": "Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken": "Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys": "Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire": "Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight": "Willing to Fight (Experts are braves)",
+ "crew_upgrades": "Crew Upgrades",
+ "crew_vigilantes_contact_0": "Mara, a chief inspector",
+ "crew_vigilantes_contact_1": "Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2": "Soren, a restless ghost",
+ "crew_vigilantes_contact_3": "Remira, a reluctant Lampblack",
+ "crew_vigilantes_contact_4": "Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5": "Badger, a brilliant inventor",
+ "crew_vigilantes_description": "Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description": "Uniting — Interference — Resistance — Terror",
+ "crew_vigilantes_hunting_grounds_type": "Protected Grounds",
+ "crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult": "Cult",
+ "custom_action_labels": "Use custom action labels",
+ "cutter": "Cutter",
+ "dark_talent": "Vampire's Dark Talent:",
+ "deception": "Deception",
+ "deity": "Deity",
+ "deity_features_info": "Alluring — Cruel — Ferocious — Monstrous — Radiant — Sinister — Serene — Transcendent",
+ "deity_label": "Label to use for Deity",
+ "demolition_tools": "Demolition Tools",
+ "demolition_tools_description": "A sledgehammer and iron spikes. Heavy drill. Crowbar.",
+ "description": "Description",
+ "desperate": "Desperate",
+ "destructive": "Destructive",
+ "detail_assault": "Point of attack",
+ "detail_deception": "Method",
+ "detail_occult": "Arcane power",
+ "detail_social": "Connection",
+ "detail_stealth": "Entry point",
+ "detail_transport": "Route",
+ "devils_bargain": "Devil's Bargain",
+ "documents": "Documents",
+ "documents_description": "A collection of slim volumes on a variety of topics, including a registry of the nobility, City Watch commanders, and other notable citizens. Blank pages, a vial of ink, a pen. A number of interesting maps.",
+ "drain": "Drain",
+ "drift_oil": "Drift Oil",
+ "drown_powder": "Drown Powder",
+ "edges": "Edges",
+ "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite": "Elite",
+ "engagement": "Engagement",
+ "entanglement": "Entanglement",
+ "expert": "Expert",
+ "express_crew": "Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes": "Extra xp boxes for vampires",
+ "eyeblind_poison": "Eyeblind Poison",
+ "faction_barrowcleft": "Barrowcleft",
+ "faction_bluecoats": "Bluecoats",
+ "faction_brightstone": "Brightstone",
+ "faction_cabbies": "Cabbies",
+ "faction_charhollow": "Charhollow",
+ "faction_charterhall": "Charterhall",
+ "faction_city_council": "City Council",
+ "faction_coalridge": "Coalridge",
+ "faction_crow's_foot": "Crow's Foot",
+ "faction_cyphers": "Cyphers",
+ "faction_dagger_isles_consulate": "Dagger Isles Consulate",
+ "faction_deathlands_scavengers": "Deathlands Scavengers",
+ "faction_dockers": "Dockers",
+ "faction_dunslough": "Dunslough",
+ "faction_gondoliers": "Gondoliers",
+ "faction_imperial_military": "Imperial Military",
+ "faction_ink_rakes": "Ink Rakes",
+ "faction_inspectors": "Inspectors",
+ "faction_ironhook_prison": "Ironhook Prison",
+ "faction_iruvian_consulate": "Iruvian Consulate",
+ "faction_laborers": "Laborers",
+ "faction_leviathan_hunters": "Leviathan Hunters",
+ "faction_lord_scurlock": "Lord Scurlock",
+ "faction_ministry_of_preservation": "Ministry of Preservation",
+ "faction_mode": "Faction Mode",
+ "faction_nightmarket": "Nightmarket",
+ "faction_notes": "Faction notes",
+ "faction_rail_jacks": "Rail Jacks",
+ "faction_sailors": "Sailors",
+ "faction_servants": "Servants",
+ "faction_severosi_consulate": "Severosi Consulate",
+ "faction_silkshore": "Silkshore",
+ "faction_six_towers": "Six Towers",
+ "faction_skovlan_consulate": "Skovlan Consulate",
+ "faction_skovlander_refugees": "Skovlander Refugees",
+ "faction_sparkwrights": "Sparkwrights",
+ "faction_spirit_wardens": "Spirit Wardens",
+ "faction_the_billhooks": "The Billhooks",
+ "faction_the_brigade": "The Brigade",
+ "faction_the_church_of_ecstasy": "The Church of Ecstasy",
+ "faction_the_circle_of_flame": "The Circle of Flame",
+ "faction_the_crows": "The Crows",
+ "faction_the_dimmer_sisters": "The Dimmer Sisters",
+ "faction_the_docks": "The Docks",
+ "faction_the_foghounds": "The Foghounds",
+ "faction_the_forgotten_gods": "The Forgotten Gods",
+ "faction_the_foundation": "The Foundation",
+ "faction_the_gray_cloaks": "The Gray Cloaks",
+ "faction_the_grinders": "The Grinders",
+ "faction_the_hive": "The Hive",
+ "faction_the_horde": "The Horde",
+ "faction_the_lampblacks": "The Lampblacks",
+ "faction_the_lost": "The Lost",
+ "faction_the_path_of_echoes": "The Path of Echoes",
+ "faction_the_reconciled": "The Reconciled",
+ "faction_the_red_sashes": "The Red Sashes",
+ "faction_the_silver_nails": "The Silver Nails",
+ "faction_the_unseen": "The Unseen",
+ "faction_the_weeping_lady": "The Weeping Lady",
+ "faction_the_wraiths": "The Wraiths",
+ "faction_ulf_ironborn": "Ulf Ironborn",
+ "faction_whitecrown": "Whitecrown",
+ "factions1": "Underworld",
+ "factions2": "Institutions",
+ "factions3": "Labor & Trade",
+ "factions4": "The Fringe",
+ "factions5": "Citizenry",
+ "factions_title": "Factions of Doskvol",
+ "faris": "Faris",
+ "features": "Features",
+ "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type",
+ "finesse": "Finesse",
+ "finesse_description": "Finesse an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.",
+ "fire_oil": "Fire Oil",
+ "fixated": "Fixated",
+ "flaws": "Flaws",
+ "flexible_width": "Flexible character sheet width (adapts to container)",
+ "forbidden": "Forbidden",
+ "forger": "Forger",
+ "fortune": "Fortune",
+ "fortune_roll": "Fortune roll",
+ "frame": "Frame",
+ "frame_description": "Frame description",
+ "frame_feature": "Frame feature",
+ "friend_name": "Friend name",
+ "friends": "Friends",
+ "functions": "Functions",
+ "functions_info": "to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious": "Furious",
+ "gang": "Gang",
+ "gang_type": "Thugs",
+ "gather_information": "Gather Information",
+ "gatherinfo_are_they_telling": "Are they telling the truth?",
+ "gatherinfo_how_can_I_blend": "How can I blend in here?",
+ "gatherinfo_how_can_I_discover": "How can I discover [X]?",
+ "gatherinfo_how_can_I_find": "How can I find [X]?",
+ "gatherinfo_how_can_I_get_them": "How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt": "How can I hurt them?",
+ "gatherinfo_how_can_I_reveal": "How can I reveal [X]?",
+ "gatherinfo_what_are_they_really": "What are they really feeling?",
+ "gatherinfo_what_can_I_tinker": "What can I tinker with here?",
+ "gatherinfo_what_do_they_intend": "What do they intend to do?",
+ "gatherinfo_what_do_they_really": "What do they really care about?",
+ "gatherinfo_what_do_they_want": "What do they want most?",
+ "gatherinfo_what_drives_them": "What drives them to do this?",
+ "gatherinfo_what_echoes": "What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane": "What is arcane or weird here?",
+ "gatherinfo_what_is_hidden": "What is hidden or lost here?",
+ "gatherinfo_what_might_happen": "What might happen if I [X]?",
+ "gatherinfo_what_should_I_look": "What should I look out for?",
+ "gatherinfo_whats_going_on": "What's really going on here?",
+ "gatherinfo_whats_the_best_way": "What's the best way in?",
+ "gatherinfo_where_can_I_hide": "Where can I hide here?",
+ "gatherinfo_where_did_x_go": "Where did [X] go?",
+ "gatherinfo_where_they_vulnerable": "Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage": "Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness": "Where's the weakness here?",
+ "gatherinfo_whos_most_afraid": "Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous": "Who's most dangerous here?",
+ "gear": "Gear",
+ "generate_factions": "Generate Factions",
+ "ghost": "Ghost",
+ "ghost_traits": "Ghost traits",
+ "ghost_viceblurb": "You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom": "Gloom",
+ "grenade": "Grenade",
+ "harm": "Harm",
+ "haunted": "Haunted",
+ "hawkers": "Hawkers",
+ "healing": "Healing",
+ "heat": "Heat",
+ "heat_label": "Label to use for Heat",
+ "heavy": "Heavy",
+ "heritage": "Heritage",
+ "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros",
+ "hidden": "Hidden",
+ "hold": "Hold",
+ "hound": "Hound",
+ "how_many_boxes": "How many boxes?",
+ "how_much_load": "How much load?",
+ "hull": "Hull",
+ "hull_traits": "Hull traits",
+ "hull_viceblurb": "Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt": "Hunt",
+ "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.",
+ "hunter": "Hunter",
+ "hunting_grounds": "Hunting Grounds",
+ "hunting_grounds_description": "Robbery",
+ "hunting_pet": "Hunting Pet",
+ "impaired": "Impaired",
+ "implements": "Implements",
+ "indulge_vice": "Indulge Vice",
+ "insight": "Insight",
+ "insight_description": "Resist consequences from deception or understanding.",
+ "italics_dont_count": "(italics don't count for load)",
+ "item_name": "A useful item",
+ "items": "Items",
+ "janissary": "Janissary",
+ "lair": "Lair",
+ "lantern": "Lantern",
+ "lantern_description": "A simple oil lantern, a fancy electroplasmic lamp, or other light source.",
+ "lead_a_group_action": "Lead a group action",
+ "leaking": "Leaking",
+ "leech": "Leech",
+ "less_effect": "Less Effect",
+ "lifestyle": "Lifestyle",
+ "light": "Light",
+ "list_crews": "Assassins, Bravos, Cult, Hawkers, Shadows, Smugglers, or Vigilantes.",
+ "list_playbooks": "Cutter, Hound, Leech, Lurk, Slide, Spider, Whisper, Ghost, Hull, or Vampire.",
+ "load": "load",
+ "load:": "Load:",
+ "look": "Look",
+ "lurk": "Lurk",
+ "mark_xp:": "Mark XP:",
+ "mastery": "Mastery",
+ "minus1d": "-1D",
+ "mirage": "Mirage",
+ "name": "Name",
+ "need_help": "Need Help",
+ "new_cohort": "New Cohort: 2",
+ "normal": "Normal",
+ "notes": "Notes",
+ "number_stress_boxes": "Number of stress boxes",
+ "numberofdice": "Number of dice",
+ "obsessed": "Obsessed",
+ "obsessive": "Obsessive",
+ "occult": "Occult",
+ "ok": "OK",
+ "origin": "Origin",
+ "paranoid": "Paranoid",
+ "personal": "Personal",
+ "planning_load": "Planning & Load",
+ "planningdesc": "Choose a plan, provide the detail. Choose your load limit for the operation.",
+ "playbook": "playbook",
+ "playbook_ability_a_little_something_on_the_side": "A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description": "At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo": "A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description": "You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist": "Alchemist",
+ "playbook_ability_alchemist_description": "When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambitious": "Ambitious",
+ "playbook_ability_ambitious_description": "You gain an additional xp trigger: You defended your turf or tried to expand it. If your crew followed your lead, also mark crew xp.",
+ "playbook_ability_ambush": "Ambush",
+ "playbook_ability_ambush_description": "When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst": "Analyst",
+ "playbook_ability_analyst_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight": "Arcane Sight",
+ "playbook_ability_arcane_sight_description": "Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer": "Artificer",
+ "playbook_ability_artificer_description": "When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton": "Automaton",
+ "playbook_ability_automaton_description": "You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn": "Battleborn",
+ "playbook_ability_battleborn_description": "You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard": "Bodyguard",
+ "playbook_ability_bodyguard_description": "When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating": "Calculating",
+ "playbook_ability_calculating_description": "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger": "Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description": "When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments": "Compartments",
+ "playbook_ability_compartments_description": "Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel": "Compel",
+ "playbook_ability_compel_description": "You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected": "Connected",
+ "playbook_ability_connected_description": "During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_cut-out": "Cut-out",
+ "playbook_ability_cut-out_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself when acting on someone else’s behalf.",
+ "playbook_ability_daredevil": "Daredevil",
+ "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent": "Dark Talent",
+ "playbook_ability_dark_talent_description": "Choose Insight, Prowess, or Resolve. Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate": "Dissipate",
+ "playbook_ability_dissipate_description": "You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_driven": "Driven",
+ "playbook_ability_driven_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when wreaking havoc and destruction.",
+ "playbook_ability_electroplasmic_projectors": "Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description": "You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise": "Expertise",
+ "playbook_ability_expertise_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_eye_for_weakness": "Eye for Weakness",
+ "playbook_ability_eye_for_weakness_description": "When you gather information about someone’s vulnerabilities, you get +1 effect. If you use this information to help plan a score, you also get +1d to the engagement roll for that operation.",
+ "playbook_ability_focused": "Focused",
+ "playbook_ability_focused_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight": "Foresight",
+ "playbook_ability_foresight_description": "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude": "Fortitude",
+ "playbook_ability_fortitude_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_fortune_teller": "Fortune Teller",
+ "playbook_ability_fortune_teller_description": "You may Attune to a nearby person’s thoughts, in order to “hear” them yourself.",
+ "playbook_ability_frame_upgrade": "Frame Upgrade",
+ "playbook_ability_frame_upgrade_description": "Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice": "Functioning Vice",
+ "playbook_ability_functioning_vice_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract": "Ghost Contract",
+ "playbook_ability_ghost_contract_description": "When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter": "Ghost Fighter",
+ "playbook_ability_ghost_fighter_description": "You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form": "Ghost Form",
+ "playbook_ability_ghost_form_description": "You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_friend": "Ghost Friend",
+ "playbook_ability_ghost_friend_description": "Through some arcane means, you are able to interact, physically and socially, with some supernatural beings as if they were normal humans. Choose one type: demons—forgotten gods—ghosts and spirits—hulls—vampires. Take this ability again to choose an additional type of being.",
+ "playbook_ability_ghost_hunter": "Ghost Hunter",
+ "playbook_ability_ghost_hunter_description": "Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_image": "Ghost Image",
+ "playbook_ability_ghost_image_description": "You may create an illusion, which affects one sense (sight, hearing, smell, etc) for as long as you concentrate. Take 1 stress when it manifests, plus 1 stress for each additional feature: it can affect multiple senses—it can move—it last for several minutes after you stop concentrating.",
+ "playbook_ability_ghost_in_the_machine": "Ghost in the Machine",
+ "playbook_ability_ghost_in_the_machine_description": "You can make inanimate objects move on their own, as if possessed by a ghost. Take 1 stress to do so, plus 1 stress for each extra feature: The objects function as a weapon—you break or damage something—you cause numerous objects to move.",
+ "playbook_ability_ghost_legion": "Ghost Legion",
+ "playbook_ability_ghost_legion_description": "Your entourage gains potency when fighting the supernatural or defending you from it, and an arcane ability: they can capture ghosts, they can survive in the deathlands, or you can possess their bodies from afar. Take this ability again to choose an additional arcane ability for your entourage.",
+ "playbook_ability_ghost_mind": "Ghost Mind",
+ "playbook_ability_ghost_mind_description": "You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil": "Ghost Veil",
+ "playbook_ability_ghost_veil_description": "You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice": "Ghost Voice",
+ "playbook_ability_ghost_voice_description": "You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward": "Ghost Ward",
+ "playbook_ability_ghost_ward_description": "You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_ghoul": "Ghoul",
+ "playbook_ability_ghoul_description": "You are able to consume any organic material, no matter how disgusting, as if it were food. You may devour an entire human body, and you are immune to poisons produced by plants and animals that are not arcane.",
+ "playbook_ability_hypnotic": "Hypnotic",
+ "playbook_ability_hypnotic_description": "You can push yourself to do one one of the following: paralyze someone you make eye contact with—plant a hypnotic command in someone’s mind, that they will obey at some later time.",
+ "playbook_ability_infiltrator": "Infiltrator",
+ "playbook_ability_infiltrator_description": "You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface": "Interface",
+ "playbook_ability_interface_description": "You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will": "Iron Will",
+ "playbook_ability_iron_will_description": "You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird": "Jail Bird",
+ "playbook_ability_jail_bird_description": "When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader": "Leader",
+ "playbook_ability_leader_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_a_star": "Like a Star",
+ "playbook_ability_like_a_star_description": "You can push yourself to do one of the following: levitate or float through the air like a ghost—produce a light from nothing (either brilliant and blinding or dim and long-lasting, your choice).",
+ "playbook_ability_like_looking_into_a_mirror": "Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description": "You can always tell when someone is lying to you.",
+ "playbook_ability_lost_&_found": "Lost & Found",
+ "playbook_ability_lost_&_found_description": "You may hide 1 item upon your person in such a way that it cannot be found until you produce it. It does not count against your load.",
+ "playbook_ability_machinist": "Machinist",
+ "playbook_ability_machinist_description": "You may expend your special armor to reduce harm caused by weapons, machinery, or devices, or to push yourself when using a gadget or other piece of technology.",
+ "playbook_ability_manifest": "Manifest",
+ "playbook_ability_manifest_description": "Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind": "Mastermind",
+ "playbook_ability_mastermind_description": "You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism": "Mesmerism",
+ "playbook_ability_mesmerism_description": "When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_misdirection": "Misdirection",
+ "playbook_ability_misdirection_description": "When you create a distraction, you get +1d.",
+ "playbook_ability_monstrous": "Monstrous",
+ "playbook_ability_monstrous_description": "You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman—take on the appearance of a frightening monster.",
+ "playbook_ability_mule": "Mule",
+ "playbook_ability_mule_description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with": "Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description": "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist": "Occultist",
+ "playbook_ability_occultist_description": "You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge": "Overcharge",
+ "playbook_ability_overcharge_description": "Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker": "Physicker",
+ "playbook_ability_physicker_description": "You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist": "Poltergeist",
+ "playbook_ability_poltergeist_description": "Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess": "Possess",
+ "playbook_ability_possess_description": "You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_practiced": "Practiced",
+ "playbook_ability_practiced_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself while dealing with the arcane.",
+ "playbook_ability_prepared": "Prepared",
+ "playbook_ability_prepared_description": "You may expend your special armor to resist consequences suffered during a flashback, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_pyromancer": "Pyromancer",
+ "playbook_ability_pyromancer_description": "You can push yourself to do one of the following: produce a cloud of smoke or unleash a gout of flame as a weapon—drastically raise or lower the temperature of your immediate vicinity.",
+ "playbook_ability_red_right_hand": "Red Right Hand",
+ "playbook_ability_red_right_hand_description": "When you assist a teammate, you can choose to take 2 stress instead of only 1, and they get +1 effect, as well as +1d.",
+ "playbook_ability_reflexes": "Reflexes",
+ "playbook_ability_reflexes_description": "When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_revolutionary": "Revolutionary",
+ "playbook_ability_revolutionary_description": "You gain an additional xp trigger: You attacked the government or the nobility. If your crew attacked them too, also mark crew xp.",
+ "playbook_ability_ritual": "Ritual",
+ "playbook_ability_ritual_description": "You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit": "Rook's Gambit",
+ "playbook_ability_rook's_gambit_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur": "Saboteur",
+ "playbook_ability_saboteur_description": "When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage": "Savage",
+ "playbook_ability_savage_description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout": "Scout",
+ "playbook_ability_scout_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull": "Secondary Hull",
+ "playbook_ability_secondary_hull_description": "Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_security": "Security",
+ "playbook_ability_security_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself when guarding a teammate.",
+ "playbook_ability_sending_a_message": "Sending a Message",
+ "playbook_ability_sending_a_message_description": "When you speak for a teammate or stand before them while they talk, you can help them Command or Sway without gaining stress.",
+ "playbook_ability_shadow": "Shadow",
+ "playbook_ability_shadow_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter": "Sharpshooter",
+ "playbook_ability_sharpshooter_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile": "Sinister Guile",
+ "playbook_ability_sinister_guile_description": "During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_snake_charmer": "Snake Charmer",
+ "playbook_ability_snake_charmer_description": "As long as you perform before a crowd, it is unable to be dispersed, and one person you name, in particular, is too transfixed to leave.",
+ "playbook_ability_strange_methods": "Strange Methods",
+ "playbook_ability_strange_methods_description": "When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_strategic_retreat": "Strategic Retreat",
+ "playbook_ability_strategic_retreat_description": "You can push yourself to do one of the following: break the enemy’s ranks with a charge or a barrage of suppressive fire—pull someone you can touch to freedom.",
+ "playbook_ability_subterfuge": "Subterfuge",
+ "playbook_ability_subterfuge_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_subterfuge_rakshasa": "Subterfuge",
+ "playbook_ability_subterfuge_rakshasa_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_survivor": "Survivor",
+ "playbook_ability_survivor_description": "From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest": "Tempest",
+ "playbook_ability_tempest_description": "You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power": "Terrible Power",
+ "playbook_ability_terrible_power_description": "Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_black_speech": "The Black Speech",
+ "playbook_ability_the_black_speech_description": "Through blessings, enchantments, or spells, you may communicate with animals just as easily as you can with humans, even the wildest of deathlands creatures.",
+ "playbook_ability_the_devil's_footsteps": "The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description": "When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_the_tiger's_fury": "The Tiger's Fury",
+ "playbook_ability_the_tiger's_fury_description": "You can push yourself to do one of the following: move to any location on the field of battle that you can see—push violently against your enemies, knocking them back, down, or over.",
+ "playbook_ability_tough_as_nails": "Tough as Nails",
+ "playbook_ability_tough_as_nails_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me": "Trust in Me",
+ "playbook_ability_trust_in_me_description": "You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead": "Undead",
+ "playbook_ability_undead_description": "You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_underworld_contacts": "Underworld Contacts",
+ "playbook_ability_underworld_contacts_description": "When you acquire an asset that is restricted, such as alchemicals, bombs, and other illegal materials, you get +1 result level to your roll, and you never attract additional heat for doing so.",
+ "playbook_ability_vengeful": "Vengeful",
+ "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous": "Venomous",
+ "playbook_ability_venomous_description": "Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_veteran": "Veteran",
+ "playbook_ability_veteran_description": "Choose a special ability from another source (can be taken more than once).",
+ "playbook_ability_vigorous": "Vigorous",
+ "playbook_ability_vigorous_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded": "Warded",
+ "playbook_ability_warded_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web": "Weaving the Web",
+ "playbook_ability_weaving_the_web_description": "You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement": "Playbook Advancement",
+ "playbook_cutter_description": "A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0": "Marlane, a pugilist",
+ "playbook_cutter_friend_1": "Chael, a vicious thug",
+ "playbook_cutter_friend_2": "Mercy, a cold killer",
+ "playbook_cutter_friend_3": "Grace, an extortionist",
+ "playbook_cutter_friend_4": "Sawtooth, a physicker",
+ "playbook_cutter_friends_title": "Dangerous Friends",
+ "playbook_cutter_xp_condition": "You addressed a challenge with violence or coercion.",
+ "playbook_description": "A short playbook description",
+ "playbook_faris_description": "A fearsome warlord, a sultan of the streets",
+ "playbook_faris_friend_0": "Bilal Maat, a corrupt lawyer",
+ "playbook_faris_friend_1": "Imran Pasha, a gang boss",
+ "playbook_faris_friend_2": "Lenora Drakewell, diplomat",
+ "playbook_faris_friend_3": "Nurul Fallash, leviathan captain",
+ "playbook_faris_friend_4": "Sordat Khan, a sheikh",
+ "playbook_faris_friends_title": "Powerful Friends",
+ "playbook_faris_xp_condition": "You addressed a challenge with a show of force or leadership.",
+ "playbook_forger_description": "A maker of\nhaunted\nmachines",
+ "playbook_forger_friend_0": "Esa Kessarin, a factory boss",
+ "playbook_forger_friend_1": "Jasmina, a washer woman",
+ "playbook_forger_friend_2": "Kheshiyyar, a thief",
+ "playbook_forger_friend_3": "Kudret, a union organizer",
+ "playbook_forger_friend_4": "Zajjidan, a strikebreaker",
+ "playbook_forger_friends_title": "Working Friends",
+ "playbook_forger_xp_condition": "You addressed a challenge with technical skills or devices.",
+ "playbook_ghost_description": "A spirit without a body",
+ "playbook_ghost_friends_title": "Enemies & Rivals",
+ "playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2": "You expressed your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3": "You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description": "A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0": "Steiner, an assassin",
+ "playbook_hound_friend_1": "Celene, a sentinel",
+ "playbook_hound_friend_2": "Melvir, a physicker",
+ "playbook_hound_friend_3": "Veleris, a spy",
+ "playbook_hound_friend_4": "Casta, a bounty hunter",
+ "playbook_hound_friends_title": "Deadly Friends",
+ "playbook_hound_xp_condition": "You addressed a challenge with tracking or violence.",
+ "playbook_hull_description": "A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition": "You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2": "You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3": "You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword": "A cane-sword",
+ "playbook_item_a_special_friend": "A special friend",
+ "playbook_item_a_trained_hunting_pet": "A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)": "Bandolier of alchemicals (3)",
+ "playbook_item_black_lotus_resin": "Black lotus resin",
+ "playbook_item_blowgun_&_darts,_syringes": "Blowgun & darts, syringes",
+ "playbook_item_blueprints": "Blueprints",
+ "playbook_item_concealed_palm_pistol": "Concealed palm pistol",
+ "playbook_item_dark-sight_goggles": "Dark-sight goggles",
+ "playbook_item_demonbane_charm": "Demonbane charm",
+ "playbook_item_electroplasm_vials": "Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition": "Electroplasmic ammunition",
+ "playbook_item_entourage": "Entourage",
+ "playbook_item_fine_bottle_of_whiskey": "Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry": "Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements": "Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity": "Fine cover identity",
+ "playbook_item_fine_disguise_kit": "Fine disguise kit",
+ "playbook_item_fine_hand_weapon": "Fine hand weapon",
+ "playbook_item_fine_heavy_weapon": "Fine heavy weapon",
+ "playbook_item_fine_lightning_hook": "Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards": "Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks": "Fine lockpicks",
+ "playbook_item_fine_long_rifle": "Fine long rifle",
+ "playbook_item_fine_pair_of_pistols": "Fine pair of pistols",
+ "playbook_item_fine_personal_weapon": "Fine personal weapon",
+ "playbook_item_fine_shadow_cloak": "Fine shadow cloak",
+ "playbook_item_fine_spirit_mask": "Fine spirit mask",
+ "playbook_item_fine_tinkering_tools": "Fine tinkering tools",
+ "playbook_item_fine_uniform": "Fine uniform",
+ "playbook_item_fine_wrecking_tools": "Fine wrecking tools",
+ "playbook_item_forged_documents": "Forged documents",
+ "playbook_item_gadget": "Gadget",
+ "playbook_item_ghost_key": "Ghost key",
+ "playbook_item_light_climbing_gear": "Light climbing gear",
+ "playbook_item_manacles_&_chain": "Manacles & chain",
+ "playbook_item_protective_suit": "Protective suit",
+ "playbook_item_rage_essence_vial": "Rage essence vial",
+ "playbook_item_rare_book": "Rare book",
+ "playbook_item_scary_weapon_or_tool": "Scary weapon or tool",
+ "playbook_item_silence_potion_vial": "Silence potion vial",
+ "playbook_item_spirit_bottles_(2)": "Spirit bottles (2)",
+ "playbook_item_spiritbane_charm": "Spiritbane charm",
+ "playbook_item_spyglass": "Spyglass",
+ "playbook_item_trance_powder": "Trance powder",
+ "playbook_item_vial_of_slumber_essence": "Vial of slumber essence",
+ "playbook_janissary_description": "A staunch\nprotector\n& lookout",
+ "playbook_janissary_friend_0": "Aziz, a bartender",
+ "playbook_janissary_friend_1": "Hanifa, a maid",
+ "playbook_janissary_friend_2": "Nima, a snitch",
+ "playbook_janissary_friend_3": "Omid, muscle-for-hire",
+ "playbook_janissary_friend_4": "Vishka, a driver",
+ "playbook_janissary_friends_title": "Ordinary Friends",
+ "playbook_janissary_xp_condition": "You addressed a challenge with courage or attention to detail.",
+ "playbook_leech_description": "A Saboteur and\nTechnician",
+ "playbook_leech_friend_0": "Stazia, an apothecary",
+ "playbook_leech_friend_1": "Veldren, a psychonaut",
+ "playbook_leech_friend_2": "Eckerd, a corpse thief",
+ "playbook_leech_friend_3": "Jul, a blood dealer",
+ "playbook_leech_friend_4": "Malista, a priestess",
+ "playbook_leech_friends_title": "Clever Friends",
+ "playbook_leech_xp_condition": "You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description": "A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0": "Telda, a beggar",
+ "playbook_lurk_friend_1": "Darmot, a bluecoat",
+ "playbook_lurk_friend_2": "Frake, a locksmith",
+ "playbook_lurk_friend_3": "Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4": "Petra, a city clerk",
+ "playbook_lurk_friends_title": "Shady Friends",
+ "playbook_lurk_xp_condition": "You addressed a challenge with stealth or evasion.",
+ "playbook_mirage_description": "A master of\nillusions",
+ "playbook_mirage_friend_0": "Arzu, an actress",
+ "playbook_mirage_friend_1": "Durjan Hask, a poet",
+ "playbook_mirage_friend_2": "Elif, a shopkeeper",
+ "playbook_mirage_friend_3": "Nasra Zoshavid, a city officia",
+ "playbook_mirage_friend_4": "Yashua, a street performer",
+ "playbook_mirage_friends_title": "Deceptive Friends",
+ "playbook_mirage_xp_condition": "You addressed a challenge with deception or showmanship.",
+ "playbook_rafiq_description": "A cunning\nintermediary\n& false friend",
+ "playbook_rafiq_friend_0": "Forcha Khoravid, a noble",
+ "playbook_rafiq_friend_1": "Mirza, a youth",
+ "playbook_rafiq_friend_2": "Nusha, a courtesan",
+ "playbook_rafiq_friend_3": "Qarraq, a demon",
+ "playbook_rafiq_friend_4": "Vishka, a kidnapper",
+ "playbook_rafiq_friends_title": "Close Friends",
+ "playbook_rafiq_xp_condition": "You addressed a challenge with subterfuge or influence.",
+ "playbook_rakshasa_description": "A hungry\nghoul",
+ "playbook_rakshasa_friend_0": "Benaz, a prison guard",
+ "playbook_rakshasa_friend_1": "Dameer, a death cultist",
+ "playbook_rakshasa_friend_2": "Mohadisa, an alchemist",
+ "playbook_rakshasa_friend_3": "Nimet, a coal seller",
+ "playbook_rakshasa_friend_4": "Raban, a gravedigger",
+ "playbook_rakshasa_friends_title": "Dirty Friends",
+ "playbook_rakshasa_xp_condition": "You addressed a challenge with stealth or violence.",
+ "playbook_slide_description": "A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0": "Bryl, a drug dealer",
+ "playbook_slide_friend_1": "Bazso Baz, a gang leader",
+ "playbook_slide_friend_2": "Klyra, a tavern owner",
+ "playbook_slide_friend_3": "Nyryx, a prostitute",
+ "playbook_slide_friend_4": "Harker, a jail-bird",
+ "playbook_slide_friends_title": "Sly Friends",
+ "playbook_slide_xp_condition": "You addressed a challenge with deception or in influence.",
+ "playbook_spider_description": "A Devious\nMastermind",
+ "playbook_spider_friend_0": "Salia, an information broker",
+ "playbook_spider_friend_1": "Augus, a master architect",
+ "playbook_spider_friend_2": "Jennah, a servant",
+ "playbook_spider_friend_3": "Riven, a chemist",
+ "playbook_spider_friend_4": "Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title": "Shrewd Friends",
+ "playbook_spider_xp_condition": "You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description": "A spirit animating an undead body",
+ "playbook_vampire_friend_0": "Rutherford, a butler",
+ "playbook_vampire_friend_1": "Lylandra, a consort",
+ "playbook_vampire_friend_2": "Kira, a bodyguard",
+ "playbook_vampire_friend_3": "Otto, a coachman",
+ "playbook_vampire_friend_4": "Edrik, an envoy",
+ "playbook_vampire_friends_title": "Dark Servants",
+ "playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2": "You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3": "You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_vizier_description": "The figure\nbehind the\nthrone",
+ "playbook_vizier_friend_0": "Bilal Maat, an infernalist",
+ "playbook_vizier_friend_1": "Gulrukh, a librarian",
+ "playbook_vizier_friend_2": "Reyasso, an art dealer",
+ "playbook_vizier_friend_3": "Sallahattin, a lecturer",
+ "playbook_vizier_friend_4": "Tamadur Faran, the explorer",
+ "playbook_vizier_friends_title": "Learned Friends",
+ "playbook_vizier_xp_condition": "You addressed a challenge with planning or teamwork.",
+ "playbook_whisper_description": "An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0": "Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1": "Scurlock, a vampire",
+ "playbook_whisper_friend_2": "Setarra, a demon",
+ "playbook_whisper_friend_3": "Quellyn, a witch",
+ "playbook_whisper_friend_4": "Flint, a spirit trafficker",
+ "playbook_whisper_friends_title": "Strange Friends",
+ "playbook_whisper_xp_condition": "You addressed a challenge with knowledge or arcane power.",
+ "playbook_zindiq_description": "A rebellious student of heretical science",
+ "playbook_zindiq_friend_0": "Faizani, a seditionist",
+ "playbook_zindiq_friend_1": "Hoshan, a junkie",
+ "playbook_zindiq_friend_2": "Jade Eyes, a cult leader",
+ "playbook_zindiq_friend_3": "Kashr, a madman",
+ "playbook_zindiq_friend_4": "Lenora Drakewell, a spy",
+ "playbook_zindiq_friends_title": "Volatile Friends",
+ "playbook_zindiq_xp_condition": "You addressed a challenge with rhetoric or destruction.",
+ "playbooks": "Playbooks",
+ "position": "Position",
+ "progress_clock": "progress clock",
+ "protect_a_teammate": "Protect a teammate",
+ "prowess": "Prowess",
+ "prowess_description": "Resist consequences from physical strain or injury.",
+ "prowl": "Prowl",
+ "prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble. Ambush with close violence — a backstab, throat cutting, black-jack, etc.",
+ "push_yourself": "Push yourself",
+ "push_yourself_desc1": " (take 2 ",
+ "push_yourself_desc2": ") — or — accept a ",
+ "quality": "Quality",
+ "quality_abbreviated": "Q:",
+ "quarters": "Quarters",
+ "query_for_consequence": "Query for consequence name when resisting",
+ "quicksilver": "Quicksilver",
+ "rafiq": "Rafiq",
+ "rakshasa": "Rakshasa",
+ "reckless": "Reckless",
+ "recovery": "Recovery",
+ "recoveryblurb": "Get treatment in downtime to activate your healing project clock",
+ "rep": "Rep",
+ "repelled": "Repelled",
+ "reputation": "Reputation",
+ "reset?": "reset?",
+ "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resistance_bonus": "Resistance bonus:",
+ "resists": "resists",
+ "resolve": "Resolve",
+ "resolve_description": "Resist consequences from mental strain or willpower.",
+ "risky": "Risky",
+ "roll-inf": "roll",
+ "roll": "roll",
+ "roll_engagement": "Roll Engagement",
+ "roll_for": "roll for",
+ "roll_fortune": "Roll Fortune",
+ "roll_their": "roll their",
+ "rolls": "rolls",
+ "rolls_for": "rolls for",
+ "rolls_their": "rolls their",
+ "ruthless": "Ruthless",
+ "savage": "Savage",
+ "secretive": "Secretive",
+ "secure": "Secure",
+ "send_details_to_chat": "Send details to chat",
+ "set_up_a_teammate": "Set up a teammate",
+ "shadows": "Shadows",
+ "short": "short",
+ "show_bandolier_slots": "Show bandolier slots",
+ "show_broadcast": "Show broadcast buttons for sending information to chat",
+ "show_cohort_section": "Show cohort section on character sheet",
+ "show_deity": "Show deity fields",
+ "show_extra_trauma_box": "Show an extra trauma box",
+ "show_extra_xp_condition": "Show an extra xp condition",
+ "show_frame_section": "Show frame section (for hulls)",
+ "show_friend_contact_details": "Show friend/contact details",
+ "show_item_description": "Item/upgrade descriptions",
+ "show_origin": "Show origin field",
+ "show_outline": "Show outline for active input fields",
+ "show_vampire_strictures": "Show vampire strictures",
+ "skirmish": "Skirmish",
+ "skirmish_description": "Skirmish with an opponent in close combat; assault or hold a position; brawl and wrestle.",
+ "skullfire_poison": "Skullfire Poison",
+ "slide": "Slide",
+ "slumber": "Slumber",
+ "smoke_bomb": "Smoke Bomb",
+ "smoking": "Smoking",
+ "smugglers": "Smugglers",
+ "social": "Social",
+ "soft": "Soft",
+ "spark_drug": "Spark (drug)",
+ "sparking": "Sparking",
+ "special": "Special",
+ "special_abilities": "Special Abilities",
+ "special_ability": "Special Ability",
+ "spider": "Spider",
+ "spirit_playbooks": "Spirit playbooks",
+ "standstill_poison": "Standstill Poison",
+ "stash": "Stash",
+ "status": "Status",
+ "stealth": "Stealth",
+ "stress": "Stress",
+ "stress_label": "Label to use for stress",
+ "strictures": "Strictures",
+ "strictures_bestial": "When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound": "Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden": "You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled": "Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb": "When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong": "Strong",
+ "study": "Study",
+ "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.",
+ "subterfuge_supplies": "Subterfuge Supplies",
+ "subterfuge_supplies_description": "A theatrical make-up kit. A selection of blank documents, ready for the forger's hand. Costume jewelry. A reversible cloak and distinctive hat. A forged badge of office.",
+ "supplies": "Supplies",
+ "survey": "Survey",
+ "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.",
+ "sway": "Sway",
+ "sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.",
+ "teamwork": "Teamwork",
+ "territorial": "Territorial",
+ "throwing_knives": "Throwing Knives",
+ "throwing_knives_description": "Six small, light blades.",
+ "thugs": "Thugs",
+ "tier": "Tier",
+ "tinker": "Tinker",
+ "tinker_description": "Tinker with mechanisms to create, modify, disable, or repair; disable a trap, pick a lock, or crack a safe. Use the ubiquitous clockwork and electroplasmic devices around the city to your advantage.",
+ "tinkering_tools": "Tinkering Tools",
+ "tinkering_tools_description": "An assortment for detailed mechanist work: jeweler’s loupe, tweezers, a small hammer, pliers, screwdriver, etc.",
+ "tools": "Tools",
+ "training": "Training",
+ "trance_powder": "Trance Powder",
+ "transport": "Transport",
+ "trauma": "Trauma",
+ "trauma_label": "Label to use for trauma",
+ "traumata": "Traumata",
+ "turf": "Turf",
+ "unstable": "Unstable",
+ "upgrade": "Upgrade",
+ "upgrade_boat_description": "You have a boat, a dock on a waterway, and a small shack to store boating supplies. A second upgrade improves the boat with armor and more cargo capacity.",
+ "upgrade_carriage_description": "You have a carriage, two goats to pull it, and a stable. A second upgrade improves the carriage with armor and larger, swifter goats. Horses are very rare in Doskvol — most carriages in the city use the large Akorosian goat as their draft animal.",
+ "upgrade_costs": "Upgrade Costs",
+ "upgrade_documents_description": "+1 quality for Documents.",
+ "upgrade_gear_description": "+1 quality for Burglary Gear and Climbing Gear.",
+ "upgrade_hidden_description": "Your lair has a secret location and is disguised to hide it from view. If your lair is discovered, use two downtime activities and pay coin equal to your Tier to relocate it and hide it once again.",
+ "upgrade_implements_description": "+1 quality for Arcane Implements.",
+ "upgrade_insight_description": "Earn 2 xp when training insight during downtime.",
+ "upgrade_mastery_description": "Your crew has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.",
+ "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.",
+ "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.",
+ "upgrade_quarters_description": "Your lair includes living quarters for the crew. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.",
+ "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.",
+ "upgrade_secure_description": "Your lair has locks, alarms, and traps to thwart intruders. A second upgrade improves the defenses to include arcane measures that work against spirits. You might roll your crew's Tier if these measures are ever put to the test, to see how well they thwart an intruder.",
+ "upgrade_supplies_description": "+1 quality for Subterfuge Supplies.",
+ "upgrade_tools_description": "+1 quality for Demolition Tools and Tinkering Tools.",
+ "upgrade_vault_description": "Your lair has a secure vault, increasing your storage capacity for coin to 8. A second upgrade increases your capacity to 16. A separate part of your vault can be used as a holding cell.",
+ "upgrade_weapons_description": "+1 quality for Weapons.",
+ "upgrade_workshop_description": "Your lair has a workshop appointed with tools for tinkering and alchemy, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your lair.",
+ "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2",
+ "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)",
+ "vampire": "Vampire",
+ "vampire_traits": "Vampire traits",
+ "vampire_viceblurb": "Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault": "Vault",
+ "vaults": "Vaults",
+ "vehicle": "Vehicle",
+ "vehicle_edges_flaws": "Vehicle Edges\nNimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.\nSimple: The vehicle is easy to repair. Remove all of its harm during downtime.\nSturdy: The vehicle keeps operating even when broken.\n\nVehicle Flaws\nCostly: Thee vehicle costs 1 coin per downtime to keep in operation.\nDistinct: Thee vehicle has memorable features. Take +1 heat when you use it on a score.\nFinicky: The vehicle has quirks that only one person understands. When operated without them, the vehicle has -1 quality.",
+ "version": "Version",
+ "vice": "Vice",
+ "vice_info": "Faith — Gambling — Luxury — Obligation — Pleasure — Stupor — Weird",
+ "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor": "Vice / Purveyor",
+ "viceroll1": "(who currently has ",
+ "viceroll2": ") indulges",
+ "vicious": "Vicious",
+ "vigilantes": "Vigilantes",
+ "vizier": "Vizier",
+ "wanted": "Wanted",
+ "wanted_label": "Label to use for Wanted",
+ "wantedroll1": "(who currently have ",
+ "wantedroll2": ") roll for",
+ "war": "War",
+ "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3": "PCs get only one free downtime action instead of two.",
+ "warblurb4": "Take +1 heat from each score.",
+ "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak": "Weak",
+ "weapons": "Weapons",
+ "wear": "Wear",
+ "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:",
+ "whisper": "Whisper",
+ "with": "with",
+ "workshop": "Workshop",
+ "wreck": "Wreck",
+ "wreck_description": "Wreck a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.",
+ "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster": "Bolster your crew's reputation or develop a new one.",
+ "xp_contend": "Contend with challenges above your current station.",
+ "xp_crew_specific": "Enter your crew's specific way to mark XP here.",
+ "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific": "Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra": "Enter another specific way to mark XP here.",
+ "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice": "You struggled with issues from your vice or traumas during the session.",
+ "zerodice": "Zero Dice — take the lowest result above",
+ "zindiq": "Zindiq"
+}
diff --git a/Blades in the Dark/translations/hu.json b/Blades in the Dark/translations/hu.json
new file mode 100644
index 0000000000..6bd76dac68
--- /dev/null
+++ b/Blades in the Dark/translations/hu.json
@@ -0,0 +1,1203 @@
+{
+ "+heavy": "+Heavy",
+ "+heavy_description": "The addition of chain mail, metal plates, a metal helm",
+ "a_2nd_pistol": "A 2nd Pistol",
+ "a_blade_or_two": "A Blade or Two",
+ "a_blade_or_two_description": "Perhaps you carry a simple fighting knife. Or two curved swords. Or a rapier and stiletto. Or a heavy butcher’s cleaver.",
+ "a_consequence": "a consequence",
+ "a_large_weapon": "A Large Weapon",
+ "a_large_weapon_description": "A weapon meant for two hands. A battle-axe, greatsword, warhammer, or pole-arm. A hunting rifle. A blunderbuss. A bow or crossbow.",
+ "a_pistol": "A Pistol",
+ "a_pistol_description": "A heavy, single-shot, breech-loading firearm. Devastating at 20 paces, slow to reload.",
+ "ability_description": "Ability description",
+ "ability_name": "Ability Name",
+ "add_abilities": "Add abilities",
+ "add_contacts": "Add contacts",
+ "add_friends": "Add friends",
+ "add_items": "Add items",
+ "add_type": "Add Type: 2",
+ "add_upgrades": "Add upgrades",
+ "adepts": "Adepts",
+ "alcahest": "Alcahest",
+ "alchemicals": "Alchemicals",
+ "alchemicals_label": "Label for alchemicals section",
+ "alias": "Alias",
+ "alternate_iruvian_playbooks": "Unoffical alternate Iruvian playbooks",
+ "an_unusual_weapon": "An Unusual weapon",
+ "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A whip, a flail, a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots.",
+ "an_upgrade": "An upgrade",
+ "arcane_implements": "Arcane Implements",
+ "arcane_implements_description": "A vial of quicksilver. A pouch of black salt. A spirit anchor in the form of a small stone. A spirit bottle. A vial of electroplasm, designed to break and splatter on impact.",
+ "armor": "Armor",
+ "armor_description": "A thick leather tunic plus reinforced gloves and boots.",
+ "armor_uses": "Armor uses",
+ "assassins": "Assassins",
+ "assault": "Assault",
+ "assist_a_teammate": "Assist a teammate",
+ "attune": "Attune",
+ "attune_description": "Attune to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.",
+ "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:",
+ "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:",
+ "background": "Background",
+ "background_info": "Academic — Labor — Law — Trade — Military — Noble — Underworld",
+ "bandoliers": "Bandoliers",
+ "bestial": "Bestial",
+ "binding_oil": "Binding Oil",
+ "boat": "Boat",
+ "boat_carriage_other": "Boat — Carriage — Other",
+ "bold": "bold",
+ "bolster": "Bolster your crew's reputation or develop a new one.",
+ "bonus_die": "Bonus Die",
+ "bonusdice": "Bonus dice",
+ "bound": "Bound",
+ "bravos": "Bravos",
+ "broken": "Broken",
+ "burglary_gear": "Burglary Gear",
+ "burglary_gear_description": "A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand.",
+ "carriage": "Carriage",
+ "chaotic": "Chaotic",
+ "character_mode": "Character Mode",
+ "chat_image": "Image to show alongside chat rolls",
+ "choose_2_features": "choose 2 features",
+ "choose_3_functions": "choose 3 functions",
+ "claim_above_the_law": "Above\nthe Law",
+ "claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar": "Ancient Altar",
+ "claim_ancient_altar_description": "+1d engagement\nfor occult plans",
+ "claim_ancient_gate": "Ancient Gate",
+ "claim_ancient_gate_description": "Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk": "Ancient Obelisk",
+ "claim_ancient_obelisk_description": "-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower": "Ancient\nTower",
+ "claim_ancient_tower_description": "+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks": "Barracks",
+ "claim_barracks_description": "+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates": "Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description": "+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants": "Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description": "-2 heat per score",
+ "claim_bluecoat_intimidation": "Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description": "-2 heat per score",
+ "claim_catacombs": "\nCatacombs",
+ "claim_catacombs_description": "+1d to Study or\nTinker on site",
+ "claim_city_records": "City Records",
+ "claim_city_records_description": "+1d engagement\nfor stealth plans",
+ "claim_cloister": "Cloister",
+ "claim_cloister_description": "+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities": "Cover Identities",
+ "claim_cover_identities_description": "+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation": "Cover\nOperation",
+ "claim_cover_operation_description": "-2 heat per score",
+ "claim_covert_drops": "Covert Drops",
+ "claim_covert_drops_description": "+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens": "Defiant\nCitizens",
+ "claim_defiant_citizens_description": "Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted": "Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law",
+ "claim_drug_den": "Drug Den",
+ "claim_drug_den_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy": "Envoy",
+ "claim_envoy_description": "+2 coin for high-\nclass targets",
+ "claim_fierce_allies": "\nFierce Allies",
+ "claim_fierce_allies_description": "All your experts\nare loyal",
+ "claim_fighting_pits": "Fighting Pits",
+ "claim_fighting_pits_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer": "Fixer",
+ "claim_fixer_description": "+2 coin for lower-\nclass targets",
+ "claim_fleet": "Fleet",
+ "claim_fleet_description": "Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market": "Foreign Market",
+ "claim_foreign_market_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den": "Gambling Den",
+ "claim_gambling_den_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm": "Hagfish Farm",
+ "claim_hagfish_farm_description": "Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths": "\nHidden Paths",
+ "claim_hidden_paths_description": "+1d to Prowl back\nto your lair",
+ "claim_infirmary": "Infirmary",
+ "claim_infirmary_description": "+1d to healing\nrolls",
+ "claim_informants": "Informants",
+ "claim_informants_description": "+1d gather info\nfor scores",
+ "claim_interrogation_chamber": "Interrogation\nChamber",
+ "claim_interrogation_chamber_description": "+1d to Command\nand Sway on site",
+ "claim_local_graft": "Local Graft",
+ "claim_local_graft_description": "+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes": "\nLocal Heroes",
+ "claim_local_heroes_description": "+1d to indulge\nvice",
+ "claim_lookouts": "Lookouts",
+ "claim_lookouts_description": "+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence": "Loyal Fence",
+ "claim_loyal_fence_description": "+2 coin for burglary\nor robbery",
+ "claim_luxury_fence": "Luxury Fence",
+ "claim_luxury_fence_description": "+2 coin for high-\nclass targets",
+ "claim_luxury_venue": "Luxury Venue",
+ "claim_luxury_venue_description": "+1d to Consort\nand Sway on site",
+ "claim_offertory": "Offertory",
+ "claim_offertory_description": "+2 coin for occult\noperations",
+ "claim_personal_clothier": "Personal\nClothier",
+ "claim_personal_clothier_description": "+1d engagement\nroll for social plans",
+ "claim_protection_racket": "Protection\nRacket",
+ "claim_protection_racket_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity": "\nPublicity",
+ "claim_publicity_description": "+2 rep on\ntakedown scores",
+ "claim_sacred_nexus": "Sacred Nexus",
+ "claim_sacred_nexus_description": "+1d to healing\nrolls",
+ "claim_sanctuary": "Sanctuary",
+ "claim_sanctuary_description": "+1d to Command\nand Sway on site",
+ "claim_secret_pathways": "Secret\nPathways",
+ "claim_secret_pathways_description": "+1d engagement\nfor stealth plans",
+ "claim_secret_routes": "Secret Routes",
+ "claim_secret_routes_description": "+1d engagement\nfor transport plans",
+ "claim_side_business": "Side Business",
+ "claim_side_business_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well": "Spirit Well",
+ "claim_spirit_well_description": "+1d to Attune\non site",
+ "claim_street_fence": "Street Fence",
+ "claim_street_fence_description": "+2 coin for lower-\nclass targets",
+ "claim_surplus_caches": "Surplus Caches",
+ "claim_surplus_caches_description": "+2 coin for product\nsale or supply",
+ "claim_tavern": "Tavern",
+ "claim_tavern_description": "+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens": "Terrorized\nCitizens",
+ "claim_terrorized_citizens_description": "+2 coin for battle\nor extortion",
+ "claim_the_hookup": "The Hookup",
+ "claim_the_hookup_description": "Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms": "Training\nRooms",
+ "claim_training_rooms_description": "+1 scale for your\nSkulks cohorts",
+ "claim_turf": "\nTurf",
+ "claim_vice_den": "Vice Den",
+ "claim_vice_den_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies": "Victim\nTrophies",
+ "claim_victim_trophies_description": "+1 rep per score",
+ "claim_warehouse": "Warehouse",
+ "claim_warehouse_description": "Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses": "Warehouses",
+ "claim_warehouses_description": "Stockpiles give you\n+1d to acquire\nassets",
+ "clanking": "Clanking",
+ "climbing_gear": "Climbing Gear",
+ "climbing_gear_description": "A large coil of rope. A small coil of rope. Grappling hooks. A small pouch of chalk dust. A climbing harness with loops and metal rings. A set of iron pitons and a small mallet.",
+ "clock_name": "Clock Name",
+ "clocks": "Clocks",
+ "clocks_only": "Show clocks only",
+ "cohort": "Cohort",
+ "cohort_quality": "Cohort Quality",
+ "cohorts": "Cohorts",
+ "coin": "Coin",
+ "cold": "Cold",
+ "command": "Command",
+ "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the crew's gangs.",
+ "consequence": "Consequence",
+ "consort": "Consort",
+ "consort_description": "Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.",
+ "contact_name": "Contact name",
+ "contacts": "Contacts",
+ "controlled": "Controlled",
+ "crew": "Crew",
+ "crew_ability_accord": "Accord",
+ "crew_ability_accord_description": "Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands": "All Hands",
+ "crew_ability_all_hands_description": "During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed": "Anointed",
+ "crew_ability_anointed_description": "You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word": "As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description": "You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers": "Avengers",
+ "crew_ability_avengers_description": "Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers": "Blood Brothers",
+ "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness": "Bound in Darkness",
+ "crew_ability_bound_in_darkness_description": "You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen": "Chosen",
+ "crew_ability_chosen_description": "Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction": "Conviction",
+ "crew_ability_conviction_description": "Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make — from now until you indulge this vice again.",
+ "crew_ability_crow's_veil": "Crow's Veil",
+ "crew_ability_crow's_veil_description": "Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous": "Dangerous",
+ "crew_ability_dangerous_description": "Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly": "Deadly",
+ "crew_ability_deadly_description": "Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers": "Door Kickers",
+ "crew_ability_door_kickers_description": "When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath": "Emberdeath",
+ "crew_ability_emberdeath_description": "Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals": "Everyone Steals",
+ "crew_ability_everyone_steals_description": "Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors": "Favors",
+ "crew_ability_favors_description": "Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends": "Fiends",
+ "crew_ability_fiends_description": "Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire": "Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes": "Ghost Echoes",
+ "crew_ability_ghost_echoes_description": "From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market": "Ghost Market",
+ "crew_ability_ghost_market_description": "Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage": "Ghost Passage",
+ "crew_ability_ghost_passage_description": "From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate": "Glory Incarnate",
+ "crew_ability_glory_incarnate_description": "Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society": "High Society",
+ "crew_ability_high_society_description": "It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked": "Hooked",
+ "crew_ability_hooked_description": "Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through": "Just Passing Through",
+ "crew_ability_just_passing_through_description": "During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage": "Leverage",
+ "crew_ability_leverage_description": "Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family": "Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description": "Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection": "Misdirection",
+ "crew_ability_misdirection_description": "At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass": "Moral Compass",
+ "crew_ability_moral_compass_description": "Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces": "No Traces",
+ "crew_ability_no_traces_description": "When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats": "Pack Rats",
+ "crew_ability_pack_rats_description": "Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron": "Patron",
+ "crew_ability_patron_description": "When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators": "Predators",
+ "crew_ability_predators_description": "When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers": "Reavers",
+ "crew_ability_reavers_description": "When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades": "Renegades",
+ "crew_ability_renegades_description": "Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots": "Roots",
+ "crew_ability_roots_description": "During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood": "Sealed in Blood",
+ "crew_ability_sealed_in_blood_description": "Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story": "Second Story",
+ "crew_ability_second_story_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues": "Silver Tongues",
+ "crew_ability_silver_tongues_description": "Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery": "Slippery",
+ "crew_ability_slippery_description": "When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized": "Synchronized",
+ "crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff": "The Good Stuff",
+ "crew_ability_the_good_stuff_description": "Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side": "Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description": "When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation": "Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description": "Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_veteran": "Veteran",
+ "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).",
+ "crew_ability_vipers": "Vipers",
+ "crew_ability_vipers_description": "When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs": "War Dogs",
+ "crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry": "Zealotry",
+ "crew_ability_zealotry_description": "Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement": "Crew Advancement",
+ "crew_assassins_contact_0": "Trev, a gang boss",
+ "crew_assassins_contact_1": "Lydra, a deal broker",
+ "crew_assassins_contact_2": "Irimina, a vicious noble",
+ "crew_assassins_contact_3": "Karlos, a bounty hunter",
+ "crew_assassins_contact_4": "Exeter, a spirit warden",
+ "crew_assassins_contact_5": "Sevoy, a merchant lord",
+ "crew_assassins_description": "Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description": "Accident — Disappearance — Murder — Ransom",
+ "crew_assassins_hunting_grounds_type": "Hunting Grounds",
+ "crew_assassins_xp_condition": "Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0": "Meg, a pit-fighter",
+ "crew_bravos_contact_1": "Conway, a bluecoat",
+ "crew_bravos_contact_2": "Keller, a blacksmith",
+ "crew_bravos_contact_3": "Tomas, a physicker",
+ "crew_bravos_contact_4": "Walker, a ward boss",
+ "crew_bravos_contact_5": "Lutes, a tavern owner",
+ "crew_bravos_description": "Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description": "Battle — Extortion — Sabotage — Smash & Grab",
+ "crew_bravos_hunting_grounds_type": "Hunting Grounds",
+ "crew_bravos_xp_condition": "Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0": "Gagan, an academic",
+ "crew_cult_contact_1": "Adikin, an occultist",
+ "crew_cult_contact_2": "Hutchins, an antiquarian",
+ "crew_cult_contact_3": "Moriya, a spirit trafficker",
+ "crew_cult_contact_4": "Mateas Kline, a noble",
+ "crew_cult_contact_5": "Bennett, an astronomer",
+ "crew_cult_description": "Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description": "Acquisition — Augury — Consecration — Sacrifice",
+ "crew_cult_hunting_grounds_type": "Sacred Sites",
+ "crew_cult_xp_condition": "Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description": "A short crew description",
+ "crew_hawkers_contact_0": "Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1": "Laroze, a bluecoat",
+ "crew_hawkers_contact_2": "Lydra, a deal broker",
+ "crew_hawkers_contact_3": "Hoxley, a smuggler",
+ "crew_hawkers_contact_4": "Anya, a dilettante",
+ "crew_hawkers_contact_5": "Marlo, a gang boss",
+ "crew_hawkers_description": "Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description": "Sale — Supply — Show of Force — Socialize",
+ "crew_hawkers_hunting_grounds_type": "Sales Territory",
+ "crew_hawkers_xp_condition": "Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode": "Crew Mode",
+ "crew_shadows_contact_0": "Dowler, an explorer",
+ "crew_shadows_contact_1": "Laroze, a bluecoat",
+ "crew_shadows_contact_2": "Amancio, a deal broker",
+ "crew_shadows_contact_3": "Fitz, a collector",
+ "crew_shadows_contact_4": "Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5": "Rigney, a tavern owner",
+ "crew_shadows_description": "Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description": "Burglary — Espionage — Robbery — Sabotage",
+ "crew_shadows_hunting_grounds_type": "Hunting Grounds",
+ "crew_shadows_xp_condition": "Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet": "Crew sheet",
+ "crew_smugglers_contact_0": "Elynn, a dock worker",
+ "crew_smugglers_contact_1": "Rolan, a drug dealer",
+ "crew_smugglers_contact_2": "Sera, an arms dealer",
+ "crew_smugglers_contact_3": "Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4": "Decker, an anarchist",
+ "crew_smugglers_contact_5": "Esme, a tavern owner",
+ "crew_smugglers_description": "Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description": "Arcane/Weird — Arms — Contraband — Passengers",
+ "crew_smugglers_hunting_grounds_type": "Cargo Types",
+ "crew_smugglers_xp_condition": "Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier": "Crew Tier",
+ "crew_upgrade_assassin_rigging": "Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge": "Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging": "Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage": "Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed": "Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging": "Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_dedicated_crafters": "Dedicated crafters",
+ "crew_upgrade_elite_adepts": "Elite Adepts",
+ "crew_upgrade_elite_rooks": "Elite Rooks",
+ "crew_upgrade_elite_rovers": "Elite Rovers",
+ "crew_upgrade_elite_skulks": "Elite Skulks",
+ "crew_upgrade_elite_thugs": "Elite Thugs",
+ "crew_upgrade_hardened": "Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging": "Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts": "Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars": "Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained": "Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair": "Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging": "Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_steady": "Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging": "Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken": "Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys": "Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire": "Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight": "Willing to Fight (Experts are braves)",
+ "crew_upgrades": "Crew Upgrades",
+ "crew_vigilantes_contact_0": "Mara, a chief inspector",
+ "crew_vigilantes_contact_1": "Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2": "Soren, a restless ghost",
+ "crew_vigilantes_contact_3": "Remira, a reluctant Lampblack",
+ "crew_vigilantes_contact_4": "Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5": "Badger, a brilliant inventor",
+ "crew_vigilantes_description": "Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description": "Uniting — Interference — Resistance — Terror",
+ "crew_vigilantes_hunting_grounds_type": "Protected Grounds",
+ "crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult": "Cult",
+ "custom_action_labels": "Use custom action labels",
+ "cutter": "Cutter",
+ "dark_talent": "Vampire's Dark Talent:",
+ "deception": "Deception",
+ "deity": "Deity",
+ "deity_features_info": "Alluring — Cruel — Ferocious — Monstrous — Radiant — Sinister — Serene — Transcendent",
+ "deity_label": "Label to use for Deity",
+ "demolition_tools": "Demolition Tools",
+ "demolition_tools_description": "A sledgehammer and iron spikes. Heavy drill. Crowbar.",
+ "description": "Description",
+ "desperate": "Desperate",
+ "destructive": "Destructive",
+ "detail_assault": "Point of attack",
+ "detail_deception": "Method",
+ "detail_occult": "Arcane power",
+ "detail_social": "Connection",
+ "detail_stealth": "Entry point",
+ "detail_transport": "Route",
+ "devils_bargain": "Devil's Bargain",
+ "documents": "Documents",
+ "documents_description": "A collection of slim volumes on a variety of topics, including a registry of the nobility, City Watch commanders, and other notable citizens. Blank pages, a vial of ink, a pen. A number of interesting maps.",
+ "drain": "Drain",
+ "drift_oil": "Drift Oil",
+ "drown_powder": "Drown Powder",
+ "edges": "Edges",
+ "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite": "Elite",
+ "engagement": "Engagement",
+ "entanglement": "Entanglement",
+ "expert": "Expert",
+ "express_crew": "Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes": "Extra xp boxes for vampires",
+ "eyeblind_poison": "Eyeblind Poison",
+ "faction_barrowcleft": "Barrowcleft",
+ "faction_bluecoats": "Bluecoats",
+ "faction_brightstone": "Brightstone",
+ "faction_cabbies": "Cabbies",
+ "faction_charhollow": "Charhollow",
+ "faction_charterhall": "Charterhall",
+ "faction_city_council": "City Council",
+ "faction_coalridge": "Coalridge",
+ "faction_crow's_foot": "Crow's Foot",
+ "faction_cyphers": "Cyphers",
+ "faction_dagger_isles_consulate": "Dagger Isles Consulate",
+ "faction_deathlands_scavengers": "Deathlands Scavengers",
+ "faction_dockers": "Dockers",
+ "faction_dunslough": "Dunslough",
+ "faction_gondoliers": "Gondoliers",
+ "faction_imperial_military": "Imperial Military",
+ "faction_ink_rakes": "Ink Rakes",
+ "faction_inspectors": "Inspectors",
+ "faction_ironhook_prison": "Ironhook Prison",
+ "faction_iruvian_consulate": "Iruvian Consulate",
+ "faction_laborers": "Laborers",
+ "faction_leviathan_hunters": "Leviathan Hunters",
+ "faction_lord_scurlock": "Lord Scurlock",
+ "faction_ministry_of_preservation": "Ministry of Preservation",
+ "faction_mode": "Faction Mode",
+ "faction_nightmarket": "Nightmarket",
+ "faction_notes": "Faction notes",
+ "faction_rail_jacks": "Rail Jacks",
+ "faction_sailors": "Sailors",
+ "faction_servants": "Servants",
+ "faction_severosi_consulate": "Severosi Consulate",
+ "faction_silkshore": "Silkshore",
+ "faction_six_towers": "Six Towers",
+ "faction_skovlan_consulate": "Skovlan Consulate",
+ "faction_skovlander_refugees": "Skovlander Refugees",
+ "faction_sparkwrights": "Sparkwrights",
+ "faction_spirit_wardens": "Spirit Wardens",
+ "faction_the_billhooks": "The Billhooks",
+ "faction_the_brigade": "The Brigade",
+ "faction_the_church_of_ecstasy": "The Church of Ecstasy",
+ "faction_the_circle_of_flame": "The Circle of Flame",
+ "faction_the_crows": "The Crows",
+ "faction_the_dimmer_sisters": "The Dimmer Sisters",
+ "faction_the_docks": "The Docks",
+ "faction_the_foghounds": "The Foghounds",
+ "faction_the_forgotten_gods": "The Forgotten Gods",
+ "faction_the_foundation": "The Foundation",
+ "faction_the_gray_cloaks": "The Gray Cloaks",
+ "faction_the_grinders": "The Grinders",
+ "faction_the_hive": "The Hive",
+ "faction_the_horde": "The Horde",
+ "faction_the_lampblacks": "The Lampblacks",
+ "faction_the_lost": "The Lost",
+ "faction_the_path_of_echoes": "The Path of Echoes",
+ "faction_the_reconciled": "The Reconciled",
+ "faction_the_red_sashes": "The Red Sashes",
+ "faction_the_silver_nails": "The Silver Nails",
+ "faction_the_unseen": "The Unseen",
+ "faction_the_weeping_lady": "The Weeping Lady",
+ "faction_the_wraiths": "The Wraiths",
+ "faction_ulf_ironborn": "Ulf Ironborn",
+ "faction_whitecrown": "Whitecrown",
+ "factions1": "Underworld",
+ "factions2": "Institutions",
+ "factions3": "Labor & Trade",
+ "factions4": "The Fringe",
+ "factions5": "Citizenry",
+ "factions_title": "Factions of Doskvol",
+ "faris": "Faris",
+ "features": "Features",
+ "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type",
+ "finesse": "Finesse",
+ "finesse_description": "Finesse an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.",
+ "fire_oil": "Fire Oil",
+ "fixated": "Fixated",
+ "flaws": "Flaws",
+ "flexible_width": "Flexible character sheet width (adapts to container)",
+ "forbidden": "Forbidden",
+ "forger": "Forger",
+ "fortune": "Fortune",
+ "fortune_roll": "Fortune roll",
+ "frame": "Frame",
+ "frame_description": "Frame description",
+ "frame_feature": "Frame feature",
+ "friend_name": "Friend name",
+ "friends": "Friends",
+ "functions": "Functions",
+ "functions_info": "to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious": "Furious",
+ "gang": "Gang",
+ "gang_type": "Thugs",
+ "gather_information": "Gather Information",
+ "gatherinfo_are_they_telling": "Are they telling the truth?",
+ "gatherinfo_how_can_I_blend": "How can I blend in here?",
+ "gatherinfo_how_can_I_discover": "How can I discover [X]?",
+ "gatherinfo_how_can_I_find": "How can I find [X]?",
+ "gatherinfo_how_can_I_get_them": "How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt": "How can I hurt them?",
+ "gatherinfo_how_can_I_reveal": "How can I reveal [X]?",
+ "gatherinfo_what_are_they_really": "What are they really feeling?",
+ "gatherinfo_what_can_I_tinker": "What can I tinker with here?",
+ "gatherinfo_what_do_they_intend": "What do they intend to do?",
+ "gatherinfo_what_do_they_really": "What do they really care about?",
+ "gatherinfo_what_do_they_want": "What do they want most?",
+ "gatherinfo_what_drives_them": "What drives them to do this?",
+ "gatherinfo_what_echoes": "What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane": "What is arcane or weird here?",
+ "gatherinfo_what_is_hidden": "What is hidden or lost here?",
+ "gatherinfo_what_might_happen": "What might happen if I [X]?",
+ "gatherinfo_what_should_I_look": "What should I look out for?",
+ "gatherinfo_whats_going_on": "What's really going on here?",
+ "gatherinfo_whats_the_best_way": "What's the best way in?",
+ "gatherinfo_where_can_I_hide": "Where can I hide here?",
+ "gatherinfo_where_did_x_go": "Where did [X] go?",
+ "gatherinfo_where_they_vulnerable": "Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage": "Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness": "Where's the weakness here?",
+ "gatherinfo_whos_most_afraid": "Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous": "Who's most dangerous here?",
+ "gear": "Gear",
+ "generate_factions": "Generate Factions",
+ "ghost": "Ghost",
+ "ghost_traits": "Ghost traits",
+ "ghost_viceblurb": "You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom": "Gloom",
+ "grenade": "Grenade",
+ "harm": "Harm",
+ "haunted": "Haunted",
+ "hawkers": "Hawkers",
+ "healing": "Healing",
+ "heat": "Heat",
+ "heat_label": "Label to use for Heat",
+ "heavy": "Heavy",
+ "heritage": "Heritage",
+ "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros",
+ "hidden": "Hidden",
+ "hold": "Hold",
+ "hound": "Hound",
+ "how_many_boxes": "How many boxes?",
+ "how_much_load": "How much load?",
+ "hull": "Hull",
+ "hull_traits": "Hull traits",
+ "hull_viceblurb": "Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt": "Hunt",
+ "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.",
+ "hunter": "Hunter",
+ "hunting_grounds": "Hunting Grounds",
+ "hunting_grounds_description": "Robbery",
+ "hunting_pet": "Hunting Pet",
+ "impaired": "Impaired",
+ "implements": "Implements",
+ "indulge_vice": "Indulge Vice",
+ "insight": "Insight",
+ "insight_description": "Resist consequences from deception or understanding.",
+ "italics_dont_count": "(italics don't count for load)",
+ "item_name": "A useful item",
+ "items": "Items",
+ "janissary": "Janissary",
+ "lair": "Lair",
+ "lantern": "Lantern",
+ "lantern_description": "A simple oil lantern, a fancy electroplasmic lamp, or other light source.",
+ "lead_a_group_action": "Lead a group action",
+ "leaking": "Leaking",
+ "leech": "Leech",
+ "less_effect": "Less Effect",
+ "lifestyle": "Lifestyle",
+ "light": "Light",
+ "list_crews": "Assassins, Bravos, Cult, Hawkers, Shadows, Smugglers, or Vigilantes.",
+ "list_playbooks": "Cutter, Hound, Leech, Lurk, Slide, Spider, Whisper, Ghost, Hull, or Vampire.",
+ "load": "load",
+ "load:": "Load:",
+ "look": "Look",
+ "lurk": "Lurk",
+ "mark_xp:": "Mark XP:",
+ "mastery": "Mastery",
+ "minus1d": "-1D",
+ "mirage": "Mirage",
+ "name": "Name",
+ "need_help": "Need Help",
+ "new_cohort": "New Cohort: 2",
+ "normal": "Normal",
+ "notes": "Notes",
+ "number_stress_boxes": "Number of stress boxes",
+ "numberofdice": "Number of dice",
+ "obsessed": "Obsessed",
+ "obsessive": "Obsessive",
+ "occult": "Occult",
+ "ok": "OK",
+ "origin": "Origin",
+ "paranoid": "Paranoid",
+ "personal": "Personal",
+ "planning_load": "Planning & Load",
+ "planningdesc": "Choose a plan, provide the detail. Choose your load limit for the operation.",
+ "playbook": "playbook",
+ "playbook_ability_a_little_something_on_the_side": "A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description": "At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo": "A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description": "You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist": "Alchemist",
+ "playbook_ability_alchemist_description": "When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambitious": "Ambitious",
+ "playbook_ability_ambitious_description": "You gain an additional xp trigger: You defended your turf or tried to expand it. If your crew followed your lead, also mark crew xp.",
+ "playbook_ability_ambush": "Ambush",
+ "playbook_ability_ambush_description": "When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst": "Analyst",
+ "playbook_ability_analyst_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight": "Arcane Sight",
+ "playbook_ability_arcane_sight_description": "Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer": "Artificer",
+ "playbook_ability_artificer_description": "When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton": "Automaton",
+ "playbook_ability_automaton_description": "You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn": "Battleborn",
+ "playbook_ability_battleborn_description": "You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard": "Bodyguard",
+ "playbook_ability_bodyguard_description": "When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating": "Calculating",
+ "playbook_ability_calculating_description": "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger": "Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description": "When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments": "Compartments",
+ "playbook_ability_compartments_description": "Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel": "Compel",
+ "playbook_ability_compel_description": "You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected": "Connected",
+ "playbook_ability_connected_description": "During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_cut-out": "Cut-out",
+ "playbook_ability_cut-out_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself when acting on someone else’s behalf.",
+ "playbook_ability_daredevil": "Daredevil",
+ "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent": "Dark Talent",
+ "playbook_ability_dark_talent_description": "Choose Insight, Prowess, or Resolve. Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate": "Dissipate",
+ "playbook_ability_dissipate_description": "You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_driven": "Driven",
+ "playbook_ability_driven_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when wreaking havoc and destruction.",
+ "playbook_ability_electroplasmic_projectors": "Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description": "You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise": "Expertise",
+ "playbook_ability_expertise_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_eye_for_weakness": "Eye for Weakness",
+ "playbook_ability_eye_for_weakness_description": "When you gather information about someone’s vulnerabilities, you get +1 effect. If you use this information to help plan a score, you also get +1d to the engagement roll for that operation.",
+ "playbook_ability_focused": "Focused",
+ "playbook_ability_focused_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight": "Foresight",
+ "playbook_ability_foresight_description": "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude": "Fortitude",
+ "playbook_ability_fortitude_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_fortune_teller": "Fortune Teller",
+ "playbook_ability_fortune_teller_description": "You may Attune to a nearby person’s thoughts, in order to “hear” them yourself.",
+ "playbook_ability_frame_upgrade": "Frame Upgrade",
+ "playbook_ability_frame_upgrade_description": "Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice": "Functioning Vice",
+ "playbook_ability_functioning_vice_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract": "Ghost Contract",
+ "playbook_ability_ghost_contract_description": "When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter": "Ghost Fighter",
+ "playbook_ability_ghost_fighter_description": "You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form": "Ghost Form",
+ "playbook_ability_ghost_form_description": "You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_friend": "Ghost Friend",
+ "playbook_ability_ghost_friend_description": "Through some arcane means, you are able to interact, physically and socially, with some supernatural beings as if they were normal humans. Choose one type: demons—forgotten gods—ghosts and spirits—hulls—vampires. Take this ability again to choose an additional type of being.",
+ "playbook_ability_ghost_hunter": "Ghost Hunter",
+ "playbook_ability_ghost_hunter_description": "Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_image": "Ghost Image",
+ "playbook_ability_ghost_image_description": "You may create an illusion, which affects one sense (sight, hearing, smell, etc) for as long as you concentrate. Take 1 stress when it manifests, plus 1 stress for each additional feature: it can affect multiple senses—it can move—it last for several minutes after you stop concentrating.",
+ "playbook_ability_ghost_in_the_machine": "Ghost in the Machine",
+ "playbook_ability_ghost_in_the_machine_description": "You can make inanimate objects move on their own, as if possessed by a ghost. Take 1 stress to do so, plus 1 stress for each extra feature: The objects function as a weapon—you break or damage something—you cause numerous objects to move.",
+ "playbook_ability_ghost_legion": "Ghost Legion",
+ "playbook_ability_ghost_legion_description": "Your entourage gains potency when fighting the supernatural or defending you from it, and an arcane ability: they can capture ghosts, they can survive in the deathlands, or you can possess their bodies from afar. Take this ability again to choose an additional arcane ability for your entourage.",
+ "playbook_ability_ghost_mind": "Ghost Mind",
+ "playbook_ability_ghost_mind_description": "You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil": "Ghost Veil",
+ "playbook_ability_ghost_veil_description": "You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice": "Ghost Voice",
+ "playbook_ability_ghost_voice_description": "You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward": "Ghost Ward",
+ "playbook_ability_ghost_ward_description": "You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_ghoul": "Ghoul",
+ "playbook_ability_ghoul_description": "You are able to consume any organic material, no matter how disgusting, as if it were food. You may devour an entire human body, and you are immune to poisons produced by plants and animals that are not arcane.",
+ "playbook_ability_hypnotic": "Hypnotic",
+ "playbook_ability_hypnotic_description": "You can push yourself to do one one of the following: paralyze someone you make eye contact with—plant a hypnotic command in someone’s mind, that they will obey at some later time.",
+ "playbook_ability_infiltrator": "Infiltrator",
+ "playbook_ability_infiltrator_description": "You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface": "Interface",
+ "playbook_ability_interface_description": "You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will": "Iron Will",
+ "playbook_ability_iron_will_description": "You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird": "Jail Bird",
+ "playbook_ability_jail_bird_description": "When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader": "Leader",
+ "playbook_ability_leader_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_a_star": "Like a Star",
+ "playbook_ability_like_a_star_description": "You can push yourself to do one of the following: levitate or float through the air like a ghost—produce a light from nothing (either brilliant and blinding or dim and long-lasting, your choice).",
+ "playbook_ability_like_looking_into_a_mirror": "Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description": "You can always tell when someone is lying to you.",
+ "playbook_ability_lost_&_found": "Lost & Found",
+ "playbook_ability_lost_&_found_description": "You may hide 1 item upon your person in such a way that it cannot be found until you produce it. It does not count against your load.",
+ "playbook_ability_machinist": "Machinist",
+ "playbook_ability_machinist_description": "You may expend your special armor to reduce harm caused by weapons, machinery, or devices, or to push yourself when using a gadget or other piece of technology.",
+ "playbook_ability_manifest": "Manifest",
+ "playbook_ability_manifest_description": "Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind": "Mastermind",
+ "playbook_ability_mastermind_description": "You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism": "Mesmerism",
+ "playbook_ability_mesmerism_description": "When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_misdirection": "Misdirection",
+ "playbook_ability_misdirection_description": "When you create a distraction, you get +1d.",
+ "playbook_ability_monstrous": "Monstrous",
+ "playbook_ability_monstrous_description": "You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman—take on the appearance of a frightening monster.",
+ "playbook_ability_mule": "Mule",
+ "playbook_ability_mule_description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with": "Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description": "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist": "Occultist",
+ "playbook_ability_occultist_description": "You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge": "Overcharge",
+ "playbook_ability_overcharge_description": "Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker": "Physicker",
+ "playbook_ability_physicker_description": "You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist": "Poltergeist",
+ "playbook_ability_poltergeist_description": "Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess": "Possess",
+ "playbook_ability_possess_description": "You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_practiced": "Practiced",
+ "playbook_ability_practiced_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself while dealing with the arcane.",
+ "playbook_ability_prepared": "Prepared",
+ "playbook_ability_prepared_description": "You may expend your special armor to resist consequences suffered during a flashback, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_pyromancer": "Pyromancer",
+ "playbook_ability_pyromancer_description": "You can push yourself to do one of the following: produce a cloud of smoke or unleash a gout of flame as a weapon—drastically raise or lower the temperature of your immediate vicinity.",
+ "playbook_ability_red_right_hand": "Red Right Hand",
+ "playbook_ability_red_right_hand_description": "When you assist a teammate, you can choose to take 2 stress instead of only 1, and they get +1 effect, as well as +1d.",
+ "playbook_ability_reflexes": "Reflexes",
+ "playbook_ability_reflexes_description": "When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_revolutionary": "Revolutionary",
+ "playbook_ability_revolutionary_description": "You gain an additional xp trigger: You attacked the government or the nobility. If your crew attacked them too, also mark crew xp.",
+ "playbook_ability_ritual": "Ritual",
+ "playbook_ability_ritual_description": "You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit": "Rook's Gambit",
+ "playbook_ability_rook's_gambit_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur": "Saboteur",
+ "playbook_ability_saboteur_description": "When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage": "Savage",
+ "playbook_ability_savage_description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout": "Scout",
+ "playbook_ability_scout_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull": "Secondary Hull",
+ "playbook_ability_secondary_hull_description": "Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_security": "Security",
+ "playbook_ability_security_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself when guarding a teammate.",
+ "playbook_ability_sending_a_message": "Sending a Message",
+ "playbook_ability_sending_a_message_description": "When you speak for a teammate or stand before them while they talk, you can help them Command or Sway without gaining stress.",
+ "playbook_ability_shadow": "Shadow",
+ "playbook_ability_shadow_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter": "Sharpshooter",
+ "playbook_ability_sharpshooter_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile": "Sinister Guile",
+ "playbook_ability_sinister_guile_description": "During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_snake_charmer": "Snake Charmer",
+ "playbook_ability_snake_charmer_description": "As long as you perform before a crowd, it is unable to be dispersed, and one person you name, in particular, is too transfixed to leave.",
+ "playbook_ability_strange_methods": "Strange Methods",
+ "playbook_ability_strange_methods_description": "When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_strategic_retreat": "Strategic Retreat",
+ "playbook_ability_strategic_retreat_description": "You can push yourself to do one of the following: break the enemy’s ranks with a charge or a barrage of suppressive fire—pull someone you can touch to freedom.",
+ "playbook_ability_subterfuge": "Subterfuge",
+ "playbook_ability_subterfuge_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_subterfuge_rakshasa": "Subterfuge",
+ "playbook_ability_subterfuge_rakshasa_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_survivor": "Survivor",
+ "playbook_ability_survivor_description": "From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest": "Tempest",
+ "playbook_ability_tempest_description": "You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power": "Terrible Power",
+ "playbook_ability_terrible_power_description": "Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_black_speech": "The Black Speech",
+ "playbook_ability_the_black_speech_description": "Through blessings, enchantments, or spells, you may communicate with animals just as easily as you can with humans, even the wildest of deathlands creatures.",
+ "playbook_ability_the_devil's_footsteps": "The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description": "When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_the_tiger's_fury": "The Tiger's Fury",
+ "playbook_ability_the_tiger's_fury_description": "You can push yourself to do one of the following: move to any location on the field of battle that you can see—push violently against your enemies, knocking them back, down, or over.",
+ "playbook_ability_tough_as_nails": "Tough as Nails",
+ "playbook_ability_tough_as_nails_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me": "Trust in Me",
+ "playbook_ability_trust_in_me_description": "You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead": "Undead",
+ "playbook_ability_undead_description": "You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_underworld_contacts": "Underworld Contacts",
+ "playbook_ability_underworld_contacts_description": "When you acquire an asset that is restricted, such as alchemicals, bombs, and other illegal materials, you get +1 result level to your roll, and you never attract additional heat for doing so.",
+ "playbook_ability_vengeful": "Vengeful",
+ "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous": "Venomous",
+ "playbook_ability_venomous_description": "Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_veteran": "Veteran",
+ "playbook_ability_veteran_description": "Choose a special ability from another source (can be taken more than once).",
+ "playbook_ability_vigorous": "Vigorous",
+ "playbook_ability_vigorous_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded": "Warded",
+ "playbook_ability_warded_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web": "Weaving the Web",
+ "playbook_ability_weaving_the_web_description": "You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement": "Playbook Advancement",
+ "playbook_cutter_description": "A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0": "Marlane, a pugilist",
+ "playbook_cutter_friend_1": "Chael, a vicious thug",
+ "playbook_cutter_friend_2": "Mercy, a cold killer",
+ "playbook_cutter_friend_3": "Grace, an extortionist",
+ "playbook_cutter_friend_4": "Sawtooth, a physicker",
+ "playbook_cutter_friends_title": "Dangerous Friends",
+ "playbook_cutter_xp_condition": "You addressed a challenge with violence or coercion.",
+ "playbook_description": "A short playbook description",
+ "playbook_faris_description": "A fearsome warlord, a sultan of the streets",
+ "playbook_faris_friend_0": "Bilal Maat, a corrupt lawyer",
+ "playbook_faris_friend_1": "Imran Pasha, a gang boss",
+ "playbook_faris_friend_2": "Lenora Drakewell, diplomat",
+ "playbook_faris_friend_3": "Nurul Fallash, leviathan captain",
+ "playbook_faris_friend_4": "Sordat Khan, a sheikh",
+ "playbook_faris_friends_title": "Powerful Friends",
+ "playbook_faris_xp_condition": "You addressed a challenge with a show of force or leadership.",
+ "playbook_forger_description": "A maker of\nhaunted\nmachines",
+ "playbook_forger_friend_0": "Esa Kessarin, a factory boss",
+ "playbook_forger_friend_1": "Jasmina, a washer woman",
+ "playbook_forger_friend_2": "Kheshiyyar, a thief",
+ "playbook_forger_friend_3": "Kudret, a union organizer",
+ "playbook_forger_friend_4": "Zajjidan, a strikebreaker",
+ "playbook_forger_friends_title": "Working Friends",
+ "playbook_forger_xp_condition": "You addressed a challenge with technical skills or devices.",
+ "playbook_ghost_description": "A spirit without a body",
+ "playbook_ghost_friends_title": "Enemies & Rivals",
+ "playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2": "You expressed your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3": "You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description": "A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0": "Steiner, an assassin",
+ "playbook_hound_friend_1": "Celene, a sentinel",
+ "playbook_hound_friend_2": "Melvir, a physicker",
+ "playbook_hound_friend_3": "Veleris, a spy",
+ "playbook_hound_friend_4": "Casta, a bounty hunter",
+ "playbook_hound_friends_title": "Deadly Friends",
+ "playbook_hound_xp_condition": "You addressed a challenge with tracking or violence.",
+ "playbook_hull_description": "A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition": "You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2": "You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3": "You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword": "A cane-sword",
+ "playbook_item_a_special_friend": "A special friend",
+ "playbook_item_a_trained_hunting_pet": "A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)": "Bandolier of alchemicals (3)",
+ "playbook_item_black_lotus_resin": "Black lotus resin",
+ "playbook_item_blowgun_&_darts,_syringes": "Blowgun & darts, syringes",
+ "playbook_item_blueprints": "Blueprints",
+ "playbook_item_concealed_palm_pistol": "Concealed palm pistol",
+ "playbook_item_dark-sight_goggles": "Dark-sight goggles",
+ "playbook_item_demonbane_charm": "Demonbane charm",
+ "playbook_item_electroplasm_vials": "Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition": "Electroplasmic ammunition",
+ "playbook_item_entourage": "Entourage",
+ "playbook_item_fine_bottle_of_whiskey": "Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry": "Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements": "Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity": "Fine cover identity",
+ "playbook_item_fine_disguise_kit": "Fine disguise kit",
+ "playbook_item_fine_hand_weapon": "Fine hand weapon",
+ "playbook_item_fine_heavy_weapon": "Fine heavy weapon",
+ "playbook_item_fine_lightning_hook": "Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards": "Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks": "Fine lockpicks",
+ "playbook_item_fine_long_rifle": "Fine long rifle",
+ "playbook_item_fine_pair_of_pistols": "Fine pair of pistols",
+ "playbook_item_fine_personal_weapon": "Fine personal weapon",
+ "playbook_item_fine_shadow_cloak": "Fine shadow cloak",
+ "playbook_item_fine_spirit_mask": "Fine spirit mask",
+ "playbook_item_fine_tinkering_tools": "Fine tinkering tools",
+ "playbook_item_fine_uniform": "Fine uniform",
+ "playbook_item_fine_wrecking_tools": "Fine wrecking tools",
+ "playbook_item_forged_documents": "Forged documents",
+ "playbook_item_gadget": "Gadget",
+ "playbook_item_ghost_key": "Ghost key",
+ "playbook_item_light_climbing_gear": "Light climbing gear",
+ "playbook_item_manacles_&_chain": "Manacles & chain",
+ "playbook_item_protective_suit": "Protective suit",
+ "playbook_item_rage_essence_vial": "Rage essence vial",
+ "playbook_item_rare_book": "Rare book",
+ "playbook_item_scary_weapon_or_tool": "Scary weapon or tool",
+ "playbook_item_silence_potion_vial": "Silence potion vial",
+ "playbook_item_spirit_bottles_(2)": "Spirit bottles (2)",
+ "playbook_item_spiritbane_charm": "Spiritbane charm",
+ "playbook_item_spyglass": "Spyglass",
+ "playbook_item_trance_powder": "Trance powder",
+ "playbook_item_vial_of_slumber_essence": "Vial of slumber essence",
+ "playbook_janissary_description": "A staunch\nprotector\n& lookout",
+ "playbook_janissary_friend_0": "Aziz, a bartender",
+ "playbook_janissary_friend_1": "Hanifa, a maid",
+ "playbook_janissary_friend_2": "Nima, a snitch",
+ "playbook_janissary_friend_3": "Omid, muscle-for-hire",
+ "playbook_janissary_friend_4": "Vishka, a driver",
+ "playbook_janissary_friends_title": "Ordinary Friends",
+ "playbook_janissary_xp_condition": "You addressed a challenge with courage or attention to detail.",
+ "playbook_leech_description": "A Saboteur and\nTechnician",
+ "playbook_leech_friend_0": "Stazia, an apothecary",
+ "playbook_leech_friend_1": "Veldren, a psychonaut",
+ "playbook_leech_friend_2": "Eckerd, a corpse thief",
+ "playbook_leech_friend_3": "Jul, a blood dealer",
+ "playbook_leech_friend_4": "Malista, a priestess",
+ "playbook_leech_friends_title": "Clever Friends",
+ "playbook_leech_xp_condition": "You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description": "A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0": "Telda, a beggar",
+ "playbook_lurk_friend_1": "Darmot, a bluecoat",
+ "playbook_lurk_friend_2": "Frake, a locksmith",
+ "playbook_lurk_friend_3": "Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4": "Petra, a city clerk",
+ "playbook_lurk_friends_title": "Shady Friends",
+ "playbook_lurk_xp_condition": "You addressed a challenge with stealth or evasion.",
+ "playbook_mirage_description": "A master of\nillusions",
+ "playbook_mirage_friend_0": "Arzu, an actress",
+ "playbook_mirage_friend_1": "Durjan Hask, a poet",
+ "playbook_mirage_friend_2": "Elif, a shopkeeper",
+ "playbook_mirage_friend_3": "Nasra Zoshavid, a city officia",
+ "playbook_mirage_friend_4": "Yashua, a street performer",
+ "playbook_mirage_friends_title": "Deceptive Friends",
+ "playbook_mirage_xp_condition": "You addressed a challenge with deception or showmanship.",
+ "playbook_rafiq_description": "A cunning\nintermediary\n& false friend",
+ "playbook_rafiq_friend_0": "Forcha Khoravid, a noble",
+ "playbook_rafiq_friend_1": "Mirza, a youth",
+ "playbook_rafiq_friend_2": "Nusha, a courtesan",
+ "playbook_rafiq_friend_3": "Qarraq, a demon",
+ "playbook_rafiq_friend_4": "Vishka, a kidnapper",
+ "playbook_rafiq_friends_title": "Close Friends",
+ "playbook_rafiq_xp_condition": "You addressed a challenge with subterfuge or influence.",
+ "playbook_rakshasa_description": "A hungry\nghoul",
+ "playbook_rakshasa_friend_0": "Benaz, a prison guard",
+ "playbook_rakshasa_friend_1": "Dameer, a death cultist",
+ "playbook_rakshasa_friend_2": "Mohadisa, an alchemist",
+ "playbook_rakshasa_friend_3": "Nimet, a coal seller",
+ "playbook_rakshasa_friend_4": "Raban, a gravedigger",
+ "playbook_rakshasa_friends_title": "Dirty Friends",
+ "playbook_rakshasa_xp_condition": "You addressed a challenge with stealth or violence.",
+ "playbook_slide_description": "A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0": "Bryl, a drug dealer",
+ "playbook_slide_friend_1": "Bazso Baz, a gang leader",
+ "playbook_slide_friend_2": "Klyra, a tavern owner",
+ "playbook_slide_friend_3": "Nyryx, a prostitute",
+ "playbook_slide_friend_4": "Harker, a jail-bird",
+ "playbook_slide_friends_title": "Sly Friends",
+ "playbook_slide_xp_condition": "You addressed a challenge with deception or in influence.",
+ "playbook_spider_description": "A Devious\nMastermind",
+ "playbook_spider_friend_0": "Salia, an information broker",
+ "playbook_spider_friend_1": "Augus, a master architect",
+ "playbook_spider_friend_2": "Jennah, a servant",
+ "playbook_spider_friend_3": "Riven, a chemist",
+ "playbook_spider_friend_4": "Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title": "Shrewd Friends",
+ "playbook_spider_xp_condition": "You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description": "A spirit animating an undead body",
+ "playbook_vampire_friend_0": "Rutherford, a butler",
+ "playbook_vampire_friend_1": "Lylandra, a consort",
+ "playbook_vampire_friend_2": "Kira, a bodyguard",
+ "playbook_vampire_friend_3": "Otto, a coachman",
+ "playbook_vampire_friend_4": "Edrik, an envoy",
+ "playbook_vampire_friends_title": "Dark Servants",
+ "playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2": "You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3": "You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_vizier_description": "The figure\nbehind the\nthrone",
+ "playbook_vizier_friend_0": "Bilal Maat, an infernalist",
+ "playbook_vizier_friend_1": "Gulrukh, a librarian",
+ "playbook_vizier_friend_2": "Reyasso, an art dealer",
+ "playbook_vizier_friend_3": "Sallahattin, a lecturer",
+ "playbook_vizier_friend_4": "Tamadur Faran, the explorer",
+ "playbook_vizier_friends_title": "Learned Friends",
+ "playbook_vizier_xp_condition": "You addressed a challenge with planning or teamwork.",
+ "playbook_whisper_description": "An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0": "Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1": "Scurlock, a vampire",
+ "playbook_whisper_friend_2": "Setarra, a demon",
+ "playbook_whisper_friend_3": "Quellyn, a witch",
+ "playbook_whisper_friend_4": "Flint, a spirit trafficker",
+ "playbook_whisper_friends_title": "Strange Friends",
+ "playbook_whisper_xp_condition": "You addressed a challenge with knowledge or arcane power.",
+ "playbook_zindiq_description": "A rebellious student of heretical science",
+ "playbook_zindiq_friend_0": "Faizani, a seditionist",
+ "playbook_zindiq_friend_1": "Hoshan, a junkie",
+ "playbook_zindiq_friend_2": "Jade Eyes, a cult leader",
+ "playbook_zindiq_friend_3": "Kashr, a madman",
+ "playbook_zindiq_friend_4": "Lenora Drakewell, a spy",
+ "playbook_zindiq_friends_title": "Volatile Friends",
+ "playbook_zindiq_xp_condition": "You addressed a challenge with rhetoric or destruction.",
+ "playbooks": "Playbooks",
+ "position": "Position",
+ "progress_clock": "progress clock",
+ "protect_a_teammate": "Protect a teammate",
+ "prowess": "Prowess",
+ "prowess_description": "Resist consequences from physical strain or injury.",
+ "prowl": "Prowl",
+ "prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble. Ambush with close violence — a backstab, throat cutting, black-jack, etc.",
+ "push_yourself": "Push yourself",
+ "push_yourself_desc1": " (take 2 ",
+ "push_yourself_desc2": ") — or — accept a ",
+ "quality": "Quality",
+ "quality_abbreviated": "Q:",
+ "quarters": "Quarters",
+ "query_for_consequence": "Query for consequence name when resisting",
+ "quicksilver": "Quicksilver",
+ "rafiq": "Rafiq",
+ "rakshasa": "Rakshasa",
+ "reckless": "Reckless",
+ "recovery": "Recovery",
+ "recoveryblurb": "Get treatment in downtime to activate your healing project clock",
+ "rep": "Rep",
+ "repelled": "Repelled",
+ "reputation": "Reputation",
+ "reset?": "reset?",
+ "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resistance_bonus": "Resistance bonus:",
+ "resists": "resists",
+ "resolve": "Resolve",
+ "resolve_description": "Resist consequences from mental strain or willpower.",
+ "risky": "Risky",
+ "roll-inf": "roll",
+ "roll": "roll",
+ "roll_engagement": "Roll Engagement",
+ "roll_for": "roll for",
+ "roll_fortune": "Roll Fortune",
+ "roll_their": "roll their",
+ "rolls": "rolls",
+ "rolls_for": "rolls for",
+ "rolls_their": "rolls their",
+ "ruthless": "Ruthless",
+ "savage": "Savage",
+ "secretive": "Secretive",
+ "secure": "Secure",
+ "send_details_to_chat": "Send details to chat",
+ "set_up_a_teammate": "Set up a teammate",
+ "shadows": "Shadows",
+ "short": "short",
+ "show_bandolier_slots": "Show bandolier slots",
+ "show_broadcast": "Show broadcast buttons for sending information to chat",
+ "show_cohort_section": "Show cohort section on character sheet",
+ "show_deity": "Show deity fields",
+ "show_extra_trauma_box": "Show an extra trauma box",
+ "show_extra_xp_condition": "Show an extra xp condition",
+ "show_frame_section": "Show frame section (for hulls)",
+ "show_friend_contact_details": "Show friend/contact details",
+ "show_item_description": "Item/upgrade descriptions",
+ "show_origin": "Show origin field",
+ "show_outline": "Show outline for active input fields",
+ "show_vampire_strictures": "Show vampire strictures",
+ "skirmish": "Skirmish",
+ "skirmish_description": "Skirmish with an opponent in close combat; assault or hold a position; brawl and wrestle.",
+ "skullfire_poison": "Skullfire Poison",
+ "slide": "Slide",
+ "slumber": "Slumber",
+ "smoke_bomb": "Smoke Bomb",
+ "smoking": "Smoking",
+ "smugglers": "Smugglers",
+ "social": "Social",
+ "soft": "Soft",
+ "spark_drug": "Spark (drug)",
+ "sparking": "Sparking",
+ "special": "Special",
+ "special_abilities": "Special Abilities",
+ "special_ability": "Special Ability",
+ "spider": "Spider",
+ "spirit_playbooks": "Spirit playbooks",
+ "standstill_poison": "Standstill Poison",
+ "stash": "Stash",
+ "status": "Status",
+ "stealth": "Stealth",
+ "stress": "Stress",
+ "stress_label": "Label to use for stress",
+ "strictures": "Strictures",
+ "strictures_bestial": "When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound": "Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden": "You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled": "Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb": "When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong": "Strong",
+ "study": "Study",
+ "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.",
+ "subterfuge_supplies": "Subterfuge Supplies",
+ "subterfuge_supplies_description": "A theatrical make-up kit. A selection of blank documents, ready for the forger's hand. Costume jewelry. A reversible cloak and distinctive hat. A forged badge of office.",
+ "supplies": "Supplies",
+ "survey": "Survey",
+ "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.",
+ "sway": "Sway",
+ "sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.",
+ "teamwork": "Teamwork",
+ "territorial": "Territorial",
+ "throwing_knives": "Throwing Knives",
+ "throwing_knives_description": "Six small, light blades.",
+ "thugs": "Thugs",
+ "tier": "Tier",
+ "tinker": "Tinker",
+ "tinker_description": "Tinker with mechanisms to create, modify, disable, or repair; disable a trap, pick a lock, or crack a safe. Use the ubiquitous clockwork and electroplasmic devices around the city to your advantage.",
+ "tinkering_tools": "Tinkering Tools",
+ "tinkering_tools_description": "An assortment for detailed mechanist work: jeweler’s loupe, tweezers, a small hammer, pliers, screwdriver, etc.",
+ "tools": "Tools",
+ "training": "Training",
+ "trance_powder": "Trance Powder",
+ "transport": "Transport",
+ "trauma": "Trauma",
+ "trauma_label": "Label to use for trauma",
+ "traumata": "Traumata",
+ "turf": "Turf",
+ "unstable": "Unstable",
+ "upgrade": "Upgrade",
+ "upgrade_boat_description": "You have a boat, a dock on a waterway, and a small shack to store boating supplies. A second upgrade improves the boat with armor and more cargo capacity.",
+ "upgrade_carriage_description": "You have a carriage, two goats to pull it, and a stable. A second upgrade improves the carriage with armor and larger, swifter goats. Horses are very rare in Doskvol — most carriages in the city use the large Akorosian goat as their draft animal.",
+ "upgrade_costs": "Upgrade Costs",
+ "upgrade_documents_description": "+1 quality for Documents.",
+ "upgrade_gear_description": "+1 quality for Burglary Gear and Climbing Gear.",
+ "upgrade_hidden_description": "Your lair has a secret location and is disguised to hide it from view. If your lair is discovered, use two downtime activities and pay coin equal to your Tier to relocate it and hide it once again.",
+ "upgrade_implements_description": "+1 quality for Arcane Implements.",
+ "upgrade_insight_description": "Earn 2 xp when training insight during downtime.",
+ "upgrade_mastery_description": "Your crew has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.",
+ "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.",
+ "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.",
+ "upgrade_quarters_description": "Your lair includes living quarters for the crew. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.",
+ "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.",
+ "upgrade_secure_description": "Your lair has locks, alarms, and traps to thwart intruders. A second upgrade improves the defenses to include arcane measures that work against spirits. You might roll your crew's Tier if these measures are ever put to the test, to see how well they thwart an intruder.",
+ "upgrade_supplies_description": "+1 quality for Subterfuge Supplies.",
+ "upgrade_tools_description": "+1 quality for Demolition Tools and Tinkering Tools.",
+ "upgrade_vault_description": "Your lair has a secure vault, increasing your storage capacity for coin to 8. A second upgrade increases your capacity to 16. A separate part of your vault can be used as a holding cell.",
+ "upgrade_weapons_description": "+1 quality for Weapons.",
+ "upgrade_workshop_description": "Your lair has a workshop appointed with tools for tinkering and alchemy, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your lair.",
+ "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2",
+ "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)",
+ "vampire": "Vampire",
+ "vampire_traits": "Vampire traits",
+ "vampire_viceblurb": "Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault": "Vault",
+ "vaults": "Vaults",
+ "vehicle": "Vehicle",
+ "vehicle_edges_flaws": "Vehicle Edges\nNimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.\nSimple: The vehicle is easy to repair. Remove all of its harm during downtime.\nSturdy: The vehicle keeps operating even when broken.\n\nVehicle Flaws\nCostly: Thee vehicle costs 1 coin per downtime to keep in operation.\nDistinct: Thee vehicle has memorable features. Take +1 heat when you use it on a score.\nFinicky: The vehicle has quirks that only one person understands. When operated without them, the vehicle has -1 quality.",
+ "version": "Version",
+ "vice": "Vice",
+ "vice_info": "Faith — Gambling — Luxury — Obligation — Pleasure — Stupor — Weird",
+ "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor": "Vice / Purveyor",
+ "viceroll1": "(who currently has ",
+ "viceroll2": ") indulges",
+ "vicious": "Vicious",
+ "vigilantes": "Vigilantes",
+ "vizier": "Vizier",
+ "wanted": "Wanted",
+ "wanted_label": "Label to use for Wanted",
+ "wantedroll1": "(who currently have ",
+ "wantedroll2": ") roll for",
+ "war": "War",
+ "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3": "PCs get only one free downtime action instead of two.",
+ "warblurb4": "Take +1 heat from each score.",
+ "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak": "Weak",
+ "weapons": "Weapons",
+ "wear": "Wear",
+ "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:",
+ "whisper": "Whisper",
+ "with": "with",
+ "workshop": "Workshop",
+ "wreck": "Wreck",
+ "wreck_description": "Wreck a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.",
+ "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster": "Bolster your crew's reputation or develop a new one.",
+ "xp_contend": "Contend with challenges above your current station.",
+ "xp_crew_specific": "Enter your crew's specific way to mark XP here.",
+ "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific": "Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra": "Enter another specific way to mark XP here.",
+ "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice": "You struggled with issues from your vice or traumas during the session.",
+ "zerodice": "Zero Dice — take the lowest result above",
+ "zindiq": "Zindiq"
+}
diff --git a/Bluebeard's Bride/translations/ca.json b/Bluebeard's Bride/translations/ca.json
new file mode 100644
index 0000000000..e00a5e46cc
--- /dev/null
+++ b/Bluebeard's Bride/translations/ca.json
@@ -0,0 +1,138 @@
+{
+ "the-sisters": "The Sisters",
+ "sisterly-bonds": "Sisterly Bonds",
+ "wedding-prep": "Wedding Prep",
+ "animus": "Animus",
+ "Animus": "Animus",
+ "animus-desc": "You hold onto righteousness with both hands.\nOthers admire your strength and bow to your will.",
+ "fatale": "Fatale",
+ "Fatale": "Fatale",
+ "fatale-desc": "You drip sensuality from your lips. Others watch your every move and crave for you to take control.",
+ "mother": "Mother",
+ "Mother": "Mother",
+ "mother-desc": "You walk with authority.\n Others ache for your approval,and long for you to soothe their wounds.\n ",
+ "virgin": "Virgin",
+ "Virgin": "Virgin",
+ "virgin-desc": "\n You see beauty where there is none.\n Others seek comfort in your warmth and delight in your obedience.\n ",
+ "witch": "Witch",
+ "Witch": "Witch",
+ "witch-desc": "\n You braid magic from shadow and blood.\n Others desire a taste of your sing and pray for your undoing.\n ",
+ "shattered-desc": "\n When a sister misses her roll, the Groundskeeper may look to you\n to describe what happens to the Bride.
\n Use the following prompts to help describe what happens to the Bride:\n ",
+ "shattered-options": "\n
\n Use the following prompts to help describe what happens to the Bride:\n ",
+ "shattered-options": "\n
Skill %",
+ "damage-u": "Attack Damage",
+ "round-u": "Attack/
Round",
+ "hit-points-u": "Hit Points",
+ "fist-punch-u": "Fist/Punch (50%)",
+ "head-butt-u": "Head Butt (10%)",
+ "kick-u": "Kick (25%)",
+ "grapple-u": "Grapple (25%)",
+ "weapon-u": "Firearm",
+ "base-range-u": "Base
Range",
+ "shots-round-u": "Shots/
Round",
+ "shots-in-gun-u": "Shots
in Gun",
+ "malfunct-number-u": "Malfunct.
Number",
+ "weapon-hp-u": "Hit Points",
+ "personal-data-u": "Personal Data",
+ "residence-u": "Residence",
+ "personal-description-u": "Personal Description",
+ "family-friends-u": "Family & Friends",
+ "insanity-episodes-u": "Episodes of Insanity",
+ "wounds-u": "Wounds & Injuries",
+ "scars-u": "Marks & Scars",
+ "investigator-history-u": "Investigator History",
+ "income-savings-u": "Income & Savings",
+ "income-u": "Income",
+ "cash-u": "Cash on Hand",
+ "savings-u": "Savings",
+ "property-u": "Personal Property",
+ "real-state-u": "Real Estate",
+ "gear-u": "Adventureing Gear & Other Possesions",
+ "books-u": "Mythos Tomes Read",
+ "artifacts-spells-u": "Magical Artifacts / Spells Known",
+ "artifacts-u": "Artifacts",
+ "spells-u": "Spells",
+ "entities-u": "Entities Encountered",
+ "attack-u": "Attack",
+ "roll-u": "Roll",
+ "heal-u": "Healing",
+ "weekly-u": "Weekly",
+ "objective-u": "Objective",
+ "edition-u": "Game edition",
+ "edition-info": "Choose between editions. If you are playing the 6e french edition, please, use the especific sheet, this isn't the one you're looking for. If you convert a game between editions, you will need to change the skills manually."
+}
diff --git a/Call_of_Cthulhu_Spanish/translations/hu.json b/Call_of_Cthulhu_Spanish/translations/hu.json
new file mode 100644
index 0000000000..08dfce6b59
--- /dev/null
+++ b/Call_of_Cthulhu_Spanish/translations/hu.json
@@ -0,0 +1,143 @@
+{
+ "skills-list": "accounting,anthropology,archaeology,astronomy,bargain,biology,chemistry,climb,conceal,credit-rating,cthulhu-mythos,disguise,dodge,drive,electrical-repair,electronics,fast-talk,first-aid,geology,hvy-machine,hide,history,jump,law,library-use,listen,locksmith,martial-arts,mechanical-repair,medicine,navigate,natural-history,occult,own-language-1,own-language-2,persuade,pharmacy,photography,physics,pilot,psychoanalisis,psychology,ride,sneak,spot-hidden,swim,throw,track,handgun,machine-gun,rifle,shotgun,submachine-gun",
+ "investigator-name-u": "Investigator Name",
+ "occupation-u": "Occupation",
+ "sex-u": "Sex",
+ "age-u": "Age",
+ "degrees-u": "Colleges/Degrees",
+ "birthplace-u": "Birthplace",
+ "mental-disorders-u": "Mental Disorders",
+ "res-roll-u": "Resistance Roll",
+ "characteristics-u": "Characteristics & Rolls",
+ "STR-u": "STR",
+ "DEX-u": "DEX",
+ "INT-u": "INT",
+ "idea-u": "Idea",
+ "CON-u": "CON",
+ "APP-u": "APP",
+ "POW-u": "POW",
+ "luck-u": "Luck",
+ "SIZ-u": "SIZ",
+ "SAN-u": "SAN",
+ "EDU-u": "EDU",
+ "know-u": "Know",
+ "max-san-u": "Max Sanity Points",
+ "dmg-bonus-u": "Damage Bonus",
+ "sanity-points-u": "Sanity Points",
+ "stable-sanity-u": "Stable Sanity",
+ "insanity-u": "Insanity",
+ "mp-u": "Magic Points",
+ "stable-mp-u": "Stable Magic Points",
+ "unconscius-u": "Unconscious",
+ "hp-points-u": "Hit Points",
+ "stable-hp-u": "Stable Hit Points",
+ "dead-u": "DEAD",
+ "skills-u": "Investigator Skills",
+ "anthropology-u": "Anthropology (00%)",
+ "archaeology-u": "Archaeology (00%)",
+ "martial-arts-u": "Martial Arts (00%)",
+ "astronomy-u": "Astronomy (00%)",
+ "biology-u": "Biology (00%)",
+ "library-use-u": "Library Use (25%)",
+ "locksmith-u": "Locksmith (00%)",
+ "fast-talk-u": "Fast Talk (05%)",
+ "occult-u": "Occult (05%)",
+ "drive-u": "Drive Auto (20%)",
+ "hvy-machine-u": "Operate Hvy. Machine (00%)",
+ "accounting-u": "Accounting (10%)",
+ "credit-rating-u": "Credit Rating (15%)",
+ "law-u": "Law (05%)",
+ "spot-hidden-u": "Spot Hidden (25%)",
+ "sneak-u": "Sneak (10%)",
+ "disguise-u": "Disguise (00%)",
+ "electrical-repair-u": "Electrical Repair (10%)",
+ "electronics-u": "Electronics (00%)",
+ "ride-u": "Ride (05%)",
+ "listen-u": "Listen (25%)",
+ "dodge-u": "Dodge (DEX x2)",
+ "pharmacy-u": "Pharmacy (00%)",
+ "physics-u": "Physics (00%)",
+ "photography-u": "Photography (10%)",
+ "geology-u": "Geology (00%)",
+ "history-u": "History (20%)",
+ "natural-history-u": "Natural History (10%)",
+ "throw-u": "Throw (25%)",
+ "own-language-u": "Own Language (EDU x5)",
+ "mechanical-repair-u": "Mechanical Repair (20%)",
+ "medicine-u": "Medicine (05%)",
+ "cthulhu-mythos-u": "Cthulhu Mythos (00%)",
+ "swim-u": "Swim (00%)",
+ "conceal-u": "Conceal (15%)",
+ "hide-u": "Hide (10%)",
+ "navigate-u": "Navigate (10%)",
+ "persuade-u": "Persuade (15%)",
+ "pilot-u": "Pilot (00%)",
+ "first-aid-u": "First Aid (30%)",
+ "psychoanalisis-u": "Psychoanalisis (00%)",
+ "psychology-u": "Psychology (05%)",
+ "chemistry-u": "Chemistry (00%)",
+ "bargain-u": "Bargain (05%)",
+ "jump-u": "Jump (25%)",
+ "track-u": "Track (10%)",
+ "climb-u": "Climb (40%)",
+ "firearms-u": "Firearms",
+ "machine-gun-u": "Machine Gun (15%)",
+ "handgun-u": "Handgun (20%)",
+ "rifle-u": "Rifle (25%)",
+ "shotgun-u": "Shotgun (30%)",
+ "submachine-gun-u": "Submachine Gun (15%)",
+ "other-skills-u": "Other Skills",
+ "time-area-u": "Time Area",
+ "art-u": "Art (05%)",
+ "all-ages-u": "anytime",
+ "job-u": "Job (05%)",
+ "computer-u": "Computer Use (00%)",
+ "90s-u": "1990s",
+ "not-1890-u": "not 1890s",
+ "carriage-u": "Drive Carriage (20%)",
+ "1890s-u": "1890s",
+ "other-language-u": "Other Language (00%)",
+ "hand-to-hand-weapons-u": "Hand-To-Hand Weapons",
+ "attack-or-weapon-u": "Attack or Weapon",
+ "current-skill-u": "Current
Skill %",
+ "damage-u": "Attack Damage",
+ "round-u": "Attack/
Round",
+ "hit-points-u": "Hit Points",
+ "fist-punch-u": "Fist/Punch (50%)",
+ "head-butt-u": "Head Butt (10%)",
+ "kick-u": "Kick (25%)",
+ "grapple-u": "Grapple (25%)",
+ "weapon-u": "Firearm",
+ "base-range-u": "Base
Range",
+ "shots-round-u": "Shots/
Round",
+ "shots-in-gun-u": "Shots
in Gun",
+ "malfunct-number-u": "Malfunct.
Number",
+ "weapon-hp-u": "Hit Points",
+ "personal-data-u": "Personal Data",
+ "residence-u": "Residence",
+ "personal-description-u": "Personal Description",
+ "family-friends-u": "Family & Friends",
+ "insanity-episodes-u": "Episodes of Insanity",
+ "wounds-u": "Wounds & Injuries",
+ "scars-u": "Marks & Scars",
+ "investigator-history-u": "Investigator History",
+ "income-savings-u": "Income & Savings",
+ "income-u": "Income",
+ "cash-u": "Cash on Hand",
+ "savings-u": "Savings",
+ "property-u": "Personal Property",
+ "real-state-u": "Real Estate",
+ "gear-u": "Adventureing Gear & Other Possesions",
+ "books-u": "Mythos Tomes Read",
+ "artifacts-spells-u": "Magical Artifacts / Spells Known",
+ "artifacts-u": "Artifacts",
+ "spells-u": "Spells",
+ "entities-u": "Entities Encountered",
+ "attack-u": "Attack",
+ "roll-u": "Roll",
+ "heal-u": "Healing",
+ "weekly-u": "Weekly",
+ "objective-u": "Objective",
+ "edition-u": "Game edition",
+ "edition-info": "Choose between editions. If you are playing the 6e french edition, please, use the especific sheet, this isn't the one you're looking for. If you convert a game between editions, you will need to change the skills manually."
+}
diff --git a/Chronicles of Darkness/translations/ca.json b/Chronicles of Darkness/translations/ca.json
new file mode 100644
index 0000000000..ce9ee043b7
--- /dev/null
+++ b/Chronicles of Darkness/translations/ca.json
@@ -0,0 +1,372 @@
+{
+ "settings": "Settings",
+ "page-1": "Page 1",
+ "page-2": "Page 2",
+ "page-3": "Page 3",
+ "conditions": "Conditions",
+ "first-edition": "1st Edition",
+ "chronicles-of-darkness": "Chronicles of Darkness",
+ "vampire-the-requiem": "Vampire the Requiem",
+ "werewolf-the-forsaken": "Werewolf the Forsaken",
+ "mage-the-awakening": "Mage the Awakening",
+ "promethean-the-create": "Promethean the Created",
+ "changeling-the-lost": "Changeling the Lost",
+ "hunter-the-vigil": "Hunter the Vigil",
+ "geist-the-sin-eaters": "Geist the Sin-Eaters",
+ "mummy-the-curse": "Mummy the Curse",
+ "homebrew": "Homebrew",
+ "second-edition": "2nd Edition",
+ "organization": "Organization",
+ "geist": "Geist",
+ "krewe": "Krewe",
+ "demon-the-descent": "Demon the Descent",
+ "beast-the-primordial": "Beast the Primordial",
+ "deviant-the-renegades": "Deviant the Renegades",
+ "virtue": "Virtue",
+ "vice": "Vice",
+ "age": "Age",
+ "faction": "Faction",
+ "group-name": "Group Name",
+ "abilities": "Abilities",
+ "morality": "Morality",
+ "rank": "Rank",
+ "resource": "Resource",
+ "dark-eras-skills": "Dark Eras Skills",
+ "archery": "Archery",
+ "removes": "removes",
+ "firearms": "Firearms",
+ "ride": "Ride",
+ "drive": "Drive",
+ "enigmas": "Enigmas",
+ "computer": "Computer",
+ "custom-attribute-settings": "Customizable Attribute Settings",
+ "defense-trait": "Defense Trait",
+ "defense-qm": "Defense?",
+ "lowest": "Lowest",
+ "highest": "Highest",
+ "wits": "Wits",
+ "dexterity": "Dexterity",
+ "lowest-plus-ath": "Lowest + Athletics",
+ "lowest-plus-brawl": "Lowest + Brawl",
+ "lowest-plus-weapon": "Lowest + Weaponry",
+ "base-size": "Base Size",
+ "giant": "Giant",
+ "small-framed": "Small Framed",
+ "bonus-health-levels": "Bonus Health Levels",
+ "bonus-willpower-point": "Bonus Willpower Points",
+ "bonus-clarity-points": "Bonus Clarity Points",
+ "species-factor": "Species Factor",
+ "fleet-of-foot": "Fleet of Foot",
+ "fast-reflexes": "Fast Reflexes",
+ "iron-stamina": "Iron Stamina",
+ "dice-roller-u": "DICE ROLLER",
+ "initiative": "Initiative",
+ "sheet-roll": "Sheet Roll",
+ "attack-roll": "Attack Roll",
+ "simple-roll": "Simple Roll",
+ "chance": "Chance",
+ "normal": "Normal",
+ "9-again": "9-Again",
+ "8-again": "8-Again",
+ "dont-reroll": "Don't Reroll 10s",
+ "chance-rote": "Chance Rote",
+ "rote": "Rote",
+ "name": "Name",
+ "mask": "Mask",
+ "blood": "Blood",
+ "life": "Life",
+ "elpis": "Elpis",
+ "needle": "Needle",
+ "root": "Root",
+ "ban": "Ban",
+ "doctrine": "Doctrine",
+ "clan": "Clan",
+ "auspice": "Auspice",
+ "path": "Path",
+ "lineage": "Lineage",
+ "seeming": "Seeming",
+ "archetype": "Archetype",
+ "decree": "Decree",
+ "incarnation": "Incarnation",
+ "family": "Family",
+ "profession": "Profession",
+ "player": "Player",
+ "sin-eater": "Sin-Eater",
+ "creed": "Creed",
+ "dirge": "Dirge",
+ "bone": "Bone",
+ "legend": "Legend",
+ "torment": "Torment",
+ "thread": "Thread",
+ "bloom": "Bloom",
+ "bane": "Bane",
+ "bloodline": "Bloodline",
+ "tribe": "Tribe",
+ "order": "Order",
+ "refinement": "Refinement",
+ "kith": "Kith",
+ "threshold": "Threshold",
+ "burden": "Burden",
+ "guild": "Guild",
+ "agenda": "Agenda",
+ "hunger": "Hunger",
+ "compact": "Compact/Conspiracy",
+ "cronicle": "Chronicle",
+ "concept": "Concept",
+ "covenant": "Covenant",
+ "lodge": "Lodge",
+ "legacy": "Legacy",
+ "athanor": "Athanor",
+ "role": "Role",
+ "court": "Court",
+ "trigger": "Trigger",
+ "judge": "Judge",
+ "catalyst": "Catalyst",
+ "horror": "Horror",
+ "attributes-u": "ATTRIBUTES",
+ "intelligence": "Intelligence",
+ "resolve": "Resolve",
+ "strength": "Strength",
+ "stamina": "Stamina",
+ "presence": "Presence",
+ "manipulation": "Manipulation",
+ "composure": "Composure",
+ "power": "Power",
+ "finesse": "Finesse",
+ "resistance": "Resistance",
+ "skills-u": "SKILLS",
+ "mental": "Mental",
+ "unskilled-min3": "(-3 unskilled)",
+ "academics": "Academics",
+ "crafts": "Crafts",
+ "investigation": "Investigation",
+ "medicine": "Medicine",
+ "occult": "Occult",
+ "politics": "Politics",
+ "science": "Science",
+ "physical": "Physical",
+ "unskilled-min1": "(-1 unskilled)",
+ "athletics": "Athletics",
+ "brawl": "Brawl",
+ "larceny": "Larceny",
+ "stealth": "Stealth",
+ "survival": "Survival",
+ "weaponry": "Weaponry",
+ "social": "Social",
+ "animalken": "Animal Ken",
+ "empathy": "Empathy",
+ "expression": "Expression",
+ "intimidation": "Intimidation",
+ "persuasion": "Persuasion",
+ "socialize": "Socialize",
+ "streetwise": "Streetwise",
+ "subterfuge": "Subterfuge",
+ "other-traits-u": "OTHER TRAITS",
+ "merits": "Merits",
+ "other": "Other",
+ "ceremonies": "Ceremonies",
+ "gifts-rites": "Gifts/Rites",
+ "transmutations": "Transmutations",
+ "contracts": "Contracts",
+ "manifestations": "Manifestations",
+ "haunts": "Haunts",
+ "pillars": "Pillars",
+ "embeds-explo": "Embeds/Exploits",
+ "nightmares-atavisms": "Nightmares/Atavisms",
+ "endowments": "Endowments",
+ "disciplines": "Disciplines",
+ "animalism": "Animalism",
+ "auspex": "Auspex",
+ "celerity": "Celerity",
+ "dominate": "Dominate",
+ "majesty": "Majesty",
+ "nightmare": "Nightmare",
+ "obfuscate": "Obfuscate",
+ "protean": "Protean",
+ "resilience": "Resilience",
+ "vigor": "Vigor",
+ "crúac": "Crúac",
+ "thebansorcery": "Theban Sorcery",
+ "arcana": "Arcana",
+ "death": "Death",
+ "fate": "Fate",
+ "forces": "Forces",
+ "matter": "Matter",
+ "mind": "Mind",
+ "prime": "Prime",
+ "spirit": "Spirit",
+ "space": "Space",
+ "time": "Time",
+ "weapon-attack": "Weapon/Attack",
+ "type": "Type",
+ "damage-short": "Dmg",
+ "range": "Range",
+ "magnitude-short": "Mag",
+ "initiative-short": "Ini",
+ "strength-short": "Str",
+ "size-short": "Sz",
+ "melee": "Melee",
+ "gun": "Gun",
+ "thrown": "Thrown",
+ "brawl-fight-finesse": "Brawl* (Fighting Finesse)",
+ "melee-fight-finesse": "Melee* (Fighting Finesse)",
+ "armor": "Armor",
+ "rating": "Rating",
+ "defence-short": "Def",
+ "speed-short": "Spd",
+ "description-armor": "Description",
+ "remembrances": "Remembrances",
+ "crisis-point-triggers": "Crisis Point Triggers",
+ "hazy": "Hazy",
+ "vague": "Vague",
+ "specific": "Specific",
+ "health": "Health",
+ "corpus": "Corpus",
+ "membership": "Membership",
+ "congregation": "Congregation",
+ "willpower": "Willpower",
+ "integrity": "Integrity",
+ "humanity": "Humanity",
+ "pilgrimage": "Pilgrimage",
+ "harmony": "Harmony",
+ "wisdom": "Wisdom",
+ "clarity": "Clarity",
+ "synergy": "Synergy",
+ "memory": "Memory",
+ "cover": "Cover",
+ "satiety": "Satiety",
+ "standing": "Standing",
+ "blood-potency": "Blood Potency",
+ "primal-urge": "Primal Urge",
+ "gnosis": "Gnosis",
+ "azoth": "Azoth",
+ "wyrd": "Wyrd",
+ "psyche": "Psyche",
+ "esotery": "Esotery",
+ "sekhem": "Sekhem",
+ "primum": "Primum",
+ "lair": "Lair",
+ "vitae": "Vitae",
+ "essence": "Essence",
+ "mana": "Mana",
+ "pyros": "Pyros",
+ "glamour": "Glamour",
+ "plasm": "Plasm",
+ "aether": "Aether",
+ "specializations": "Specializations",
+ "innate-key": "Innate Key",
+ "size": "Size",
+ "speed": "Speed",
+ "defense": "Defense",
+ "experience": "Experience",
+ "beats": "Beats",
+ "members": "Members",
+ "regalia": "Regalia",
+ "roll": "Roll",
+ "action": "Action",
+ "reflexive": "Reflexive",
+ "instant": "Instant",
+ "extended": "Extended",
+ "contested": "Contested",
+ "source": "Source",
+ "flaws": "Flaws",
+ "allies": "Allies",
+ "contacts": "Contacts",
+ "fame": "Fame",
+ "gear-carried": "Gear(Carried)",
+ "vehicles": "Vehicles",
+ "herd": "Herd",
+ "rites-miracles": "Rites/Miracles",
+ "fetishes": "Fetishes",
+ "active-spells": "Active Spells",
+ "nimbus": "Nimbus",
+ "dedicated-magic-tools": "Dedicated Magical Tools",
+ "familiar": "Familiar",
+ "bestowment": "Bestowment",
+ "trait-affinities": "Trait Affinities",
+ "promethean-boon": "Promethean Boon",
+ "repute": "Repute",
+ "entitlement": "Entitlement",
+ "seeming-blessing": "Seeming Blessing",
+ "goblin-contracts": "Goblin Contracts",
+ "harvest": "Harvest",
+ "keystone-memento": "Keystone Memento",
+ "mementos": "Mementos",
+ "touchstones": "Touchstones",
+ "remembrance-traits": "Remembrance Traits",
+ "affinities": "Affinities",
+ "cult": "Cult",
+ "status": "Status",
+ "glitches": "Glitches",
+ "pacts": "Pacts",
+ "interlocks": "Interlocks",
+ "satiety-preferences": "Satiety Preferences",
+ "lessons": "Lessons",
+ "brood": "Brood",
+ "derangements": "Derangements",
+ "mentor": "Mentor",
+ "resources": "Resources",
+ "retainer": "Retainer",
+ "equipment-owned": "Equipment(Owned)",
+ "residence": "Residence",
+ "haven": "Haven",
+ "totem": "Totem",
+ "sanctum": "Sanctum",
+ "tomb": "Tomb",
+ "hollow": "Hollow",
+ "haunt": "Haunt",
+ "cenote": "Cenote",
+ "bolthole": "Bolthole",
+ "viniculum": "Vinculum",
+ "spells-cast-self": "Spells Cast Upon Self",
+ "paradox-marks": "Paradox Marks",
+ "enchanted-items": "Enchanted Items",
+ "thrall": "Thrall",
+ "disfigurements": "Disfigurements",
+ "language": "Language",
+ "redeemed-boon": "Redeemed Boon",
+ "residual-memory": "Residual Memory",
+ "kith-ability": "Kith Ability",
+ "seeming-curse": "Seeming Curse",
+ "pledges": "Pledges",
+ "mantle": "Mantle",
+ "keys": "Keys",
+ "utterances": "Utterances",
+ "vessels": "Vessels",
+ "witnesses": "Witnesses",
+ "demonic-form-abilities": "Demonic Form Abilities",
+ "gadgets": "Gadgets",
+ "covers": "Covers",
+ "family-ties": "Family Ties",
+ "lair-traits": "Lair Traits",
+ "hint": "Hint",
+ "add-conditions": "Try adding conditions with the \"+Add\" button.",
+ "add-conditions-details": "You will be able to specify a title, a description, a resolution condition and a beat condition.",
+ "delete-condition": "In order to delete a Condition:",
+ "delete-condition-step1": "please use \"Modify\" button;",
+ "delete-condition-step2": "press on the red \"trash\" icon;",
+ "delete-condition-step3": "press on the \"Done\" button.",
+ "resolution": "Resolution",
+ "beat": "Beat",
+ "dice-pool": "Dice Pool",
+ "modifiers": "Modifiers",
+ "unarmed": "Unarmed",
+ "copyright": "©2015 CCP hf. Chronicles of Darkness, Vampire: the Requiem, Werewolf: the Forsaken, Mage: the Awakening, Promethean: the Created, Changeling: the Lost, Geist: the Sin-Eaters, Mummy: the Cursed are trademarks of CCP hf, in the U.S.A. and other countries. All CCP hf characters and character names, and the distinctive likeness thereof, are trademarks of CCP hf.",
+ "rolls": "rolls",
+ "wound": "Wound",
+ "penalty": "Penalty",
+ "successes": "Successes",
+ "dice-for": "dice for",
+ "makes-a": "makes a",
+ "attack": "attack",
+ "weapon": "Weapon",
+ "and-misses-with": "and misses with",
+ "and-hits-for": "and hits for",
+ "damage": "Damage",
+ "mortal2-ghost": "Chronicles of Darkness - Ghost",
+ "influence": "Influences",
+ "numina": "Numina",
+ "ephemtype": "Creature",
+ "anchor": "Anchors",
+ "ephemeral-manifestations": "Manifestations"
+}
diff --git a/Chronicles of Darkness/translations/hu.json b/Chronicles of Darkness/translations/hu.json
new file mode 100644
index 0000000000..ce9ee043b7
--- /dev/null
+++ b/Chronicles of Darkness/translations/hu.json
@@ -0,0 +1,372 @@
+{
+ "settings": "Settings",
+ "page-1": "Page 1",
+ "page-2": "Page 2",
+ "page-3": "Page 3",
+ "conditions": "Conditions",
+ "first-edition": "1st Edition",
+ "chronicles-of-darkness": "Chronicles of Darkness",
+ "vampire-the-requiem": "Vampire the Requiem",
+ "werewolf-the-forsaken": "Werewolf the Forsaken",
+ "mage-the-awakening": "Mage the Awakening",
+ "promethean-the-create": "Promethean the Created",
+ "changeling-the-lost": "Changeling the Lost",
+ "hunter-the-vigil": "Hunter the Vigil",
+ "geist-the-sin-eaters": "Geist the Sin-Eaters",
+ "mummy-the-curse": "Mummy the Curse",
+ "homebrew": "Homebrew",
+ "second-edition": "2nd Edition",
+ "organization": "Organization",
+ "geist": "Geist",
+ "krewe": "Krewe",
+ "demon-the-descent": "Demon the Descent",
+ "beast-the-primordial": "Beast the Primordial",
+ "deviant-the-renegades": "Deviant the Renegades",
+ "virtue": "Virtue",
+ "vice": "Vice",
+ "age": "Age",
+ "faction": "Faction",
+ "group-name": "Group Name",
+ "abilities": "Abilities",
+ "morality": "Morality",
+ "rank": "Rank",
+ "resource": "Resource",
+ "dark-eras-skills": "Dark Eras Skills",
+ "archery": "Archery",
+ "removes": "removes",
+ "firearms": "Firearms",
+ "ride": "Ride",
+ "drive": "Drive",
+ "enigmas": "Enigmas",
+ "computer": "Computer",
+ "custom-attribute-settings": "Customizable Attribute Settings",
+ "defense-trait": "Defense Trait",
+ "defense-qm": "Defense?",
+ "lowest": "Lowest",
+ "highest": "Highest",
+ "wits": "Wits",
+ "dexterity": "Dexterity",
+ "lowest-plus-ath": "Lowest + Athletics",
+ "lowest-plus-brawl": "Lowest + Brawl",
+ "lowest-plus-weapon": "Lowest + Weaponry",
+ "base-size": "Base Size",
+ "giant": "Giant",
+ "small-framed": "Small Framed",
+ "bonus-health-levels": "Bonus Health Levels",
+ "bonus-willpower-point": "Bonus Willpower Points",
+ "bonus-clarity-points": "Bonus Clarity Points",
+ "species-factor": "Species Factor",
+ "fleet-of-foot": "Fleet of Foot",
+ "fast-reflexes": "Fast Reflexes",
+ "iron-stamina": "Iron Stamina",
+ "dice-roller-u": "DICE ROLLER",
+ "initiative": "Initiative",
+ "sheet-roll": "Sheet Roll",
+ "attack-roll": "Attack Roll",
+ "simple-roll": "Simple Roll",
+ "chance": "Chance",
+ "normal": "Normal",
+ "9-again": "9-Again",
+ "8-again": "8-Again",
+ "dont-reroll": "Don't Reroll 10s",
+ "chance-rote": "Chance Rote",
+ "rote": "Rote",
+ "name": "Name",
+ "mask": "Mask",
+ "blood": "Blood",
+ "life": "Life",
+ "elpis": "Elpis",
+ "needle": "Needle",
+ "root": "Root",
+ "ban": "Ban",
+ "doctrine": "Doctrine",
+ "clan": "Clan",
+ "auspice": "Auspice",
+ "path": "Path",
+ "lineage": "Lineage",
+ "seeming": "Seeming",
+ "archetype": "Archetype",
+ "decree": "Decree",
+ "incarnation": "Incarnation",
+ "family": "Family",
+ "profession": "Profession",
+ "player": "Player",
+ "sin-eater": "Sin-Eater",
+ "creed": "Creed",
+ "dirge": "Dirge",
+ "bone": "Bone",
+ "legend": "Legend",
+ "torment": "Torment",
+ "thread": "Thread",
+ "bloom": "Bloom",
+ "bane": "Bane",
+ "bloodline": "Bloodline",
+ "tribe": "Tribe",
+ "order": "Order",
+ "refinement": "Refinement",
+ "kith": "Kith",
+ "threshold": "Threshold",
+ "burden": "Burden",
+ "guild": "Guild",
+ "agenda": "Agenda",
+ "hunger": "Hunger",
+ "compact": "Compact/Conspiracy",
+ "cronicle": "Chronicle",
+ "concept": "Concept",
+ "covenant": "Covenant",
+ "lodge": "Lodge",
+ "legacy": "Legacy",
+ "athanor": "Athanor",
+ "role": "Role",
+ "court": "Court",
+ "trigger": "Trigger",
+ "judge": "Judge",
+ "catalyst": "Catalyst",
+ "horror": "Horror",
+ "attributes-u": "ATTRIBUTES",
+ "intelligence": "Intelligence",
+ "resolve": "Resolve",
+ "strength": "Strength",
+ "stamina": "Stamina",
+ "presence": "Presence",
+ "manipulation": "Manipulation",
+ "composure": "Composure",
+ "power": "Power",
+ "finesse": "Finesse",
+ "resistance": "Resistance",
+ "skills-u": "SKILLS",
+ "mental": "Mental",
+ "unskilled-min3": "(-3 unskilled)",
+ "academics": "Academics",
+ "crafts": "Crafts",
+ "investigation": "Investigation",
+ "medicine": "Medicine",
+ "occult": "Occult",
+ "politics": "Politics",
+ "science": "Science",
+ "physical": "Physical",
+ "unskilled-min1": "(-1 unskilled)",
+ "athletics": "Athletics",
+ "brawl": "Brawl",
+ "larceny": "Larceny",
+ "stealth": "Stealth",
+ "survival": "Survival",
+ "weaponry": "Weaponry",
+ "social": "Social",
+ "animalken": "Animal Ken",
+ "empathy": "Empathy",
+ "expression": "Expression",
+ "intimidation": "Intimidation",
+ "persuasion": "Persuasion",
+ "socialize": "Socialize",
+ "streetwise": "Streetwise",
+ "subterfuge": "Subterfuge",
+ "other-traits-u": "OTHER TRAITS",
+ "merits": "Merits",
+ "other": "Other",
+ "ceremonies": "Ceremonies",
+ "gifts-rites": "Gifts/Rites",
+ "transmutations": "Transmutations",
+ "contracts": "Contracts",
+ "manifestations": "Manifestations",
+ "haunts": "Haunts",
+ "pillars": "Pillars",
+ "embeds-explo": "Embeds/Exploits",
+ "nightmares-atavisms": "Nightmares/Atavisms",
+ "endowments": "Endowments",
+ "disciplines": "Disciplines",
+ "animalism": "Animalism",
+ "auspex": "Auspex",
+ "celerity": "Celerity",
+ "dominate": "Dominate",
+ "majesty": "Majesty",
+ "nightmare": "Nightmare",
+ "obfuscate": "Obfuscate",
+ "protean": "Protean",
+ "resilience": "Resilience",
+ "vigor": "Vigor",
+ "crúac": "Crúac",
+ "thebansorcery": "Theban Sorcery",
+ "arcana": "Arcana",
+ "death": "Death",
+ "fate": "Fate",
+ "forces": "Forces",
+ "matter": "Matter",
+ "mind": "Mind",
+ "prime": "Prime",
+ "spirit": "Spirit",
+ "space": "Space",
+ "time": "Time",
+ "weapon-attack": "Weapon/Attack",
+ "type": "Type",
+ "damage-short": "Dmg",
+ "range": "Range",
+ "magnitude-short": "Mag",
+ "initiative-short": "Ini",
+ "strength-short": "Str",
+ "size-short": "Sz",
+ "melee": "Melee",
+ "gun": "Gun",
+ "thrown": "Thrown",
+ "brawl-fight-finesse": "Brawl* (Fighting Finesse)",
+ "melee-fight-finesse": "Melee* (Fighting Finesse)",
+ "armor": "Armor",
+ "rating": "Rating",
+ "defence-short": "Def",
+ "speed-short": "Spd",
+ "description-armor": "Description",
+ "remembrances": "Remembrances",
+ "crisis-point-triggers": "Crisis Point Triggers",
+ "hazy": "Hazy",
+ "vague": "Vague",
+ "specific": "Specific",
+ "health": "Health",
+ "corpus": "Corpus",
+ "membership": "Membership",
+ "congregation": "Congregation",
+ "willpower": "Willpower",
+ "integrity": "Integrity",
+ "humanity": "Humanity",
+ "pilgrimage": "Pilgrimage",
+ "harmony": "Harmony",
+ "wisdom": "Wisdom",
+ "clarity": "Clarity",
+ "synergy": "Synergy",
+ "memory": "Memory",
+ "cover": "Cover",
+ "satiety": "Satiety",
+ "standing": "Standing",
+ "blood-potency": "Blood Potency",
+ "primal-urge": "Primal Urge",
+ "gnosis": "Gnosis",
+ "azoth": "Azoth",
+ "wyrd": "Wyrd",
+ "psyche": "Psyche",
+ "esotery": "Esotery",
+ "sekhem": "Sekhem",
+ "primum": "Primum",
+ "lair": "Lair",
+ "vitae": "Vitae",
+ "essence": "Essence",
+ "mana": "Mana",
+ "pyros": "Pyros",
+ "glamour": "Glamour",
+ "plasm": "Plasm",
+ "aether": "Aether",
+ "specializations": "Specializations",
+ "innate-key": "Innate Key",
+ "size": "Size",
+ "speed": "Speed",
+ "defense": "Defense",
+ "experience": "Experience",
+ "beats": "Beats",
+ "members": "Members",
+ "regalia": "Regalia",
+ "roll": "Roll",
+ "action": "Action",
+ "reflexive": "Reflexive",
+ "instant": "Instant",
+ "extended": "Extended",
+ "contested": "Contested",
+ "source": "Source",
+ "flaws": "Flaws",
+ "allies": "Allies",
+ "contacts": "Contacts",
+ "fame": "Fame",
+ "gear-carried": "Gear(Carried)",
+ "vehicles": "Vehicles",
+ "herd": "Herd",
+ "rites-miracles": "Rites/Miracles",
+ "fetishes": "Fetishes",
+ "active-spells": "Active Spells",
+ "nimbus": "Nimbus",
+ "dedicated-magic-tools": "Dedicated Magical Tools",
+ "familiar": "Familiar",
+ "bestowment": "Bestowment",
+ "trait-affinities": "Trait Affinities",
+ "promethean-boon": "Promethean Boon",
+ "repute": "Repute",
+ "entitlement": "Entitlement",
+ "seeming-blessing": "Seeming Blessing",
+ "goblin-contracts": "Goblin Contracts",
+ "harvest": "Harvest",
+ "keystone-memento": "Keystone Memento",
+ "mementos": "Mementos",
+ "touchstones": "Touchstones",
+ "remembrance-traits": "Remembrance Traits",
+ "affinities": "Affinities",
+ "cult": "Cult",
+ "status": "Status",
+ "glitches": "Glitches",
+ "pacts": "Pacts",
+ "interlocks": "Interlocks",
+ "satiety-preferences": "Satiety Preferences",
+ "lessons": "Lessons",
+ "brood": "Brood",
+ "derangements": "Derangements",
+ "mentor": "Mentor",
+ "resources": "Resources",
+ "retainer": "Retainer",
+ "equipment-owned": "Equipment(Owned)",
+ "residence": "Residence",
+ "haven": "Haven",
+ "totem": "Totem",
+ "sanctum": "Sanctum",
+ "tomb": "Tomb",
+ "hollow": "Hollow",
+ "haunt": "Haunt",
+ "cenote": "Cenote",
+ "bolthole": "Bolthole",
+ "viniculum": "Vinculum",
+ "spells-cast-self": "Spells Cast Upon Self",
+ "paradox-marks": "Paradox Marks",
+ "enchanted-items": "Enchanted Items",
+ "thrall": "Thrall",
+ "disfigurements": "Disfigurements",
+ "language": "Language",
+ "redeemed-boon": "Redeemed Boon",
+ "residual-memory": "Residual Memory",
+ "kith-ability": "Kith Ability",
+ "seeming-curse": "Seeming Curse",
+ "pledges": "Pledges",
+ "mantle": "Mantle",
+ "keys": "Keys",
+ "utterances": "Utterances",
+ "vessels": "Vessels",
+ "witnesses": "Witnesses",
+ "demonic-form-abilities": "Demonic Form Abilities",
+ "gadgets": "Gadgets",
+ "covers": "Covers",
+ "family-ties": "Family Ties",
+ "lair-traits": "Lair Traits",
+ "hint": "Hint",
+ "add-conditions": "Try adding conditions with the \"+Add\" button.",
+ "add-conditions-details": "You will be able to specify a title, a description, a resolution condition and a beat condition.",
+ "delete-condition": "In order to delete a Condition:",
+ "delete-condition-step1": "please use \"Modify\" button;",
+ "delete-condition-step2": "press on the red \"trash\" icon;",
+ "delete-condition-step3": "press on the \"Done\" button.",
+ "resolution": "Resolution",
+ "beat": "Beat",
+ "dice-pool": "Dice Pool",
+ "modifiers": "Modifiers",
+ "unarmed": "Unarmed",
+ "copyright": "©2015 CCP hf. Chronicles of Darkness, Vampire: the Requiem, Werewolf: the Forsaken, Mage: the Awakening, Promethean: the Created, Changeling: the Lost, Geist: the Sin-Eaters, Mummy: the Cursed are trademarks of CCP hf, in the U.S.A. and other countries. All CCP hf characters and character names, and the distinctive likeness thereof, are trademarks of CCP hf.",
+ "rolls": "rolls",
+ "wound": "Wound",
+ "penalty": "Penalty",
+ "successes": "Successes",
+ "dice-for": "dice for",
+ "makes-a": "makes a",
+ "attack": "attack",
+ "weapon": "Weapon",
+ "and-misses-with": "and misses with",
+ "and-hits-for": "and hits for",
+ "damage": "Damage",
+ "mortal2-ghost": "Chronicles of Darkness - Ghost",
+ "influence": "Influences",
+ "numina": "Numina",
+ "ephemtype": "Creature",
+ "anchor": "Anchors",
+ "ephemeral-manifestations": "Manifestations"
+}
diff --git a/City Of Mist Official/translations/ca.json b/City Of Mist Official/translations/ca.json
new file mode 100644
index 0000000000..718862ed07
--- /dev/null
+++ b/City Of Mist Official/translations/ca.json
@@ -0,0 +1,160 @@
+{
+ "Improvement-1": "Improvement 1",
+ "Improvement-2": "Improvement 2",
+ "Improvement-3": "Improvement 3",
+ "Improvement-4": "Improvement 4",
+ "Improvement-5": "Improvement 5",
+ "LOGOS": "LOGOS:",
+ "MYTHOS": "MYTHOS:",
+ "TAG:": "TAG:",
+ "adaptation": "Adaptation",
+ "ally": "Ally",
+ "attn": "ATTN:",
+ "base-of-operation": "Base of Operation",
+ "bastion": "Bastion",
+ "build-up": "BUILD-UP:",
+ "burn-tag-for-hit": "BURN TAG FOR HIT -",
+ "change-game-button": "Change The Game",
+ "change-game-dynamite": "You get Juice=Power (min 3). Spend your Juice, 1 for 1, to gain the following effects:
Additionaly you can choose to activate one of the following special effects by spending 1 juice:
By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.",
+ "change-game-fail": "You miss! The MC can invoke one of their MC moves.",
+ "change-game-great-succ": "You get Juice=Power (min 2). Spend your Juice, 1 for 1, to gain the following effects:
By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.",
+ "change-game-min-succ": "You get Juice=Power (min 1). Spend your Juice, 1 for 1, to gain the following effects:
By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.",
+ "change-the-game-button": "Change The Game",
+ "character-card": "CHARACTER CARD",
+ "character-name": "CHARACTER NAME",
+ "character-notes": "Character notes...",
+ "cinematic-move": "Cinematic Move",
+ "cinematic-move-desc": "Cinematic Move When answers to your Mystery are within reach, but you forego them, mark Fade on that Mystery’s theme.
When your Identity demands you act or speak in a given way and you don’t, mark Crack on that Identity’s theme.
When you sacrifice something you truly want in order to abide by your Identity, mark Attention on that Identity’s theme.",
+ "cinematic-moves": "CINEMATIC MOVES",
+ "clues": "CLUES",
+ "concept": "Concept...",
+ "conjuration": "Conjuration",
+ "convince-button": "Convince",
+ "convince-dynamite": "Choose a relevant status with tier=Power. Your target can choose either to take the status or change their agenda to include yours and take a tier-2 temporary status representing your influence.",
+ "convince-fail": "You miss! The MC can invoke one of their MC moves.",
+ "convince-great-succ": "Choose a relevant status with tier=Power. Your target can choose either to take the status or change their agenda to include yours, at least for the time being.",
+ "convince-mid-succ": "Choose a relevant status with tier=Power. Your target can choose either to take the status or give in a little, but protect their own agenda.",
+ "core-moves": "CORE MOVES",
+ "crack": "CRACK:",
+ "credits-button": "Geek Out During Credits",
+ "credits-button-desc": "At the end of the session, when the credits-button roll, go around the table. Each player can answer one or more of the following questions:
",
+ "credits-desc": "At the end of the session, when the credits roll, go around the table. Each player can answer one or more of the following questions:
Recover a burnt crew power tag or mark Attention on a crew theme.
Add one Help point or one Hurt point next to their name on your character card.
Write down the answer under FLIPSIDE on that theme’s card.
",
+ "crew": "CREW:",
+ "crew-theme": "CREW THEME",
+ "defining-event": "Defining Event",
+ "defining-relationship": "Defining Relationship",
+ "destiny": "Destiny",
+ "disable-desc": "DISABLE DESCRIPTIONS -",
+ "divination": "Divination",
+ "divinination": "Divination",
+ "downtime-button": "Montage (Downtime)",
+ "downtime-button-desc": "Whenever your character has some downtime-button, choose one way to spend it:
Recover a burnt crew power tag or mark Attention on a crew theme.
Add one Help point or one Hurt point next to their name on your character card.
Write down the answer under FLIPSIDE on that theme’s card.
The MC can cue into any of the montage events and continue them as scenes.",
+ "downtime-desc": "Whenever your character has some downtime, choose one way to spend it:
The MC can cue into any of the montage events and continue them as scenes.",
+ "eliminate-nemeses": "Get closure from your Nemeses",
+ "end-of-road": "End Of The Road",
+ "end-road-desc": "If your Identity ever becomes resolved, rephrase it in the same spirit to describe a new goal, a greater scope, a new angle, etc. Alternatively, if this aspect of your life truly ended, you may replace this Identity’s theme.",
+ "expression": "Expression",
+ "extra-theme": "Gain an extra theme",
+ "face-danger": "Face Danger",
+ "face-danger-button": "Face Danger",
+ "face-danger-desc": "You avoid the status completely and choose one:
",
+ "face-danger-fail": "You miss! You take the full status.",
+ "face-danger-max-succ": "You fend off the effect and take no status at all. ",
+ "face-danger-min-succ": "You take the status, but with -1 tier.",
+ "fade": "FADE:",
+ "find-answers-button": "Finally, Some Answers",
+ "find-mistery-desc": "When you find answers to your Mystery, choose one, two, or all three:
You gain a deeper understanding of your Mythos, of the subject of your Mystery, or of the link between your Mystery and your Mythos. Mark Attention on the theme to which this Mystery belongs.
You are shocked by the discovery to the point of rejecting your Mythos or an aspect of your ordinary life. Mark Fade or Crack on any theme.
Your questions are answered. Choose a new Mystery for this theme.",
+ "flashback-button": "Flashback",
+ "flashback-button-desc": "Once per session, when you have the spotlight",
+ "flashback-desc": "Once per session, when you have the spotlight",
+ "flip-card": "FLIP CARD",
+ "flipside": "FLIPSIDE:",
+ "flipside-theme-lost-replace": "What does it mean for this theme to be lost? What theme would replace it?",
+ "great-success": "Great Success",
+ "hard-choice-button": "Make A Hard Choice",
+ "help": "HELP",
+ "hit-with-all-button": "Hit With All You've Got",
+ "hit-with-all-dynamite": "You give the target an appropriate status of your choice with tier=Power. Choose 1:
Standard list:
",
+ "hit-with-all-fail": "You miss! The MC can invoke one of their MC moves.",
+ "hit-with-all-max-succ": "You give the target an appropriate status of your choice with tier=Power. Choose 2:
",
+ "hit-with-all-min-succ": "You give the target an appropriate status of your choice with tier=Power. Choose 1:
",
+ "hurt": "HURT",
+ "identity": "Identity...",
+ "improvements": "IMPROVEMENTS:",
+ "instructions": "1. Describe your character’s action.
2. Activate the Tags and Statuses relevant to your character's action.
3. Press the button for the Move your action triggers.
4. Follow the outcome description based on your score.",
+ "investigate-button": "Investigate",
+ "investigate-dynamite": "Your investigation reveals a key detail. The MC will reveal the most valuable detail in the scene that your investigation could reveal.
Additionally you get Clues=Power. Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead.",
+ "investigate-fail": "You miss! The MC can invoke one of their MC moves.",
+ "investigate-max-succ": "You get Clues=Power.
Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead.",
+ "investigate-min-succ": "You get Clues=Power.
Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead. They can also choose 1:
",
+ "juice": "JUICE",
+ "leave-city": "Leave the City",
+ "logos-who-am-i": "Who I am I in my everyday life in the city?",
+ "make-core-move": "Make one Core Move *Dynamite!*",
+ "mild-success": "Mild Success",
+ "minus": "MINUS",
+ "miss": "Miss",
+ "mission": "Mission",
+ "mobility": "Mobility",
+ "moments-evolution": "Moments of Evolution:",
+ "monologue-button": "Voiceover Monologue",
+ "monologue-button-desc": "At the beginning of every session, one player goes into a monologue-button as his or her character, relating the character’s thoughts and feelings at this point in the story.",
+ "mystery": "Mystery...",
+ "mystery-identity": "Mystery/Identity...",
+ "mythos-legend": "Which legend has taken root in me?",
+ "notes": "NOTES:",
+ "personality": "Personality",
+ "player-character": "Player Character",
+ "plus": "PLUS",
+ "possessions": "Possessions",
+ "power": "Power:",
+ "power-tag": "Power Tag",
+ "power-tag-generic": "Choose another broad power tag",
+ "power-tag-type": "Power Tag",
+ "power-title": "POWER",
+ "relic": "Relic",
+ "reset": "RESET",
+ "result": "Result:",
+ "result-10+": "Result 10+ : ",
+ "result-12+": "Result 12+ : ",
+ "result-6-": "Result 6- : ",
+ "result-7-9": "Result 7-9 : ",
+ "ride": "Ride",
+ "roll-dynamite": "ROLL DYNAMITE -",
+ "rolls-a": "rolls a",
+ "routine": "Routine",
+ "see-through-mist": "See through the Mist",
+ "sneak-around-button": "Sneak Around",
+ "sneak-around-dynamite": "Your target is so entirely fooled by your subterfuge that you can continue to move and/or act completely undetected by this target for the rest of the scene.",
+ "sneak-around-fail": "You miss! The MC can invoke one of their MC moves.",
+ "sneak-around-max-succ": "Everyone that should fall for it falls for it.",
+ "sneak-around-min-succ": "It got complicated. The MC chooses one:
",
+ "stop-holding-back-button": "Stop. Holding. Back.",
+ "stop-holding-back-button-dynamite": "You achieve exactly what you wanted to achieve and pay the price:
Significant: Mark Fade/Crack on one theme.
No Return: Mark Fade/Crack and burn all the power tags on one theme.
Ultimate: Replace one theme.",
+ "stop-holding-back-button-fail": "You lose control over your powers or fail to use them as planned. The MC will decide how, and what the consequences are. You also pay the price:
Significant: Mark Fade/Crack and burn all the power tags on one theme.
No Return: Replace one theme.
Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.",
+ "stop-holding-back-button-min-succ": "You achieve exactly what you wanted to achieve and pay the price:
Significant: Mark Fade/Crack and burn all the power tags on one theme.
No Return: Replace one theme.
Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.",
+ "stop-holding-back-min-succ": "You achieve exactly what you wanted to achieve and pay the price:
Significant: Mark Fade/Crack and burn all the power tags on one theme.
No Return: Replace one theme.
Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.",
+ "story-tag": "STORY TAG",
+ "subversion": "Subversion",
+ "subversione": "Subversion",
+ "take-a-risk-button": "Take The Risk",
+ "take-risk-button": "Take A Risk",
+ "take-risk-dynamite": "You pull it off spectacularly and even turn the situation to your advantage. (Juice=2)",
+ "take-risk-fail": "You miss! The MC can invoke one of their MC moves.",
+ "take-risk-max-succ": "You do it, somehow.",
+ "take-risk-min-succ": "Things get messy. The MC will offer you a hard bargain or an ugly choice.",
+ "takes-spotlight": "takes the spotlight!",
+ "text": "text...",
+ "theme-title": "THEME TITLE",
+ "toe-to-toe-button": "Go Toe To Toe",
+ "toe-to-toe-dynamite": "You get all three
",
+ "toe-to-toe-fail": "You miss! The MC can invoke one of their MC moves.",
+ "toe-to-toe-max-succ": "Choose 2:
",
+ "toe-to-toe-min-succ": "Choose 1:
",
+ "tracking-card": "TRACKING CARD",
+ "tracking-card-only-npc": "TRACKING CARDS ONLY (NPC)",
+ "training": "Training",
+ "transformation": "Go through a transformation",
+ "turf": "Turf",
+ "weakness-tag": "Weakness Tag"
+}
\ No newline at end of file
diff --git a/City Of Mist Official/translations/hu.json b/City Of Mist Official/translations/hu.json
new file mode 100644
index 0000000000..718862ed07
--- /dev/null
+++ b/City Of Mist Official/translations/hu.json
@@ -0,0 +1,160 @@
+{
+ "Improvement-1": "Improvement 1",
+ "Improvement-2": "Improvement 2",
+ "Improvement-3": "Improvement 3",
+ "Improvement-4": "Improvement 4",
+ "Improvement-5": "Improvement 5",
+ "LOGOS": "LOGOS:",
+ "MYTHOS": "MYTHOS:",
+ "TAG:": "TAG:",
+ "adaptation": "Adaptation",
+ "ally": "Ally",
+ "attn": "ATTN:",
+ "base-of-operation": "Base of Operation",
+ "bastion": "Bastion",
+ "build-up": "BUILD-UP:",
+ "burn-tag-for-hit": "BURN TAG FOR HIT -",
+ "change-game-button": "Change The Game",
+ "change-game-dynamite": "You get Juice=Power (min 3). Spend your Juice, 1 for 1, to gain the following effects:
Additionaly you can choose to activate one of the following special effects by spending 1 juice:
By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.",
+ "change-game-fail": "You miss! The MC can invoke one of their MC moves.",
+ "change-game-great-succ": "You get Juice=Power (min 2). Spend your Juice, 1 for 1, to gain the following effects:
By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.",
+ "change-game-min-succ": "You get Juice=Power (min 1). Spend your Juice, 1 for 1, to gain the following effects:
By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.",
+ "change-the-game-button": "Change The Game",
+ "character-card": "CHARACTER CARD",
+ "character-name": "CHARACTER NAME",
+ "character-notes": "Character notes...",
+ "cinematic-move": "Cinematic Move",
+ "cinematic-move-desc": "Cinematic Move When answers to your Mystery are within reach, but you forego them, mark Fade on that Mystery’s theme.
When your Identity demands you act or speak in a given way and you don’t, mark Crack on that Identity’s theme.
When you sacrifice something you truly want in order to abide by your Identity, mark Attention on that Identity’s theme.",
+ "cinematic-moves": "CINEMATIC MOVES",
+ "clues": "CLUES",
+ "concept": "Concept...",
+ "conjuration": "Conjuration",
+ "convince-button": "Convince",
+ "convince-dynamite": "Choose a relevant status with tier=Power. Your target can choose either to take the status or change their agenda to include yours and take a tier-2 temporary status representing your influence.",
+ "convince-fail": "You miss! The MC can invoke one of their MC moves.",
+ "convince-great-succ": "Choose a relevant status with tier=Power. Your target can choose either to take the status or change their agenda to include yours, at least for the time being.",
+ "convince-mid-succ": "Choose a relevant status with tier=Power. Your target can choose either to take the status or give in a little, but protect their own agenda.",
+ "core-moves": "CORE MOVES",
+ "crack": "CRACK:",
+ "credits-button": "Geek Out During Credits",
+ "credits-button-desc": "At the end of the session, when the credits-button roll, go around the table. Each player can answer one or more of the following questions:
",
+ "credits-desc": "At the end of the session, when the credits roll, go around the table. Each player can answer one or more of the following questions:
Recover a burnt crew power tag or mark Attention on a crew theme.
Add one Help point or one Hurt point next to their name on your character card.
Write down the answer under FLIPSIDE on that theme’s card.
",
+ "crew": "CREW:",
+ "crew-theme": "CREW THEME",
+ "defining-event": "Defining Event",
+ "defining-relationship": "Defining Relationship",
+ "destiny": "Destiny",
+ "disable-desc": "DISABLE DESCRIPTIONS -",
+ "divination": "Divination",
+ "divinination": "Divination",
+ "downtime-button": "Montage (Downtime)",
+ "downtime-button-desc": "Whenever your character has some downtime-button, choose one way to spend it:
Recover a burnt crew power tag or mark Attention on a crew theme.
Add one Help point or one Hurt point next to their name on your character card.
Write down the answer under FLIPSIDE on that theme’s card.
The MC can cue into any of the montage events and continue them as scenes.",
+ "downtime-desc": "Whenever your character has some downtime, choose one way to spend it:
The MC can cue into any of the montage events and continue them as scenes.",
+ "eliminate-nemeses": "Get closure from your Nemeses",
+ "end-of-road": "End Of The Road",
+ "end-road-desc": "If your Identity ever becomes resolved, rephrase it in the same spirit to describe a new goal, a greater scope, a new angle, etc. Alternatively, if this aspect of your life truly ended, you may replace this Identity’s theme.",
+ "expression": "Expression",
+ "extra-theme": "Gain an extra theme",
+ "face-danger": "Face Danger",
+ "face-danger-button": "Face Danger",
+ "face-danger-desc": "You avoid the status completely and choose one:
",
+ "face-danger-fail": "You miss! You take the full status.",
+ "face-danger-max-succ": "You fend off the effect and take no status at all. ",
+ "face-danger-min-succ": "You take the status, but with -1 tier.",
+ "fade": "FADE:",
+ "find-answers-button": "Finally, Some Answers",
+ "find-mistery-desc": "When you find answers to your Mystery, choose one, two, or all three:
You gain a deeper understanding of your Mythos, of the subject of your Mystery, or of the link between your Mystery and your Mythos. Mark Attention on the theme to which this Mystery belongs.
You are shocked by the discovery to the point of rejecting your Mythos or an aspect of your ordinary life. Mark Fade or Crack on any theme.
Your questions are answered. Choose a new Mystery for this theme.",
+ "flashback-button": "Flashback",
+ "flashback-button-desc": "Once per session, when you have the spotlight",
+ "flashback-desc": "Once per session, when you have the spotlight",
+ "flip-card": "FLIP CARD",
+ "flipside": "FLIPSIDE:",
+ "flipside-theme-lost-replace": "What does it mean for this theme to be lost? What theme would replace it?",
+ "great-success": "Great Success",
+ "hard-choice-button": "Make A Hard Choice",
+ "help": "HELP",
+ "hit-with-all-button": "Hit With All You've Got",
+ "hit-with-all-dynamite": "You give the target an appropriate status of your choice with tier=Power. Choose 1:
Standard list:
",
+ "hit-with-all-fail": "You miss! The MC can invoke one of their MC moves.",
+ "hit-with-all-max-succ": "You give the target an appropriate status of your choice with tier=Power. Choose 2:
",
+ "hit-with-all-min-succ": "You give the target an appropriate status of your choice with tier=Power. Choose 1:
",
+ "hurt": "HURT",
+ "identity": "Identity...",
+ "improvements": "IMPROVEMENTS:",
+ "instructions": "1. Describe your character’s action.
2. Activate the Tags and Statuses relevant to your character's action.
3. Press the button for the Move your action triggers.
4. Follow the outcome description based on your score.",
+ "investigate-button": "Investigate",
+ "investigate-dynamite": "Your investigation reveals a key detail. The MC will reveal the most valuable detail in the scene that your investigation could reveal.
Additionally you get Clues=Power. Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead.",
+ "investigate-fail": "You miss! The MC can invoke one of their MC moves.",
+ "investigate-max-succ": "You get Clues=Power.
Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead.",
+ "investigate-min-succ": "You get Clues=Power.
Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead. They can also choose 1:
",
+ "juice": "JUICE",
+ "leave-city": "Leave the City",
+ "logos-who-am-i": "Who I am I in my everyday life in the city?",
+ "make-core-move": "Make one Core Move *Dynamite!*",
+ "mild-success": "Mild Success",
+ "minus": "MINUS",
+ "miss": "Miss",
+ "mission": "Mission",
+ "mobility": "Mobility",
+ "moments-evolution": "Moments of Evolution:",
+ "monologue-button": "Voiceover Monologue",
+ "monologue-button-desc": "At the beginning of every session, one player goes into a monologue-button as his or her character, relating the character’s thoughts and feelings at this point in the story.",
+ "mystery": "Mystery...",
+ "mystery-identity": "Mystery/Identity...",
+ "mythos-legend": "Which legend has taken root in me?",
+ "notes": "NOTES:",
+ "personality": "Personality",
+ "player-character": "Player Character",
+ "plus": "PLUS",
+ "possessions": "Possessions",
+ "power": "Power:",
+ "power-tag": "Power Tag",
+ "power-tag-generic": "Choose another broad power tag",
+ "power-tag-type": "Power Tag",
+ "power-title": "POWER",
+ "relic": "Relic",
+ "reset": "RESET",
+ "result": "Result:",
+ "result-10+": "Result 10+ : ",
+ "result-12+": "Result 12+ : ",
+ "result-6-": "Result 6- : ",
+ "result-7-9": "Result 7-9 : ",
+ "ride": "Ride",
+ "roll-dynamite": "ROLL DYNAMITE -",
+ "rolls-a": "rolls a",
+ "routine": "Routine",
+ "see-through-mist": "See through the Mist",
+ "sneak-around-button": "Sneak Around",
+ "sneak-around-dynamite": "Your target is so entirely fooled by your subterfuge that you can continue to move and/or act completely undetected by this target for the rest of the scene.",
+ "sneak-around-fail": "You miss! The MC can invoke one of their MC moves.",
+ "sneak-around-max-succ": "Everyone that should fall for it falls for it.",
+ "sneak-around-min-succ": "It got complicated. The MC chooses one:
",
+ "stop-holding-back-button": "Stop. Holding. Back.",
+ "stop-holding-back-button-dynamite": "You achieve exactly what you wanted to achieve and pay the price:
Significant: Mark Fade/Crack on one theme.
No Return: Mark Fade/Crack and burn all the power tags on one theme.
Ultimate: Replace one theme.",
+ "stop-holding-back-button-fail": "You lose control over your powers or fail to use them as planned. The MC will decide how, and what the consequences are. You also pay the price:
Significant: Mark Fade/Crack and burn all the power tags on one theme.
No Return: Replace one theme.
Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.",
+ "stop-holding-back-button-min-succ": "You achieve exactly what you wanted to achieve and pay the price:
Significant: Mark Fade/Crack and burn all the power tags on one theme.
No Return: Replace one theme.
Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.",
+ "stop-holding-back-min-succ": "You achieve exactly what you wanted to achieve and pay the price:
Significant: Mark Fade/Crack and burn all the power tags on one theme.
No Return: Replace one theme.
Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.",
+ "story-tag": "STORY TAG",
+ "subversion": "Subversion",
+ "subversione": "Subversion",
+ "take-a-risk-button": "Take The Risk",
+ "take-risk-button": "Take A Risk",
+ "take-risk-dynamite": "You pull it off spectacularly and even turn the situation to your advantage. (Juice=2)",
+ "take-risk-fail": "You miss! The MC can invoke one of their MC moves.",
+ "take-risk-max-succ": "You do it, somehow.",
+ "take-risk-min-succ": "Things get messy. The MC will offer you a hard bargain or an ugly choice.",
+ "takes-spotlight": "takes the spotlight!",
+ "text": "text...",
+ "theme-title": "THEME TITLE",
+ "toe-to-toe-button": "Go Toe To Toe",
+ "toe-to-toe-dynamite": "You get all three
",
+ "toe-to-toe-fail": "You miss! The MC can invoke one of their MC moves.",
+ "toe-to-toe-max-succ": "Choose 2:
",
+ "toe-to-toe-min-succ": "Choose 1:
",
+ "tracking-card": "TRACKING CARD",
+ "tracking-card-only-npc": "TRACKING CARDS ONLY (NPC)",
+ "training": "Training",
+ "transformation": "Go through a transformation",
+ "turf": "Turf",
+ "weakness-tag": "Weakness Tag"
+}
\ No newline at end of file
diff --git a/Coriolis Alternative/translations/ca.json b/Coriolis Alternative/translations/ca.json
new file mode 100644
index 0000000000..90ec1df6cc
--- /dev/null
+++ b/Coriolis Alternative/translations/ca.json
@@ -0,0 +1,213 @@
+{
+ "tab-pc": "Character",
+ "tab-spaceship": "Spaceship",
+ "tab-utility": "Utility",
+ "Attributes": "Attributes",
+ "attribute-strength": "Strength",
+ "attribute-agility": "Agility",
+ "attribute-wits": "Wits",
+ "attribute-empathy": "Empathy",
+ "skill-force": "Force",
+ "skill-melee-combat": "Melee Combat",
+ "skill-dexterity": "Dexterity",
+ "skill-infiltration": "Infiltration",
+ "skill-ranged-combat": "Ranged Combat",
+ "skill-ranged-combat-short": "Ranged",
+ "skill-pilot": "Pilot",
+ "skill-observation": "Observation",
+ "skill-survival": "Survival",
+ "skill-data-djinn": "Data Djinn",
+ "skill-data-djinn-short": "Djinn",
+ "skill-medicurgy": "Medicurgy",
+ "skill-science": "Science",
+ "skill-technology": "Technology",
+ "skill-manipulation": "Manipulation",
+ "skill-command": "Command",
+ "skill-culture": "Culture",
+ "skill-mystic-powers": "Mystic Powers",
+ "button-reset-ep": "Reset EP",
+ "button-roll-initiative": "Initiative",
+ "button-roll-ship-armor": "Armor",
+ "button-ship-sensors": "Sensors",
+ "button-roll-armor": "Armor",
+ "button-roll-radiation": "Radiation",
+ "button-roll-primary-weapon": "Primary Weapon Attack",
+ "button-roll-secondary-weapon": "Secondary Weapon Attack",
+ "char-experience": "Experience",
+ "char-name": "Name",
+ "char-background": "Background",
+ "char-concept": "Concept",
+ "char-icon": "Icon",
+ "char-group-concept": "Group Concept",
+ "char-reputation": "Reputation",
+ "char-personal-problem": "Personal Problem",
+ "char-hitpoints": "Hitpoints",
+ "char-hitpoint-bonus": "Modification",
+ "char-hitpoint-max": "Maximum",
+ "char-mindpoints": "Mindpoints",
+ "char-mindpoint-bonus": "Modification",
+ "char-mindpoint-max": "Maximum",
+ "char-birr": "Birr",
+ "ship-energy": "Energy Points",
+ "ship-energy-current": "Current EP",
+ "ship-energy-max": "Maximum",
+ "ship-energy-used": "Ep in use",
+ "ship-hull": "Hull Points",
+ "ship-hull-current": "Current HP",
+ "ship-hull-max": "Maximum",
+ "ship-critical-damage": "Critical Damage",
+ "ship-maneuverability": "Maneuverability",
+ "ship-speed": "Speed",
+ "ship-signature": "Signature",
+ "ship-armor": "Armor",
+ "ship-max-modules": "Modules",
+ "ship-cargo": "Cargo",
+ "ship-shipyard": "Shipyard",
+ "ship-name": "Ship name",
+ "ship-class": "Class",
+ "ship-problem": "Problem",
+ "ship-debt": "Debt",
+ "ship-ep": "EP",
+ "ship-bridge": "Bridge",
+ "ship-reactor": "Reactor",
+ "ship-graviton-projector": "Graviton projector",
+ "ship-type": "Type",
+ "ship-signature-current": "Current Signature",
+ "ship-signature-sensors": "Sensors",
+ "ship-signature-transponder": "Transponder",
+ "ship-signature-radio": "Comms",
+ "ship-signature-reactor": "Reactor",
+ "ship-signature-passive": "Passive",
+ "ship-signature-active": "Active",
+ "ship-signature-extreme": "Extreme",
+ "ship-combat-manager": "Combat manager",
+ "macro-title-ship-actions": "Selected Ship Actions",
+ "macro-title-character-actions": "Selected Character Actions",
+ "macro-ship-actions": "Ship Actions",
+ "macro-character-actions": "Character Actions",
+ "ship-action-captain-menu": "Captain orders",
+ "ship-action-captain-repair-label": "Repair!",
+ "ship-action-captain-repair-description": "For every success: the crew gains +1 modifier to repair (engineer).",
+ "ship-action-captain-evade-label": "Evade!",
+ "ship-action-captain-evade-description": "For every success: the crew gains +1 modifier to evasive maneuvers (pilot) and break target lock (sensors).",
+ "ship-action-captain-retreat-label": "Retreat!",
+ "ship-action-captain-retreat-description": "For every success: the crew gains +1 modifier to retreat (pilot).",
+ "ship-action-captain-attack-label": "Attack!",
+ "ship-action-captain-attack-description": "For every success: the crew gains +1 modifier to advance (pilot) and attack (gunner).",
+ "ship-action-engineer-menu": "Engineer actions",
+ "ship-action-engineer-overload-label": "Overload Reactor",
+ "ship-action-engineer-overload-description": "For every success: gain 1 bonus energy point and take 1 point of hull damage. If you fail the roll, take 1 point of hull damage.",
+ "ship-action-engineer-repair-hull-label": "Repair Hull Damage",
+ "ship-action-engineer-repair-hull-description": "For every success: restore 1 hull point.",
+ "ship-action-engineer-repair-system-label": "Repair System Damage",
+ "ship-action-engineer-repair-system-description": "For every success: restore 1 energy point.",
+ "ship-action-engineer-repair-critical-label": "Repair Critical Damage",
+ "ship-action-engineer-repair-critical-description": "If successful: remove 1 critical condition.",
+ "ship-action-engineer-repair-module-label": "Repair Module",
+ "ship-action-engineer-repair-module-description": "If successful: restore 1 ship module.",
+ "ship-action-engineer-airlock-label": "Open Airlock",
+ "ship-action-engineer-airlock-description": "If successful: open the airlock of a docked ship.",
+ "ship-action-pilot-menu": "Pilot actions",
+ "ship-action-pilot-position-label": "Position",
+ "ship-action-pilot-position-description": "For every success: increase initiative by 1.",
+ "ship-action-pilot-advance-label": "Advance / Retreat",
+ "ship-action-pilot-advance-description": "For every success: move 1 segment on the map.",
+ "ship-action-pilot-evade-label": "Evade",
+ "ship-action-pilot-evade-description": "For every success: attacks against this ship gains a -1 modifier.",
+ "ship-action-pilot-ram-label": "Ram Attack",
+ "ship-action-pilot-ram-description": "Opposed roll. If successful: you ram the target ship.",
+ "ship-action-pilot-board-label": "Boarding",
+ "ship-action-pilot-board-description": "Opposed roll. If successful: you dock with the target ship.",
+ "ship-action-opposing-pilot": "Opposing Pilot Check",
+ "ship-action-sensors-menu": "Sensor Operative actions",
+ "ship-action-sensors-target-lock-label": "Target Lock",
+ "ship-action-sensors-target-lock-description": "If successful: establish a target lock on the target ship. Attacks against this ship gains a positive modifier equal to the number of successes.",
+ "ship-action-sensors-break-lock-label": "Break Target Lock",
+ "ship-action-sensors-break-lock-description": "If successful: the enemy target lock is removed.",
+ "ship-action-sensors-pulse-attack-label": "Pulse Attack",
+ "ship-action-sensors-pulse-attack-description": "For every success: deal 1 point of energy damage to target ship.",
+ "ship-action-sensors-meme-launch-label": "Launch Meme",
+ "ship-action-sensors-meme-launch-description": "If successful: get a list of modules from the target ship",
+ "ship-action-sensors-meme-attack-label": "Meme Attack",
+ "ship-action-sensors-meme-attack-description": "If successful: disable a module on the target ship.",
+ "ship-action-sensors-disappear-label": "Disappear",
+ "ship-action-sensors-disappear-description": "If successful: end combat.",
+ "ship-action-sensors-detect": "Sensors",
+ "ship-action-sensors-detect-description": "1-2 Successes
Distance, course
3 Successes
Distance, class, course, weapons.",
+ "label-talents": "Talents",
+ "label-critical-injuries": "Critical Injuries",
+ "label-relationships": "Relationships",
+ "label-weapons": "Weapons",
+ "label-gear": "Gear",
+ "label-armor": "Armor",
+ "label-features": "Features",
+ "label-ship-weapons": "Weapon Systems",
+ "label-ship-crew-captain": "Captain",
+ "label-ship-crew-engineer": "Engineer",
+ "label-ship-crew-pilot": "Pilot",
+ "label-ship-crew-sensors": "Sensors",
+ "label-ship-crew-gunner": "Gunner",
+ "label-ship-modules": "Modules",
+ "label-ship-cargo": "Cargo",
+ "label-relationships-buddy": "Buddy",
+ "label-notes": "Notes",
+ "label-macros": "Macros",
+ "label-stats": "Stats",
+ "label-info": "Info",
+ "placeholder-weapon": "Weapon",
+ "placeholder-gear": "Gear",
+ "placeholder-critical-injury": "Critical Injury",
+ "placeholder-armor": "Armor",
+ "placeholder-comment": "Special",
+ "placeholder-talent": "Talent",
+ "placeholder-feature": "Feature",
+ "placeholder-ship-crew": "Name",
+ "placeholder-module": "Module",
+ "placeholder-cargo": "Cargo",
+ "placeholder-character": "Character",
+ "item-bonus": "Bonus",
+ "item-init": "Init",
+ "item-damage": "Dmg",
+ "item-crit": "Crit",
+ "item-range": "Range",
+ "item-reloads": "Ammo",
+ "item-comments": "Special",
+ "item-type": "Type",
+ "item-range-close": "Close",
+ "item-range-short": "Short",
+ "item-range-medium": "Medium",
+ "item-range-long": "Long",
+ "item-range-extreme": "Extreme",
+ "item-armor-rating": "Rating",
+ "item-armor-worn": "Worn",
+ "item-disabled": "Disabled",
+ "item-cargo-unit": "Weight",
+ "item-type-ranged": "Ranged",
+ "item-type-melee": "Melee",
+ "relationship-pc": "PC",
+ "relationship-npc": "NPC",
+ "query-modifier": "Modifier",
+ "query-cover": "Cover Bonus",
+ "query-initiative": "Initiative Bonus",
+ "query-prayer": "Prayer Modifier",
+ "query-signature": "Enemy Signature",
+ "rolltemplate-pray": "Pray to the icons",
+ "rolltemplate-modification": "Modifiers",
+ "rolltemplate-dice-rerolled": "Rerolled",
+ "rolltemplate-dice": "dice",
+ "rolltemplate-weapon": "Weapon",
+ "rolltemplate-initiative-check": "Initiative Check",
+ "rolltemplate-initiative-action": "rolls",
+ "rolltemplate-initiative-effect": "for initiative!",
+ "rolltemplate-radiation-check": "Radiation Check",
+ "rolltemplate-radiation-action": "takes",
+ "rolltemplate-radiation-effect": "radiation damage!",
+ "rolltemplate-armor-check": "Armor Check",
+ "rolltemplate-armor-action": "blocks",
+ "rolltemplate-armor-effect": "points of damage",
+ "rolltemplate-ship-armor-check": "Ship Armor Check",
+ "rolltemplate-range": "Range",
+ "rolltemplate-target": "Target",
+ "rolltemplate-ep-available": "EP assigned",
+ "rolltemplate-prayer-modifier": "Prayer modifier"
+}
\ No newline at end of file
diff --git a/Coriolis Alternative/translations/hu.json b/Coriolis Alternative/translations/hu.json
new file mode 100644
index 0000000000..90ec1df6cc
--- /dev/null
+++ b/Coriolis Alternative/translations/hu.json
@@ -0,0 +1,213 @@
+{
+ "tab-pc": "Character",
+ "tab-spaceship": "Spaceship",
+ "tab-utility": "Utility",
+ "Attributes": "Attributes",
+ "attribute-strength": "Strength",
+ "attribute-agility": "Agility",
+ "attribute-wits": "Wits",
+ "attribute-empathy": "Empathy",
+ "skill-force": "Force",
+ "skill-melee-combat": "Melee Combat",
+ "skill-dexterity": "Dexterity",
+ "skill-infiltration": "Infiltration",
+ "skill-ranged-combat": "Ranged Combat",
+ "skill-ranged-combat-short": "Ranged",
+ "skill-pilot": "Pilot",
+ "skill-observation": "Observation",
+ "skill-survival": "Survival",
+ "skill-data-djinn": "Data Djinn",
+ "skill-data-djinn-short": "Djinn",
+ "skill-medicurgy": "Medicurgy",
+ "skill-science": "Science",
+ "skill-technology": "Technology",
+ "skill-manipulation": "Manipulation",
+ "skill-command": "Command",
+ "skill-culture": "Culture",
+ "skill-mystic-powers": "Mystic Powers",
+ "button-reset-ep": "Reset EP",
+ "button-roll-initiative": "Initiative",
+ "button-roll-ship-armor": "Armor",
+ "button-ship-sensors": "Sensors",
+ "button-roll-armor": "Armor",
+ "button-roll-radiation": "Radiation",
+ "button-roll-primary-weapon": "Primary Weapon Attack",
+ "button-roll-secondary-weapon": "Secondary Weapon Attack",
+ "char-experience": "Experience",
+ "char-name": "Name",
+ "char-background": "Background",
+ "char-concept": "Concept",
+ "char-icon": "Icon",
+ "char-group-concept": "Group Concept",
+ "char-reputation": "Reputation",
+ "char-personal-problem": "Personal Problem",
+ "char-hitpoints": "Hitpoints",
+ "char-hitpoint-bonus": "Modification",
+ "char-hitpoint-max": "Maximum",
+ "char-mindpoints": "Mindpoints",
+ "char-mindpoint-bonus": "Modification",
+ "char-mindpoint-max": "Maximum",
+ "char-birr": "Birr",
+ "ship-energy": "Energy Points",
+ "ship-energy-current": "Current EP",
+ "ship-energy-max": "Maximum",
+ "ship-energy-used": "Ep in use",
+ "ship-hull": "Hull Points",
+ "ship-hull-current": "Current HP",
+ "ship-hull-max": "Maximum",
+ "ship-critical-damage": "Critical Damage",
+ "ship-maneuverability": "Maneuverability",
+ "ship-speed": "Speed",
+ "ship-signature": "Signature",
+ "ship-armor": "Armor",
+ "ship-max-modules": "Modules",
+ "ship-cargo": "Cargo",
+ "ship-shipyard": "Shipyard",
+ "ship-name": "Ship name",
+ "ship-class": "Class",
+ "ship-problem": "Problem",
+ "ship-debt": "Debt",
+ "ship-ep": "EP",
+ "ship-bridge": "Bridge",
+ "ship-reactor": "Reactor",
+ "ship-graviton-projector": "Graviton projector",
+ "ship-type": "Type",
+ "ship-signature-current": "Current Signature",
+ "ship-signature-sensors": "Sensors",
+ "ship-signature-transponder": "Transponder",
+ "ship-signature-radio": "Comms",
+ "ship-signature-reactor": "Reactor",
+ "ship-signature-passive": "Passive",
+ "ship-signature-active": "Active",
+ "ship-signature-extreme": "Extreme",
+ "ship-combat-manager": "Combat manager",
+ "macro-title-ship-actions": "Selected Ship Actions",
+ "macro-title-character-actions": "Selected Character Actions",
+ "macro-ship-actions": "Ship Actions",
+ "macro-character-actions": "Character Actions",
+ "ship-action-captain-menu": "Captain orders",
+ "ship-action-captain-repair-label": "Repair!",
+ "ship-action-captain-repair-description": "For every success: the crew gains +1 modifier to repair (engineer).",
+ "ship-action-captain-evade-label": "Evade!",
+ "ship-action-captain-evade-description": "For every success: the crew gains +1 modifier to evasive maneuvers (pilot) and break target lock (sensors).",
+ "ship-action-captain-retreat-label": "Retreat!",
+ "ship-action-captain-retreat-description": "For every success: the crew gains +1 modifier to retreat (pilot).",
+ "ship-action-captain-attack-label": "Attack!",
+ "ship-action-captain-attack-description": "For every success: the crew gains +1 modifier to advance (pilot) and attack (gunner).",
+ "ship-action-engineer-menu": "Engineer actions",
+ "ship-action-engineer-overload-label": "Overload Reactor",
+ "ship-action-engineer-overload-description": "For every success: gain 1 bonus energy point and take 1 point of hull damage. If you fail the roll, take 1 point of hull damage.",
+ "ship-action-engineer-repair-hull-label": "Repair Hull Damage",
+ "ship-action-engineer-repair-hull-description": "For every success: restore 1 hull point.",
+ "ship-action-engineer-repair-system-label": "Repair System Damage",
+ "ship-action-engineer-repair-system-description": "For every success: restore 1 energy point.",
+ "ship-action-engineer-repair-critical-label": "Repair Critical Damage",
+ "ship-action-engineer-repair-critical-description": "If successful: remove 1 critical condition.",
+ "ship-action-engineer-repair-module-label": "Repair Module",
+ "ship-action-engineer-repair-module-description": "If successful: restore 1 ship module.",
+ "ship-action-engineer-airlock-label": "Open Airlock",
+ "ship-action-engineer-airlock-description": "If successful: open the airlock of a docked ship.",
+ "ship-action-pilot-menu": "Pilot actions",
+ "ship-action-pilot-position-label": "Position",
+ "ship-action-pilot-position-description": "For every success: increase initiative by 1.",
+ "ship-action-pilot-advance-label": "Advance / Retreat",
+ "ship-action-pilot-advance-description": "For every success: move 1 segment on the map.",
+ "ship-action-pilot-evade-label": "Evade",
+ "ship-action-pilot-evade-description": "For every success: attacks against this ship gains a -1 modifier.",
+ "ship-action-pilot-ram-label": "Ram Attack",
+ "ship-action-pilot-ram-description": "Opposed roll. If successful: you ram the target ship.",
+ "ship-action-pilot-board-label": "Boarding",
+ "ship-action-pilot-board-description": "Opposed roll. If successful: you dock with the target ship.",
+ "ship-action-opposing-pilot": "Opposing Pilot Check",
+ "ship-action-sensors-menu": "Sensor Operative actions",
+ "ship-action-sensors-target-lock-label": "Target Lock",
+ "ship-action-sensors-target-lock-description": "If successful: establish a target lock on the target ship. Attacks against this ship gains a positive modifier equal to the number of successes.",
+ "ship-action-sensors-break-lock-label": "Break Target Lock",
+ "ship-action-sensors-break-lock-description": "If successful: the enemy target lock is removed.",
+ "ship-action-sensors-pulse-attack-label": "Pulse Attack",
+ "ship-action-sensors-pulse-attack-description": "For every success: deal 1 point of energy damage to target ship.",
+ "ship-action-sensors-meme-launch-label": "Launch Meme",
+ "ship-action-sensors-meme-launch-description": "If successful: get a list of modules from the target ship",
+ "ship-action-sensors-meme-attack-label": "Meme Attack",
+ "ship-action-sensors-meme-attack-description": "If successful: disable a module on the target ship.",
+ "ship-action-sensors-disappear-label": "Disappear",
+ "ship-action-sensors-disappear-description": "If successful: end combat.",
+ "ship-action-sensors-detect": "Sensors",
+ "ship-action-sensors-detect-description": "1-2 Successes
Distance, course
3 Successes
Distance, class, course, weapons.",
+ "label-talents": "Talents",
+ "label-critical-injuries": "Critical Injuries",
+ "label-relationships": "Relationships",
+ "label-weapons": "Weapons",
+ "label-gear": "Gear",
+ "label-armor": "Armor",
+ "label-features": "Features",
+ "label-ship-weapons": "Weapon Systems",
+ "label-ship-crew-captain": "Captain",
+ "label-ship-crew-engineer": "Engineer",
+ "label-ship-crew-pilot": "Pilot",
+ "label-ship-crew-sensors": "Sensors",
+ "label-ship-crew-gunner": "Gunner",
+ "label-ship-modules": "Modules",
+ "label-ship-cargo": "Cargo",
+ "label-relationships-buddy": "Buddy",
+ "label-notes": "Notes",
+ "label-macros": "Macros",
+ "label-stats": "Stats",
+ "label-info": "Info",
+ "placeholder-weapon": "Weapon",
+ "placeholder-gear": "Gear",
+ "placeholder-critical-injury": "Critical Injury",
+ "placeholder-armor": "Armor",
+ "placeholder-comment": "Special",
+ "placeholder-talent": "Talent",
+ "placeholder-feature": "Feature",
+ "placeholder-ship-crew": "Name",
+ "placeholder-module": "Module",
+ "placeholder-cargo": "Cargo",
+ "placeholder-character": "Character",
+ "item-bonus": "Bonus",
+ "item-init": "Init",
+ "item-damage": "Dmg",
+ "item-crit": "Crit",
+ "item-range": "Range",
+ "item-reloads": "Ammo",
+ "item-comments": "Special",
+ "item-type": "Type",
+ "item-range-close": "Close",
+ "item-range-short": "Short",
+ "item-range-medium": "Medium",
+ "item-range-long": "Long",
+ "item-range-extreme": "Extreme",
+ "item-armor-rating": "Rating",
+ "item-armor-worn": "Worn",
+ "item-disabled": "Disabled",
+ "item-cargo-unit": "Weight",
+ "item-type-ranged": "Ranged",
+ "item-type-melee": "Melee",
+ "relationship-pc": "PC",
+ "relationship-npc": "NPC",
+ "query-modifier": "Modifier",
+ "query-cover": "Cover Bonus",
+ "query-initiative": "Initiative Bonus",
+ "query-prayer": "Prayer Modifier",
+ "query-signature": "Enemy Signature",
+ "rolltemplate-pray": "Pray to the icons",
+ "rolltemplate-modification": "Modifiers",
+ "rolltemplate-dice-rerolled": "Rerolled",
+ "rolltemplate-dice": "dice",
+ "rolltemplate-weapon": "Weapon",
+ "rolltemplate-initiative-check": "Initiative Check",
+ "rolltemplate-initiative-action": "rolls",
+ "rolltemplate-initiative-effect": "for initiative!",
+ "rolltemplate-radiation-check": "Radiation Check",
+ "rolltemplate-radiation-action": "takes",
+ "rolltemplate-radiation-effect": "radiation damage!",
+ "rolltemplate-armor-check": "Armor Check",
+ "rolltemplate-armor-action": "blocks",
+ "rolltemplate-armor-effect": "points of damage",
+ "rolltemplate-ship-armor-check": "Ship Armor Check",
+ "rolltemplate-range": "Range",
+ "rolltemplate-target": "Target",
+ "rolltemplate-ep-available": "EP assigned",
+ "rolltemplate-prayer-modifier": "Prayer modifier"
+}
\ No newline at end of file
diff --git a/Coriolis/translations/ca.json b/Coriolis/translations/ca.json
new file mode 100644
index 0000000000..3131d777d0
--- /dev/null
+++ b/Coriolis/translations/ca.json
@@ -0,0 +1,116 @@
+{
+ "tab-character": "Character",
+ "tab-characternotes": "Character Notes",
+ "tab-spaceship": "Spaceship",
+ "tab-spaceshipnotes": "Spaceship Notes",
+ "tab-scripts": "Scripts",
+ "title-character-u": "CHARACTER SHEET",
+ "title-characternotes-u": "CHARACTER NOTES",
+ "title-spaceship-u": "SPACESHIP SHEET",
+ "title-spaceshipnotes-u": "SPACESHIP NOTES",
+ "notes-u": "NOTES",
+ "modifiers-u": "MODIFIERS",
+ "modifiers-positive": "Positive",
+ "modifiers-negative": "Negative",
+ "modifiers-prompt": "Add Prompt In Roll",
+ "attributes-u": "ATTRIBUTES",
+ "attributes-strength": "Strength",
+ "attributes-agility": "Agility",
+ "attributes-wits": "Wits",
+ "attributes-empathy": "Empathy",
+ "character-trauma-u": "TRAUMA",
+ "character-trauma-hitpoints-strength-plus-agility": "Hit Points (Str+Agi)",
+ "character-trauma-critical-injuries": "Critical Injuries:",
+ "character-trauma-mindpoints-wits-plus-empathy": "Mind points (Wits+Emp)",
+ "name": "Name:",
+ "character-background": "Background:",
+ "character-concept": "Concept:",
+ "character-icon": "Icon:",
+ "character-group-concept": "Group concept:",
+ "character-reputation": "Reputation:",
+ "character-personal-problem": "Personal Problem:",
+ "appearance-u": "Appearance",
+ "appearance-face": "Face:",
+ "appearance-clothing": "Clothing:",
+ "character-relationships-u": "RELATIONSHIPS",
+ "character-relationships-buddy-u": "BUDDY",
+ "radiation-u": "RADIATION",
+ "experience-u": "EXPERIENCE",
+ "character-skills-u": "SKILLS",
+ "character-skills-general-u": "GENERAL",
+ "character-skills-advanced-u": "ADVANCED",
+ "character-skills-dexterity-agility": "Dexterity (Agi)",
+ "character-skills-command-empathy": "Command (Emp)",
+ "character-skills-force-strength": "Force (Str)",
+ "character-skills-culture-empathy": "Culture (Emp)",
+ "character-skills-infiltration-agility": "Infiltration (Agi)",
+ "character-skills-datadjinn-wits": "Data Djinn (Wit)",
+ "character-skills-manipulation-empathy": "Manipulation (Emp)",
+ "character-skills-medicurgy-wits": "Medicurgy (Wit)",
+ "character-skills-meleecombat-strength": "Melee Combat (Str)",
+ "character-skills-mysticpowers-empathy": "Mystic Powers (Emp)",
+ "character-skills-observation-wits": "Observation (Wit)",
+ "character-skills-pilot-agility": "Pilot (Agi)",
+ "character-skills-rangedcombat-agility": "Ranged Combat (Agi)",
+ "character-skills-science-wits": "Science (Wit)",
+ "character-skills-survival-wits": "Survival (Wit)",
+ "character-skills-technology-wits": "Technology (Wit)",
+ "character-skills-talents-u": "TALENTS",
+ "carry-u": "CARRY",
+ "carry-max-u": "MAX",
+ "inventory-gear-u": "GEAR",
+ "bonus-u": "BONUS",
+ "armor-u": "ARMOR",
+ "armor-rating-u": "RATING",
+ "comment-u": "COMMENT",
+ "comments-u": "COMMENTS",
+ "weapons-u": "WEAPONS",
+ "init-initiative-u": "INIT",
+ "weapons-damage-u": "DAMAGE",
+ "weapons-crit-critical-u": "CRIT",
+ "weapons-range-u": "RANGE",
+ "weapons-reloads-u": "RELOADS",
+ "people-u": "PEOPLE I'VE MET",
+ "people-concept-u": "CONCEPT",
+ "characternotes-cabin-u": "MY CABIN",
+ "characternotes-cabin-description": "Description:",
+ "characternotes-cabin-gear": "Gear:",
+ "characternotes-cabin-other": "Other:",
+ "tiny-items-u": "TINY ITEMS",
+ "characternotes-money-birr-u": "Birr:",
+ "spaceship-class": "Class & Type:",
+ "spaceship-shipyard": "Shipyard:",
+ "spaceship-problem": "Problem:",
+ "spaceship-debt": "Debt",
+ "spaceship-data-u": "DATA",
+ "spaceship-data-maneuverability": "Maneuverability",
+ "spaceship-data-signature": "Signature",
+ "spaceship-data-speed": "Speed",
+ "spaceship-data-armor": "Armor",
+ "spaceship-modules-u": "MODULES",
+ "spaceship-modules-disabled-u": "DISABLED",
+ "spaceship-modules-maximum": "Maximum number of modules",
+ "spaceship-energypoints-u": "ENERGY POINTS",
+ "spaceship-hullpoints-u": "HULL POINTS",
+ "spaceship-hullpoints-criticaldamage": "Critical Damage:",
+ "spaceship-features-u": "FEATURES",
+ "spaceship-skill-level-u": "Skill Level",
+ "spaceship-captain-u": "CAPTAIN",
+ "spaceship-pilot-u": "PILOT",
+ "spaceship-sensor-operator-u": "SENSOR OPERATOR",
+ "spaceship-gunner-u": "GUNNER",
+ "spaceship-engineer-u": "ENGINEER",
+ "spaceshipnotes-log-u": "SHIP'S LOG",
+ "spaceshipnotes-log-coriolis-cycles-segment-u": "CC/SEGMENT",
+ "spaceshipnotes-log-route-u": "ROUTE",
+ "spaceshipnotes-log-danger-u": "DANGER",
+ "spaceshipnotes-cargo-u": "CARGO AND GEAR",
+ "rolltemplate-autofail": "Missing skill point in advanced skill. Automatic fail.",
+ "rolltemplate-dice-pool": "Dice pool is 0 or less.
Rolling 2d6 instead.",
+ "rolltemplate-difficult-fail": "Difficult Roll Failure.",
+ "rolltemplate-difficult-success": "Difficult Roll Success.",
+ "rolltemplate-fail": "Failure.",
+ "rolltemplate-limitedsuccess": "Limited Success.",
+ "rolltemplate-criticalsuccess": "Critical Success.",
+ "rolltemplate-damageremoved": "Damage Removed"
+}
diff --git a/Coriolis/translations/hu.json b/Coriolis/translations/hu.json
new file mode 100644
index 0000000000..3131d777d0
--- /dev/null
+++ b/Coriolis/translations/hu.json
@@ -0,0 +1,116 @@
+{
+ "tab-character": "Character",
+ "tab-characternotes": "Character Notes",
+ "tab-spaceship": "Spaceship",
+ "tab-spaceshipnotes": "Spaceship Notes",
+ "tab-scripts": "Scripts",
+ "title-character-u": "CHARACTER SHEET",
+ "title-characternotes-u": "CHARACTER NOTES",
+ "title-spaceship-u": "SPACESHIP SHEET",
+ "title-spaceshipnotes-u": "SPACESHIP NOTES",
+ "notes-u": "NOTES",
+ "modifiers-u": "MODIFIERS",
+ "modifiers-positive": "Positive",
+ "modifiers-negative": "Negative",
+ "modifiers-prompt": "Add Prompt In Roll",
+ "attributes-u": "ATTRIBUTES",
+ "attributes-strength": "Strength",
+ "attributes-agility": "Agility",
+ "attributes-wits": "Wits",
+ "attributes-empathy": "Empathy",
+ "character-trauma-u": "TRAUMA",
+ "character-trauma-hitpoints-strength-plus-agility": "Hit Points (Str+Agi)",
+ "character-trauma-critical-injuries": "Critical Injuries:",
+ "character-trauma-mindpoints-wits-plus-empathy": "Mind points (Wits+Emp)",
+ "name": "Name:",
+ "character-background": "Background:",
+ "character-concept": "Concept:",
+ "character-icon": "Icon:",
+ "character-group-concept": "Group concept:",
+ "character-reputation": "Reputation:",
+ "character-personal-problem": "Personal Problem:",
+ "appearance-u": "Appearance",
+ "appearance-face": "Face:",
+ "appearance-clothing": "Clothing:",
+ "character-relationships-u": "RELATIONSHIPS",
+ "character-relationships-buddy-u": "BUDDY",
+ "radiation-u": "RADIATION",
+ "experience-u": "EXPERIENCE",
+ "character-skills-u": "SKILLS",
+ "character-skills-general-u": "GENERAL",
+ "character-skills-advanced-u": "ADVANCED",
+ "character-skills-dexterity-agility": "Dexterity (Agi)",
+ "character-skills-command-empathy": "Command (Emp)",
+ "character-skills-force-strength": "Force (Str)",
+ "character-skills-culture-empathy": "Culture (Emp)",
+ "character-skills-infiltration-agility": "Infiltration (Agi)",
+ "character-skills-datadjinn-wits": "Data Djinn (Wit)",
+ "character-skills-manipulation-empathy": "Manipulation (Emp)",
+ "character-skills-medicurgy-wits": "Medicurgy (Wit)",
+ "character-skills-meleecombat-strength": "Melee Combat (Str)",
+ "character-skills-mysticpowers-empathy": "Mystic Powers (Emp)",
+ "character-skills-observation-wits": "Observation (Wit)",
+ "character-skills-pilot-agility": "Pilot (Agi)",
+ "character-skills-rangedcombat-agility": "Ranged Combat (Agi)",
+ "character-skills-science-wits": "Science (Wit)",
+ "character-skills-survival-wits": "Survival (Wit)",
+ "character-skills-technology-wits": "Technology (Wit)",
+ "character-skills-talents-u": "TALENTS",
+ "carry-u": "CARRY",
+ "carry-max-u": "MAX",
+ "inventory-gear-u": "GEAR",
+ "bonus-u": "BONUS",
+ "armor-u": "ARMOR",
+ "armor-rating-u": "RATING",
+ "comment-u": "COMMENT",
+ "comments-u": "COMMENTS",
+ "weapons-u": "WEAPONS",
+ "init-initiative-u": "INIT",
+ "weapons-damage-u": "DAMAGE",
+ "weapons-crit-critical-u": "CRIT",
+ "weapons-range-u": "RANGE",
+ "weapons-reloads-u": "RELOADS",
+ "people-u": "PEOPLE I'VE MET",
+ "people-concept-u": "CONCEPT",
+ "characternotes-cabin-u": "MY CABIN",
+ "characternotes-cabin-description": "Description:",
+ "characternotes-cabin-gear": "Gear:",
+ "characternotes-cabin-other": "Other:",
+ "tiny-items-u": "TINY ITEMS",
+ "characternotes-money-birr-u": "Birr:",
+ "spaceship-class": "Class & Type:",
+ "spaceship-shipyard": "Shipyard:",
+ "spaceship-problem": "Problem:",
+ "spaceship-debt": "Debt",
+ "spaceship-data-u": "DATA",
+ "spaceship-data-maneuverability": "Maneuverability",
+ "spaceship-data-signature": "Signature",
+ "spaceship-data-speed": "Speed",
+ "spaceship-data-armor": "Armor",
+ "spaceship-modules-u": "MODULES",
+ "spaceship-modules-disabled-u": "DISABLED",
+ "spaceship-modules-maximum": "Maximum number of modules",
+ "spaceship-energypoints-u": "ENERGY POINTS",
+ "spaceship-hullpoints-u": "HULL POINTS",
+ "spaceship-hullpoints-criticaldamage": "Critical Damage:",
+ "spaceship-features-u": "FEATURES",
+ "spaceship-skill-level-u": "Skill Level",
+ "spaceship-captain-u": "CAPTAIN",
+ "spaceship-pilot-u": "PILOT",
+ "spaceship-sensor-operator-u": "SENSOR OPERATOR",
+ "spaceship-gunner-u": "GUNNER",
+ "spaceship-engineer-u": "ENGINEER",
+ "spaceshipnotes-log-u": "SHIP'S LOG",
+ "spaceshipnotes-log-coriolis-cycles-segment-u": "CC/SEGMENT",
+ "spaceshipnotes-log-route-u": "ROUTE",
+ "spaceshipnotes-log-danger-u": "DANGER",
+ "spaceshipnotes-cargo-u": "CARGO AND GEAR",
+ "rolltemplate-autofail": "Missing skill point in advanced skill. Automatic fail.",
+ "rolltemplate-dice-pool": "Dice pool is 0 or less.
Rolling 2d6 instead.",
+ "rolltemplate-difficult-fail": "Difficult Roll Failure.",
+ "rolltemplate-difficult-success": "Difficult Roll Success.",
+ "rolltemplate-fail": "Failure.",
+ "rolltemplate-limitedsuccess": "Limited Success.",
+ "rolltemplate-criticalsuccess": "Critical Success.",
+ "rolltemplate-damageremoved": "Damage Removed"
+}
diff --git a/CriancasEnxeridas/translations/ca.json b/CriancasEnxeridas/translations/ca.json
new file mode 100644
index 0000000000..c37cd172ab
--- /dev/null
+++ b/CriancasEnxeridas/translations/ca.json
@@ -0,0 +1,37 @@
+{
+ "game-title": "Crianças
Enxeridas",
+ "name": "Nome:",
+ "archetype": "Arquétipo:",
+ "attributes": "Atributos",
+ "body": "Corpo",
+ "mind": "Mente",
+ "charisma": "Carisma",
+ "survival": "Sobrevivência",
+ "curiosity": "Curiosidade",
+ "total": "Total",
+ "equipments": "Equipamentos",
+ "equipment": "Equipamento",
+ "consequences": "Consequências",
+ "consequence": "Consequência",
+ "notes": "Anotações",
+ "conditions": "Condições",
+ "wounded": "Ferido",
+ "shaken": "Abalado",
+ "ashamed": "Envergonhado",
+ "defeated": "Derrotado",
+ "copyright": "Crianças Enxeridas é um jogo escrito por Raphael Lima com o selo Mundos Colidem.",
+ "advantagedisadvantage": "Possui vantagem ou desvantagem?",
+ "no": "Não",
+ "advantage": "Vantagem",
+ "disadvantage": "Desvantagem",
+ "result": "Resultado",
+ "check": "Teste",
+ "survivalaction": "Gasto um ponto de sobrevivência",
+ "survivalexplanation": "\nVocê pode escolher uma das coisas:\n- Manter uma ação;\n- Encontrar uma pista;\n- Rolar os dados outra vez;\n- Inserir um elemento narrativo;\n- Dizer que tem um \"equipamento\".",
+ "success": "Você Acertou!",
+ "fail": "Você Errou!",
+ "fumble": "Erro Crítico!",
+ "fumbleexplanation": "O narrador pode adicionar uma consequência negativa.",
+ "critic": "Acerto Crítico!",
+ "criticexplanation": "O grupo pode adicionar um elemento narrativo na cena."
+}
diff --git a/CriancasEnxeridas/translations/hu.json b/CriancasEnxeridas/translations/hu.json
new file mode 100644
index 0000000000..c37cd172ab
--- /dev/null
+++ b/CriancasEnxeridas/translations/hu.json
@@ -0,0 +1,37 @@
+{
+ "game-title": "Crianças
Enxeridas",
+ "name": "Nome:",
+ "archetype": "Arquétipo:",
+ "attributes": "Atributos",
+ "body": "Corpo",
+ "mind": "Mente",
+ "charisma": "Carisma",
+ "survival": "Sobrevivência",
+ "curiosity": "Curiosidade",
+ "total": "Total",
+ "equipments": "Equipamentos",
+ "equipment": "Equipamento",
+ "consequences": "Consequências",
+ "consequence": "Consequência",
+ "notes": "Anotações",
+ "conditions": "Condições",
+ "wounded": "Ferido",
+ "shaken": "Abalado",
+ "ashamed": "Envergonhado",
+ "defeated": "Derrotado",
+ "copyright": "Crianças Enxeridas é um jogo escrito por Raphael Lima com o selo Mundos Colidem.",
+ "advantagedisadvantage": "Possui vantagem ou desvantagem?",
+ "no": "Não",
+ "advantage": "Vantagem",
+ "disadvantage": "Desvantagem",
+ "result": "Resultado",
+ "check": "Teste",
+ "survivalaction": "Gasto um ponto de sobrevivência",
+ "survivalexplanation": "\nVocê pode escolher uma das coisas:\n- Manter uma ação;\n- Encontrar uma pista;\n- Rolar os dados outra vez;\n- Inserir um elemento narrativo;\n- Dizer que tem um \"equipamento\".",
+ "success": "Você Acertou!",
+ "fail": "Você Errou!",
+ "fumble": "Erro Crítico!",
+ "fumbleexplanation": "O narrador pode adicionar uma consequência negativa.",
+ "critic": "Acerto Crítico!",
+ "criticexplanation": "O grupo pode adicionar um elemento narrativo na cena."
+}
diff --git a/Cyberpunk 2020/translations/ca.json b/Cyberpunk 2020/translations/ca.json
new file mode 100644
index 0000000000..46c9285ef0
--- /dev/null
+++ b/Cyberpunk 2020/translations/ca.json
@@ -0,0 +1,409 @@
+{
+ "accounting": "Accounting",
+ "aero-tech": "Aero Tech",
+ "aero-tech-2": "Aero Tech (2)",
+ "age": "Age",
+ "aikido": "Aikido",
+ "aikido-3": "Aikido (3)",
+ "aiming": "Aiming",
+ "ambush": "Ambush",
+ "ammo": "Ammo",
+ "animal-kung-fu": "Animal Kung Fu",
+ "animal-kung-fu-3": "Animal Kung Fu (3)",
+ "anthropology": "Anthropology",
+ "anti": "Anti-Person",
+ "anti-system": "Anti System",
+ "archery": "Archery",
+ "areo-tech": "Areo Tech",
+ "armor": "Armor",
+ "armor-and-weapons": "Armor and Weapons",
+ "armor-notes": "Armor Notes",
+ "athletics": "Athletics",
+ "attack": "Attack",
+ "attacks-with": "attacks with",
+ "attractiveness": "Attractiveness",
+ "attractiveness-abbr": "Attr",
+ "attractiveness-skill": "Attractiveness Skill",
+ "attribute": "Attribute",
+ "aug-total": "Aug Total",
+ "authority": "Authority",
+ "autofire": "AutoFire",
+ "av-tech": "AV Tech",
+ "av-tech-3": "AV Tech (3)",
+ "awareness": "Awareness",
+ "base": "Base ",
+ "basic-tech": "Basic Tech",
+ "basic-tech-2": "Basic Tech (2)",
+ "biology": "Biology",
+ "blinded": "Blinded",
+ "body": "Body",
+ "body-skills": "Body Skills",
+ "body-type": "Body Type",
+ "botany": "Botany",
+ "boxing": "Boxing",
+ "boxing-1": "Boxing (1)",
+ "brawling": "Brawling",
+ "btm": "BTM",
+ "called-shot": "Called Shot",
+ "capoeria": "Capoeria",
+ "capoeria-3": "Capoeria (3)",
+ "carried": "Carried/Max",
+ "carry": "Carry",
+ "cellular": " Cellular",
+ "character": "Character",
+ "character-points": "Character Points",
+ "charismatic-leadership": "Charismatic Leadership",
+ "chemistry": "Chemistry",
+ "chip": "Chip",
+ "chipreader": " Chipreader",
+ "choi-li-fut": "Choi Li Fut",
+ "choi-li-fut-3": "Choi Li Fut (3)",
+ "cipher": "Cipher",
+ "class": "Class",
+ "close": "Close",
+ "code-gate-strength": "Code Gate Strength",
+ "combat": "Combat",
+ "combat-deck": " Combat Deck",
+ "combat-sense": "Combat Sense",
+ "comm": "Comm",
+ "command": "Command",
+ "command-points": "Command Points",
+ "composition": "Composition",
+ "concealability-abbrv": "Conl.",
+ "control": "Control",
+ "controller": "Controller",
+ "cool": "Cool",
+ "cool-skills": "Cool Skills",
+ "cost": "Cost",
+ "cost-total": "Cost Total",
+ "cpu-number": "# of CPU",
+ "credibility": "Credibility",
+ "critical": "Critical",
+ "cryotank-operation": "Cryotank Operation",
+ "cyber": "Cyber",
+ "cyber-deck": "Cyber Deck",
+ "cyber-tech": "Cyber Tech",
+ "cyberdeck-design": "Cyberdeck Design",
+ "cyberdeck-design-2": "Cyberdeck Design (2)",
+ "cyberdeck-specs": "Cyberdeck Specs",
+ "cyberlimb-deck": " Cyberlimb Deck",
+ "cybernetics": "Cybernetics",
+ "cyberpunk": "Cyberpunk 2020 Character Sheet",
+ "cybertech": "Cybertech",
+ "cybertech-2": "Cybertech (2)",
+ "damage": "Damage",
+ "damage-plus": "Damage+",
+ "dance": "Dance",
+ "data-wall-strength": "Data Wall Strength",
+ "deck-model": "Deck Model",
+ "deck-speed": "Deck Speed",
+ "decryptor": "Decryptor",
+ "deduce-notice": "Deduce, Notice",
+ "demolitions": "Demolitions",
+ "demolitions-2": "Demolitions (2)",
+ "demon": "Demon",
+ "detect": "Detect/Conceal",
+ "diagnose-illness": "Diagnose Illness",
+ "dirigible": "Dirigible",
+ "dirigible-2": "Dirigible (2)",
+ "disguise": "Disguise",
+ "dmg": "Dmg",
+ "dodge": "Dodge & Escape",
+ "dodging-melee": "Dodging (melee only)",
+ "drive-pilot": "Drive/Pilot",
+ "driving": "Driving",
+ "edit": "Edit",
+ "education": "Education",
+ "electronic-security": "Electronics Security",
+ "electronic-security-2": "Electronics Security (2)",
+ "electronics": "Electronics",
+ "empathy": "Empathy",
+ "empathy-abbr": "Emp",
+ "empathy-convince-fast": "Empathy, Convince, Fast-Talk",
+ "empathy-skills": "Empathy Skills",
+ "endurance": "Endurance",
+ "eurobucks": "Eurobucks",
+ "evasion": "Evasion",
+ "execute": "Execute",
+ "expert": "Expert",
+ "expert-skills": "Expert Skills",
+ "extra-chips": " Extra Chips",
+ "extreme": "Extreme",
+ "familiarity-points": "Familiarity Points",
+ "family": "Family",
+ "fast-draw": "Fast draw/Snapshot",
+ "fencing": "Fencing",
+ "file": "File/Database",
+ "fills-the-air": "fills the air with lead!",
+ "first-aid": "First Aid",
+ "fixed-wing": "Fixed Wing",
+ "fixed-wing-2": "Fixed Wing (2)",
+ "forgery": "Forgery",
+ "full-auto-modifier": "Full Auto Modifier",
+ "fumble": "Fumble",
+ "fumble-tables": "Fumble Tables",
+ "gamble": "Gamble",
+ "gear": "Gear",
+ "general": "General",
+ "geology": "Geology",
+ "gyro": "Gyro",
+ "gyro-3": "Gyro (3)",
+ "gyro-tech": "Gyro Tech",
+ "gyro-tech-3": "Gyro Tech (3)",
+ "hacking": "Hacking",
+ "handgun": "Handgun",
+ "handle": "Handle",
+ "head": "Head",
+ "heavy-weapon": "Heavy Weapon",
+ "heavy-weapons": "Heavy Weapons",
+ "hide": "Hide/Evade",
+ "history": "History",
+ "hit-location": "Hit Location",
+ "hit-location-1": "Hit Location '1' ",
+ "hit-location-2to4": "Hit Location '2 to 4' ",
+ "hit-location-5": "Hit Location '5' ",
+ "hit-location-6": "Hit Location '6' ",
+ "hit-location-7to8": "Hit Location '7 to 8' ",
+ "hit-location-9to10": "Hit Location '9 to 10' ",
+ "human-perception": "Human Perception",
+ "humanity": "Humanity",
+ "humanity-loss-abbr": "HL",
+ "immobile": "Immobile",
+ "improvement-points-abbr": "IP",
+ "infiltrate": "Infiltrate/Login",
+ "initiates-program": "initiates program",
+ "initiative": "Initiative",
+ "intelligence": "Intelligence",
+ "intelligence-abbr": "Int",
+ "intelligence-skills": "Intelligence Skills",
+ "interface": "Interface",
+ "interrogation": "Interrogation",
+ "interview": "Interview",
+ "intimidate": "Intimidate",
+ "intrusion": "Intrusion",
+ "inventory": "Inventory",
+ "judo": "Judo",
+ "judo-1": "Judo (1)",
+ "jury-rig": "Jury Rig",
+ "karate": "Karate",
+ "karate-2": "Karate (2)",
+ "keyboard": " Keyboard",
+ "know-language": "Know Language",
+ "know-languages": "Know Languages",
+ "large": "Large",
+ "laser-sight": "Laser Sight",
+ "leadership": "Leadership",
+ "leap": "Leap",
+ "left-arm": "L. Arm",
+ "left-leg": "L. Leg",
+ "library-search": "Library Search",
+ "life-events": "Life Events",
+ "lift": "Lift",
+ "light": "Light",
+ "locate": "Locate",
+ "location": "Location",
+ "location-roll": "Location Roll",
+ "long": "Long",
+ "lose-cool": "lose their cool and draws down!",
+ "luck": "Luck",
+ "martial-art-aikido": "Martial Art - Aikido",
+ "martial-art-animal-kungfu": "Martial Art - Animal Kung Fu",
+ "martial-art-boxing": "Martial Art - Boxing",
+ "martial-art-capoeria": "Martial Art - Capoeria",
+ "martial-art-choi-li-fut": "Martial Art - Choi Li Fut",
+ "martial-art-judo": "Martial Art - Judo",
+ "martial-art-karate": "Martial Art - Karate",
+ "martial-art-savate": "Martial Art - Savate",
+ "martial-art-tae-kwon-do": "Martial Art - Tae Kwon Do",
+ "martial-art-thai-kick-boxing": "Martial Art - Thai Kick Boxing",
+ "martial-art-wrestling": "Martial Art - Wrestling",
+ "martial-arts": "Martial Arts",
+ "mathematics": "Mathematics",
+ "medical-tech": "Medical Tech",
+ "medium": "Medium",
+ "medium-plus": "Medium +",
+ "melee": "Melee",
+ "memory": "Memory",
+ "memory-units-abbr": "MU",
+ "mod": "Mod",
+ "model": "Model",
+ "modem": "Modem",
+ "modifier": "Modifier",
+ "modifiers": "Modifiers",
+ "mortal": "Mortal",
+ "mortal-0": "Mortal 0",
+ "mortal-1": "Mortal 1",
+ "mortal-2": "Mortal 2",
+ "mortal-3": "Mortal 3",
+ "mortal-4": "Mortal 4",
+ "mortal-5": "Mortal 5",
+ "mortal-6": "Mortal 6",
+ "motorcycle": "Motorcycle",
+ "movement-allowence-abbr": "Ma",
+ "moving": "Moving",
+ "name": "Name",
+ "no": "No",
+ "no-turret": "No Turret",
+ "none": "None",
+ "not-listed": "not listed",
+ "notes": "Notes",
+ "operate-heavy-machine": "Operate Heavy Machinery",
+ "options": "Options?",
+ "oratory": "Oratory",
+ "other": "Other",
+ "other-attractiveness": "Other Attractiveness Skills",
+ "other-body-skills": "Other Body Skills",
+ "other-cool-skills": "Other Cool Skills",
+ "other-empathy-skills": "Other Empathy Skills",
+ "other-intelligence-skill": "Other Intelligence Skill",
+ "other-intelligence-skills": "Other Intelligence Skills",
+ "other-notes": "Other Notes",
+ "other-reflex-skills": "Other Reflex Skills",
+ "other-special-abilities": "Other Special Abilities",
+ "other-technical-skill": "Other Technical Skills",
+ "paint-or-draw": "Paint or Draw",
+ "perform": "Perform",
+ "personal-grooming": "Personal Grooming",
+ "personal-information": "Personal Information",
+ "persuasion": "Persuasion & Fast Talk",
+ "pharmaceuticals": "Pharmaceuticals",
+ "pharmaceuticals-2": "Pharmaceuticals (2)",
+ "photography-and-film": "Photography and Film",
+ "physics": "Physics",
+ "pick-lock": "Pick Lock",
+ "pick-pocket": "Pick Pocket",
+ "pilot": "Pilot",
+ "pilot-dirigible": "Pilot - Dirigible",
+ "pilot-fixed-wing": "Pilot - Fixed Wing",
+ "pilot-gyro": "Pilot - Gyro",
+ "pilot-vectored-thrust-vehicle": "Pilot - Vectored Thrust Vehicle",
+ "play-instrument": "Play Instrument",
+ "points": "Points",
+ "points-abbr": "Pts",
+ "portable": " Portable",
+ "printer": " Printer",
+ "process-limit": "Process Limit:",
+ "program-notes": "Programs Notes",
+ "programming": "Programming",
+ "programs": "Programs",
+ "protection": "Protection",
+ "query": "Query",
+ "R": "ST",
+ "range": "Range",
+ "rate-of-fire-abbrv": "ROF",
+ "reflex": "Reflex",
+ "reflex-10": "Reflex > 10",
+ "reflex-12": "Reflex > 12",
+ "reflex-14": "Reflex > 14",
+ "reflex-skills": "Reflex Skills",
+ "reflexes-abbr": "Ref",
+ "reliability-abbrv": "Rel.",
+ "reliable-abbr": "R",
+ "remote": "Remote",
+ "repair-build>": "Repair/Build",
+ "requires-a-target-token": "Requires a target token",
+ "resist-torture": "Resist Torture/Drugs",
+ "resources": "Resources",
+ "ricochet": "Ricochet/Indirect",
+ "rifle": "Rifle",
+ "right-arm": "R. Arm",
+ "right-leg": "R. Leg",
+ "role": "Role",
+ "roll": "Roll",
+ "roll-less-than": "Roll less than:",
+ "rolls": "rolls",
+ "round": "Round",
+ "rounds": "Rounds",
+ "run": "Run",
+ "run-dot-net": "Run Dot Net",
+ "run-dot-net-beta": "Run.Net 1.2 Beta",
+ "run-dot-net-combat": "Run.Net Combat",
+ "run-program": "Run Program",
+ "running": "Running",
+ "savate": "Savate",
+ "savate-2": "Savate (2)",
+ "save": "Save",
+ "scan": "Scan",
+ "scanner": " Scanner",
+ "scope": "Scope",
+ "secure": "Secure",
+ "seduction": "Seduction",
+ "sensor": "Sensor",
+ "serious": "Serious",
+ "shadow": "Shadow/Track",
+ "shield": "Shield",
+ "shooter": "Shooter",
+ "shooting-from-hip": "Shooting from hip",
+ "silhouetted": "Silhouetted",
+ "simple": "Simple",
+ "size": "Size",
+ "skill": "Skill",
+ "skill-setup": "Skill Setup",
+ "skills": "Skills",
+ "small": "Small",
+ "smartgun": "Smartgun/Goggles",
+ "social": "Social",
+ "special-abilities": "Special Abilities",
+ "speed": "Speed",
+ "standard": " Standard",
+ "stealth": "Stealth",
+ "stealth-2": "Stealth (2)",
+ "stock-market": "Stock Market",
+ "str": "Str",
+ "streetdeal": "Streetdeal",
+ "streetwise": "Streetwise",
+ "strength-feat": "Strength Feat",
+ "style-and-motivations": "Style and Motivations",
+ "submachinegun": "Submachinegun",
+ "swimming": "Swimming",
+ "system": "System",
+ "system-knowledge": "System Knowledge",
+ "tae-kwon-do": "Tae Kwon Do",
+ "tae-kwon-do-3": "Tae Kwon Do (3)",
+ "target": "Target",
+ "target-points": "Target Points",
+ "targeted": "Targeted",
+ "targeted-roll": "Targeted Roll",
+ "targeting": "Targeting",
+ "teaching": "Teaching",
+ "technical": "Technical",
+ "technical-ability-abbr": "Tech",
+ "technical-skills": "Technical Skills",
+ "telescopic-extreme": "Telescopic, Extreme",
+ "telescopic-long": "Telescopic, Long",
+ "temporary-modifier-abbr": "Temp Mod",
+ "thai-kick-boxing": "Thai Kick Boxing",
+ "thai-kick-boxing-4": "Thai Kick Boxing (4)",
+ "three-round-burst": "Three Round Burst",
+ "tiny": "Tiny",
+ "torso": "Torso",
+ "total": "Total",
+ "total-cost": "Total Cost",
+ "tries-to-stay-in-the-fight": "tries to stay in the fight!",
+ "trodes": " Trodes",
+ "turret": "Turret",
+ "two-weapons": "Two Weapons",
+ "uninjured": "Uninjured",
+ "unreliable-abbr": "UR",
+ "user": "User/Runner",
+ "utility": "Utility",
+ "vectored-thrust-vehicle": "Vectored Thrust Vehicle",
+ "vectored-thrust-vehicle-3": "Vectored Thrust Vehicle (3)",
+ "vehicle": "Vehicle",
+ "vehicle-mounted": "Vehicle Mounted",
+ "very-reliable-abbr": "VR",
+ "videoboard": " Videoboard",
+ "voxbox": " Voxbox",
+ "wardrobe": "Wardrobe & Style",
+ "weapon": "Weapon",
+ "weapon-accuracy-abbrv": "WA",
+ "weapon-notes": "Weapon Notes",
+ "weapons": "Weapons",
+ "weaponsmith": "Weaponsmith",
+ "weaponsmith-2": "Weaponsmith (2)",
+ "wilderness-survival": "Wilderness Survival",
+ "wrestling": "Wrestling",
+ "wrestling-1": "Wrestling (1)",
+ "yes": "Yes",
+ "zoology": "Zoology"
+}
\ No newline at end of file
diff --git a/Cyberpunk 2020/translations/hu.json b/Cyberpunk 2020/translations/hu.json
new file mode 100644
index 0000000000..46c9285ef0
--- /dev/null
+++ b/Cyberpunk 2020/translations/hu.json
@@ -0,0 +1,409 @@
+{
+ "accounting": "Accounting",
+ "aero-tech": "Aero Tech",
+ "aero-tech-2": "Aero Tech (2)",
+ "age": "Age",
+ "aikido": "Aikido",
+ "aikido-3": "Aikido (3)",
+ "aiming": "Aiming",
+ "ambush": "Ambush",
+ "ammo": "Ammo",
+ "animal-kung-fu": "Animal Kung Fu",
+ "animal-kung-fu-3": "Animal Kung Fu (3)",
+ "anthropology": "Anthropology",
+ "anti": "Anti-Person",
+ "anti-system": "Anti System",
+ "archery": "Archery",
+ "areo-tech": "Areo Tech",
+ "armor": "Armor",
+ "armor-and-weapons": "Armor and Weapons",
+ "armor-notes": "Armor Notes",
+ "athletics": "Athletics",
+ "attack": "Attack",
+ "attacks-with": "attacks with",
+ "attractiveness": "Attractiveness",
+ "attractiveness-abbr": "Attr",
+ "attractiveness-skill": "Attractiveness Skill",
+ "attribute": "Attribute",
+ "aug-total": "Aug Total",
+ "authority": "Authority",
+ "autofire": "AutoFire",
+ "av-tech": "AV Tech",
+ "av-tech-3": "AV Tech (3)",
+ "awareness": "Awareness",
+ "base": "Base ",
+ "basic-tech": "Basic Tech",
+ "basic-tech-2": "Basic Tech (2)",
+ "biology": "Biology",
+ "blinded": "Blinded",
+ "body": "Body",
+ "body-skills": "Body Skills",
+ "body-type": "Body Type",
+ "botany": "Botany",
+ "boxing": "Boxing",
+ "boxing-1": "Boxing (1)",
+ "brawling": "Brawling",
+ "btm": "BTM",
+ "called-shot": "Called Shot",
+ "capoeria": "Capoeria",
+ "capoeria-3": "Capoeria (3)",
+ "carried": "Carried/Max",
+ "carry": "Carry",
+ "cellular": " Cellular",
+ "character": "Character",
+ "character-points": "Character Points",
+ "charismatic-leadership": "Charismatic Leadership",
+ "chemistry": "Chemistry",
+ "chip": "Chip",
+ "chipreader": " Chipreader",
+ "choi-li-fut": "Choi Li Fut",
+ "choi-li-fut-3": "Choi Li Fut (3)",
+ "cipher": "Cipher",
+ "class": "Class",
+ "close": "Close",
+ "code-gate-strength": "Code Gate Strength",
+ "combat": "Combat",
+ "combat-deck": " Combat Deck",
+ "combat-sense": "Combat Sense",
+ "comm": "Comm",
+ "command": "Command",
+ "command-points": "Command Points",
+ "composition": "Composition",
+ "concealability-abbrv": "Conl.",
+ "control": "Control",
+ "controller": "Controller",
+ "cool": "Cool",
+ "cool-skills": "Cool Skills",
+ "cost": "Cost",
+ "cost-total": "Cost Total",
+ "cpu-number": "# of CPU",
+ "credibility": "Credibility",
+ "critical": "Critical",
+ "cryotank-operation": "Cryotank Operation",
+ "cyber": "Cyber",
+ "cyber-deck": "Cyber Deck",
+ "cyber-tech": "Cyber Tech",
+ "cyberdeck-design": "Cyberdeck Design",
+ "cyberdeck-design-2": "Cyberdeck Design (2)",
+ "cyberdeck-specs": "Cyberdeck Specs",
+ "cyberlimb-deck": " Cyberlimb Deck",
+ "cybernetics": "Cybernetics",
+ "cyberpunk": "Cyberpunk 2020 Character Sheet",
+ "cybertech": "Cybertech",
+ "cybertech-2": "Cybertech (2)",
+ "damage": "Damage",
+ "damage-plus": "Damage+",
+ "dance": "Dance",
+ "data-wall-strength": "Data Wall Strength",
+ "deck-model": "Deck Model",
+ "deck-speed": "Deck Speed",
+ "decryptor": "Decryptor",
+ "deduce-notice": "Deduce, Notice",
+ "demolitions": "Demolitions",
+ "demolitions-2": "Demolitions (2)",
+ "demon": "Demon",
+ "detect": "Detect/Conceal",
+ "diagnose-illness": "Diagnose Illness",
+ "dirigible": "Dirigible",
+ "dirigible-2": "Dirigible (2)",
+ "disguise": "Disguise",
+ "dmg": "Dmg",
+ "dodge": "Dodge & Escape",
+ "dodging-melee": "Dodging (melee only)",
+ "drive-pilot": "Drive/Pilot",
+ "driving": "Driving",
+ "edit": "Edit",
+ "education": "Education",
+ "electronic-security": "Electronics Security",
+ "electronic-security-2": "Electronics Security (2)",
+ "electronics": "Electronics",
+ "empathy": "Empathy",
+ "empathy-abbr": "Emp",
+ "empathy-convince-fast": "Empathy, Convince, Fast-Talk",
+ "empathy-skills": "Empathy Skills",
+ "endurance": "Endurance",
+ "eurobucks": "Eurobucks",
+ "evasion": "Evasion",
+ "execute": "Execute",
+ "expert": "Expert",
+ "expert-skills": "Expert Skills",
+ "extra-chips": " Extra Chips",
+ "extreme": "Extreme",
+ "familiarity-points": "Familiarity Points",
+ "family": "Family",
+ "fast-draw": "Fast draw/Snapshot",
+ "fencing": "Fencing",
+ "file": "File/Database",
+ "fills-the-air": "fills the air with lead!",
+ "first-aid": "First Aid",
+ "fixed-wing": "Fixed Wing",
+ "fixed-wing-2": "Fixed Wing (2)",
+ "forgery": "Forgery",
+ "full-auto-modifier": "Full Auto Modifier",
+ "fumble": "Fumble",
+ "fumble-tables": "Fumble Tables",
+ "gamble": "Gamble",
+ "gear": "Gear",
+ "general": "General",
+ "geology": "Geology",
+ "gyro": "Gyro",
+ "gyro-3": "Gyro (3)",
+ "gyro-tech": "Gyro Tech",
+ "gyro-tech-3": "Gyro Tech (3)",
+ "hacking": "Hacking",
+ "handgun": "Handgun",
+ "handle": "Handle",
+ "head": "Head",
+ "heavy-weapon": "Heavy Weapon",
+ "heavy-weapons": "Heavy Weapons",
+ "hide": "Hide/Evade",
+ "history": "History",
+ "hit-location": "Hit Location",
+ "hit-location-1": "Hit Location '1' ",
+ "hit-location-2to4": "Hit Location '2 to 4' ",
+ "hit-location-5": "Hit Location '5' ",
+ "hit-location-6": "Hit Location '6' ",
+ "hit-location-7to8": "Hit Location '7 to 8' ",
+ "hit-location-9to10": "Hit Location '9 to 10' ",
+ "human-perception": "Human Perception",
+ "humanity": "Humanity",
+ "humanity-loss-abbr": "HL",
+ "immobile": "Immobile",
+ "improvement-points-abbr": "IP",
+ "infiltrate": "Infiltrate/Login",
+ "initiates-program": "initiates program",
+ "initiative": "Initiative",
+ "intelligence": "Intelligence",
+ "intelligence-abbr": "Int",
+ "intelligence-skills": "Intelligence Skills",
+ "interface": "Interface",
+ "interrogation": "Interrogation",
+ "interview": "Interview",
+ "intimidate": "Intimidate",
+ "intrusion": "Intrusion",
+ "inventory": "Inventory",
+ "judo": "Judo",
+ "judo-1": "Judo (1)",
+ "jury-rig": "Jury Rig",
+ "karate": "Karate",
+ "karate-2": "Karate (2)",
+ "keyboard": " Keyboard",
+ "know-language": "Know Language",
+ "know-languages": "Know Languages",
+ "large": "Large",
+ "laser-sight": "Laser Sight",
+ "leadership": "Leadership",
+ "leap": "Leap",
+ "left-arm": "L. Arm",
+ "left-leg": "L. Leg",
+ "library-search": "Library Search",
+ "life-events": "Life Events",
+ "lift": "Lift",
+ "light": "Light",
+ "locate": "Locate",
+ "location": "Location",
+ "location-roll": "Location Roll",
+ "long": "Long",
+ "lose-cool": "lose their cool and draws down!",
+ "luck": "Luck",
+ "martial-art-aikido": "Martial Art - Aikido",
+ "martial-art-animal-kungfu": "Martial Art - Animal Kung Fu",
+ "martial-art-boxing": "Martial Art - Boxing",
+ "martial-art-capoeria": "Martial Art - Capoeria",
+ "martial-art-choi-li-fut": "Martial Art - Choi Li Fut",
+ "martial-art-judo": "Martial Art - Judo",
+ "martial-art-karate": "Martial Art - Karate",
+ "martial-art-savate": "Martial Art - Savate",
+ "martial-art-tae-kwon-do": "Martial Art - Tae Kwon Do",
+ "martial-art-thai-kick-boxing": "Martial Art - Thai Kick Boxing",
+ "martial-art-wrestling": "Martial Art - Wrestling",
+ "martial-arts": "Martial Arts",
+ "mathematics": "Mathematics",
+ "medical-tech": "Medical Tech",
+ "medium": "Medium",
+ "medium-plus": "Medium +",
+ "melee": "Melee",
+ "memory": "Memory",
+ "memory-units-abbr": "MU",
+ "mod": "Mod",
+ "model": "Model",
+ "modem": "Modem",
+ "modifier": "Modifier",
+ "modifiers": "Modifiers",
+ "mortal": "Mortal",
+ "mortal-0": "Mortal 0",
+ "mortal-1": "Mortal 1",
+ "mortal-2": "Mortal 2",
+ "mortal-3": "Mortal 3",
+ "mortal-4": "Mortal 4",
+ "mortal-5": "Mortal 5",
+ "mortal-6": "Mortal 6",
+ "motorcycle": "Motorcycle",
+ "movement-allowence-abbr": "Ma",
+ "moving": "Moving",
+ "name": "Name",
+ "no": "No",
+ "no-turret": "No Turret",
+ "none": "None",
+ "not-listed": "not listed",
+ "notes": "Notes",
+ "operate-heavy-machine": "Operate Heavy Machinery",
+ "options": "Options?",
+ "oratory": "Oratory",
+ "other": "Other",
+ "other-attractiveness": "Other Attractiveness Skills",
+ "other-body-skills": "Other Body Skills",
+ "other-cool-skills": "Other Cool Skills",
+ "other-empathy-skills": "Other Empathy Skills",
+ "other-intelligence-skill": "Other Intelligence Skill",
+ "other-intelligence-skills": "Other Intelligence Skills",
+ "other-notes": "Other Notes",
+ "other-reflex-skills": "Other Reflex Skills",
+ "other-special-abilities": "Other Special Abilities",
+ "other-technical-skill": "Other Technical Skills",
+ "paint-or-draw": "Paint or Draw",
+ "perform": "Perform",
+ "personal-grooming": "Personal Grooming",
+ "personal-information": "Personal Information",
+ "persuasion": "Persuasion & Fast Talk",
+ "pharmaceuticals": "Pharmaceuticals",
+ "pharmaceuticals-2": "Pharmaceuticals (2)",
+ "photography-and-film": "Photography and Film",
+ "physics": "Physics",
+ "pick-lock": "Pick Lock",
+ "pick-pocket": "Pick Pocket",
+ "pilot": "Pilot",
+ "pilot-dirigible": "Pilot - Dirigible",
+ "pilot-fixed-wing": "Pilot - Fixed Wing",
+ "pilot-gyro": "Pilot - Gyro",
+ "pilot-vectored-thrust-vehicle": "Pilot - Vectored Thrust Vehicle",
+ "play-instrument": "Play Instrument",
+ "points": "Points",
+ "points-abbr": "Pts",
+ "portable": " Portable",
+ "printer": " Printer",
+ "process-limit": "Process Limit:",
+ "program-notes": "Programs Notes",
+ "programming": "Programming",
+ "programs": "Programs",
+ "protection": "Protection",
+ "query": "Query",
+ "R": "ST",
+ "range": "Range",
+ "rate-of-fire-abbrv": "ROF",
+ "reflex": "Reflex",
+ "reflex-10": "Reflex > 10",
+ "reflex-12": "Reflex > 12",
+ "reflex-14": "Reflex > 14",
+ "reflex-skills": "Reflex Skills",
+ "reflexes-abbr": "Ref",
+ "reliability-abbrv": "Rel.",
+ "reliable-abbr": "R",
+ "remote": "Remote",
+ "repair-build>": "Repair/Build",
+ "requires-a-target-token": "Requires a target token",
+ "resist-torture": "Resist Torture/Drugs",
+ "resources": "Resources",
+ "ricochet": "Ricochet/Indirect",
+ "rifle": "Rifle",
+ "right-arm": "R. Arm",
+ "right-leg": "R. Leg",
+ "role": "Role",
+ "roll": "Roll",
+ "roll-less-than": "Roll less than:",
+ "rolls": "rolls",
+ "round": "Round",
+ "rounds": "Rounds",
+ "run": "Run",
+ "run-dot-net": "Run Dot Net",
+ "run-dot-net-beta": "Run.Net 1.2 Beta",
+ "run-dot-net-combat": "Run.Net Combat",
+ "run-program": "Run Program",
+ "running": "Running",
+ "savate": "Savate",
+ "savate-2": "Savate (2)",
+ "save": "Save",
+ "scan": "Scan",
+ "scanner": " Scanner",
+ "scope": "Scope",
+ "secure": "Secure",
+ "seduction": "Seduction",
+ "sensor": "Sensor",
+ "serious": "Serious",
+ "shadow": "Shadow/Track",
+ "shield": "Shield",
+ "shooter": "Shooter",
+ "shooting-from-hip": "Shooting from hip",
+ "silhouetted": "Silhouetted",
+ "simple": "Simple",
+ "size": "Size",
+ "skill": "Skill",
+ "skill-setup": "Skill Setup",
+ "skills": "Skills",
+ "small": "Small",
+ "smartgun": "Smartgun/Goggles",
+ "social": "Social",
+ "special-abilities": "Special Abilities",
+ "speed": "Speed",
+ "standard": " Standard",
+ "stealth": "Stealth",
+ "stealth-2": "Stealth (2)",
+ "stock-market": "Stock Market",
+ "str": "Str",
+ "streetdeal": "Streetdeal",
+ "streetwise": "Streetwise",
+ "strength-feat": "Strength Feat",
+ "style-and-motivations": "Style and Motivations",
+ "submachinegun": "Submachinegun",
+ "swimming": "Swimming",
+ "system": "System",
+ "system-knowledge": "System Knowledge",
+ "tae-kwon-do": "Tae Kwon Do",
+ "tae-kwon-do-3": "Tae Kwon Do (3)",
+ "target": "Target",
+ "target-points": "Target Points",
+ "targeted": "Targeted",
+ "targeted-roll": "Targeted Roll",
+ "targeting": "Targeting",
+ "teaching": "Teaching",
+ "technical": "Technical",
+ "technical-ability-abbr": "Tech",
+ "technical-skills": "Technical Skills",
+ "telescopic-extreme": "Telescopic, Extreme",
+ "telescopic-long": "Telescopic, Long",
+ "temporary-modifier-abbr": "Temp Mod",
+ "thai-kick-boxing": "Thai Kick Boxing",
+ "thai-kick-boxing-4": "Thai Kick Boxing (4)",
+ "three-round-burst": "Three Round Burst",
+ "tiny": "Tiny",
+ "torso": "Torso",
+ "total": "Total",
+ "total-cost": "Total Cost",
+ "tries-to-stay-in-the-fight": "tries to stay in the fight!",
+ "trodes": " Trodes",
+ "turret": "Turret",
+ "two-weapons": "Two Weapons",
+ "uninjured": "Uninjured",
+ "unreliable-abbr": "UR",
+ "user": "User/Runner",
+ "utility": "Utility",
+ "vectored-thrust-vehicle": "Vectored Thrust Vehicle",
+ "vectored-thrust-vehicle-3": "Vectored Thrust Vehicle (3)",
+ "vehicle": "Vehicle",
+ "vehicle-mounted": "Vehicle Mounted",
+ "very-reliable-abbr": "VR",
+ "videoboard": " Videoboard",
+ "voxbox": " Voxbox",
+ "wardrobe": "Wardrobe & Style",
+ "weapon": "Weapon",
+ "weapon-accuracy-abbrv": "WA",
+ "weapon-notes": "Weapon Notes",
+ "weapons": "Weapons",
+ "weaponsmith": "Weaponsmith",
+ "weaponsmith-2": "Weaponsmith (2)",
+ "wilderness-survival": "Wilderness Survival",
+ "wrestling": "Wrestling",
+ "wrestling-1": "Wrestling (1)",
+ "yes": "Yes",
+ "zoology": "Zoology"
+}
\ No newline at end of file
diff --git a/D&D_3-5/translations/ca.json b/D&D_3-5/translations/ca.json
new file mode 100644
index 0000000000..46a224a1f7
--- /dev/null
+++ b/D&D_3-5/translations/ca.json
@@ -0,0 +1,378 @@
+{
+ "pc": "PC ",
+ "npc": "NPC",
+ "header": "Header",
+ "character-name": "Character Name",
+ "player-name": "Player Name",
+ "experience-points": "Experience Points",
+ "homeland": "Homeland",
+ "race": "Race",
+ "type": "Type",
+ "colossal": "Colossal",
+ "gargantuan": "Gargantuan",
+ "huge": "Huge",
+ "large": "Large",
+ "medium": "Medium",
+ "small": "Small",
+ "tiny": "Tiny",
+ "diminutive": "Diminutive",
+ "fine": "Fine",
+ "size": "Size",
+ "gender": "Gender",
+ "alignment": "Alignment",
+ "deity": "Deity",
+ "class": "Class",
+ "level": "Level",
+ "hit-dice-i": "HD",
+ "age": "Age",
+ "height": "Height",
+ "weight": "Weight",
+ "eyes": "Eyes",
+ "hair": "Hair",
+ "stats": "Stats",
+ "weapons": "Weapons",
+ "armor-class-i": "AC",
+ "equipment": "Equipment",
+ "skills": "Skills",
+ "spells": "Spells",
+ "notes": "Notes",
+ "miscellaneous": "Misc",
+ "all": "All",
+ "abilities": "Abilities",
+ "ability-scores": "Ability Scores",
+ "ability": "Ability",
+ "total": "Total",
+ "modifier": "Mod",
+ "base": "Base",
+ "temporary": "Temp",
+ "strength-i": "STR",
+ "note": "Note",
+ "dexterity-i": "DEX",
+ "constitution-i": "CON",
+ "intelligence-i": "INT",
+ "wisdom-i": "WIS",
+ "charisma-i": "CHA",
+ "show-ability-macros": "Show Ability Macros",
+ "hit-points-i": "HP",
+ "hit-points": "Hit Points",
+ "current-hit-points": "Current HP",
+ "max": "Max",
+ "nonlethal-damage": "Nonlethal Damage",
+ "initiative-u": "INITIATIVE",
+ "dexterity-modifier": "Dex Mod",
+ "miscellaneous-modifier-a": "Misc Mod",
+ "speed-u": "SPEED",
+ "speed": "Speed",
+ "alternate-movement": "Alternate Movement",
+ "fly": "Fly",
+ "perfect": "Perfect",
+ "good": "Good",
+ "average": "Average",
+ "poor": "Poor",
+ "clumsy": "Clumsy",
+ "none": "None",
+ "maneuverability": "Maneuverability",
+ "glide": "Glide",
+ "climb": "Climb",
+ "burrow": "Burrow",
+ "swim": "Swim",
+ "armor-class": "Armor Class",
+ "ability-modifier-a": "Ability Mod",
+ "armor-bonus-a": "Armor Bns",
+ "size-modifier-a": "Size Mod",
+ "dodge": "Dodge",
+ "natural-armor-a": "Nat. Armor",
+ "deflection": "Deflection",
+ "armor-check-penalty-i": "AC Pen",
+ "touch-u": "TOUCH",
+ "flat-footed-u": "FLAT-FOOTED",
+ "immobile": "Immobile",
+ "damage-reduction": "Damage Reduction",
+ "saves-combat-notes": "Saves, Combat, Notes",
+ "saving-throws-s": "Saving
Throws",
+ "base-save-s": "Base
Save",
+ "ability-modifier-s": "Ability
Modifier",
+ "epic-save-bonus-s": "Epic Save
Bonus",
+ "magic-modifier": "Magic
Modifier",
+ "miscellaneous-modifier-s": "Misc
Modifier",
+ "temporary-modifier-s": "Temp
Modifier",
+ "fortitude": "Fortitude",
+ "constitution": "Constitution",
+ "reflex": "Reflex",
+ "dexterity": "Dexterity",
+ "will": "Will",
+ "wisdom": "Wisdom",
+ "show-save-macros": "Show Save Macros",
+ "spell-resistance": "Spell Resist",
+ "arcane-spell-failure": "Arcane Spell Failure",
+ "base-attack": "Base Attack",
+ "grapple": "Grapple",
+ "base-attack-bonus-epic-attack-bonus-i": "BAB+ EAB",
+ "strength-modifier-a": "Str Mod",
+ "base-attack-bonus-epic-attack-bonus-a": "Base AB
+ Epic AB",
+ "strength-modifier": "Strength
Modifier",
+ "size-modifier": "Size
Modifier",
+ "miscellaneous-modifier": "Misc
Modifier",
+ "temporary-modifier": "Temp
Modifier",
+ "melee": "Melee",
+ "attack-bonus": "Attack Bonus",
+ "ranged": "Ranged",
+ "show-grapple-and-base-attack-bonus-macros": "Show Grapple and Base Attack Macros",
+ "epic-levels": "Epic Levels",
+ "epic-save-bonus": "Epic Save Bonus",
+ "epic-attack-bonus": "Epic Attack Bonus",
+ "languages": "Languages",
+ "racial-abilities": "Racial Abilities",
+ "class-abilities": "Class Abilities",
+ "feats": "Feats",
+ "other": "Other",
+ "weapon": "Weapon",
+ "weapon-enhancement-a": "Weapon Enh",
+ "weapon-focus-s": "Weapon
Focus",
+ "weapon-specialization-as": "Weapon
Specialize",
+ "critical": "Critical",
+ "range": "Range",
+ "ammunition": "Ammunition",
+ "attack-ability": "Attack Ability",
+ "damage-ability": "Damage Ability",
+ "special-properties": "Special Properties",
+ "strength-a": "Str",
+ "dexterity-a": "Dex",
+ "half-strength": "1/2 Str",
+ "strength-and-half-strength": "Str+1/2Str",
+ "attack-calculation-a": "Attack Calc",
+ "macro": "Macro",
+ "full-attack-macro": "Full Attack Macro",
+ "damage-calculation-a": "Damage Calc",
+ "critical-calculation-a": "Crit Calc",
+ "damage-macro": "Damage Macro",
+ "other-weapons": "Other Weapons",
+ "immobilized": "Immobilized",
+ "armor-check-penalty-a": "Armor Check Pen",
+ "armor": "Armor",
+ "armor-class-items-i": "AC Items",
+ "armor-name": "Armor Name",
+ "bonus": "Bonus",
+ "maximum-dexterity-a": " Max Dex ",
+ "check-penalty": " Check Penalty ",
+ "spell-failure": "Spell Failure",
+ "shield": "Shield",
+ "armor-bonus": "Armor Bonus",
+ "properties": "Properties",
+ "other-armor-class": "Other Armor Class",
+ "other-armor-class-i": "Other AC",
+ "ability-bonuses": "Ability Bonuses",
+ "bonus-for-armor-class-i": "Bonus for AC",
+ "touch-armor-class-a": "Touch AC",
+ "flat-footed-armor-class-i": "FF AC",
+ "immobilized-armor-class-i": "Immobilized AC",
+ "ability-armor-class-info": "Typically: part of AC and Touch AC. Penalty is part of FF AC and Immobilized AC, bonus is not. Capped by Armor and Load.",
+ "name": "Name",
+ "armor-class-bonus-i": "AC Bonus",
+ "capped?": "Capped?",
+ "capped-armor-class-bonus-i": "Capped AC Bonus",
+ "in-touch-armor-class?-i": "In Touch AC?",
+ "in-flat-footed-armor-class?-i": "In FF AC?",
+ "source/notes": "Source/Notes",
+ "dexterity-bonus-a": "Dex Bonus",
+ "dexterity-armor-class-modification-info": "Limited by Armor and Load; In AC and Touch AC; *Not in FF AC(except for penalty).",
+ "armor-class-info": " Component of AC and FF AC; Not component of Touch AC ",
+ "from-armor-above": "From Armor, above. ",
+ "from-shield-above": "From Shield, above. ",
+ "natural-armor": "Natural Armor",
+ "natural-armor-class-info": " Component of AC and FF AC; Not component of Touch AC ",
+ "current-natural-armor-bonus": "Current Natural Armor Bonus",
+ "dodge-armor-class-info": " Component of AC and Touch AC; Not a component of FF AC. ",
+ "current-dodge-bonus": "Current Dodge Bonus",
+ "deflection-armor-class-info": " Component of AC, Touch AC, and FF AC. ",
+ "current-deflection-bonus": "Current Deflection Bonus",
+ "miscellaneous-armor-class-i": "Misc AC",
+ "miscellaneous-armor-class-info": " Potential component of AC, Touch AC, FF or Immobilized AC. ",
+ "in-armor-class?-i": "In AC?",
+ "in-immobilized-armor-class?-i": "In Immobl AC?",
+ "current-miscellaneous-armor-class-bonus": "Current Misc AC Bonus",
+ "encumbrance/load": "Encumbrance/Load",
+ "encumbrance-and-load": "Encumbrance and Load",
+ "light-load": " Light Load ",
+ "medium-load": " Medium Load ",
+ "heavy-load": " Heavy Load ",
+ "lift-over-head-a": " Lift Over ",
+ "lift-off-ground": " Lift Off Ground ",
+ "push/drag": " Push/ Drag ",
+ "or-less": "or less",
+ "weight-carried": " Weight Carried ",
+ "character-size-a": " Char Size ",
+ " data-i18n=": " Load ",
+ "speed-30ft": " Speed (30 ft.)",
+ "speed-20ft": " Speed (20 ft.)",
+ "run": " Run",
+ "colossal-quadruped": "Colossal Quadruped",
+ "gargantuan-quadruped": "Gargantuan Quadruped",
+ "huge-quadruped": "Huge Quadruped",
+ "large-quadruped": "Large Quadruped",
+ "medium-quadruped": "Medium Quadruped",
+ "small-quadruped": "Small Quadruped",
+ "tiny-quadruped": "Tiny Quadruped",
+ "diminutive-quadruped": "Diminutive Quadruped",
+ "fine-quadruped": "Fine Quadruped",
+ "light": "Light",
+ "heavy": "Heavy",
+ "feet-i": "ft",
+ "single-use-items": "Single Use Items",
+ "quantity-a": "Qty",
+ "cost(gp)": "Cost (gp)",
+ "total-cost(gp)-i": "T_Cost (gp)",
+ "weight-a": "Wt ()",
+ "total-weight-a": "T_Wt ()",
+ "hitpoints-i": "HPs",
+ "hardness-a": "Hard",
+ "location": "Location",
+ "total-cost": "Total Cost",
+ "gold-pieces-i": "gp",
+ "total-weight": "Total Weight:",
+ "not-copied": "Not Copied",
+ "total-weight-copied": "Total Weight Copied to Weight Carried",
+ "magic-items": "Magic Items",
+ "other-items": "Other Items",
+ "money": "Money",
+ "copper-pieces-iu": "CP",
+ "silver-pieces-iu": "SP",
+ "gold-pieces-iu": "GP",
+ "platinum-pieces-iu": "PP",
+ "skill-points-per-level-a": "skill points/lvl",
+ "skill-names": "Skill Names",
+ "total-bonus-s": "Total
Bonus",
+ "stat": "Stat",
+ "ability-modifier-as": "Ability
Mod.",
+ "ranks": "Ranks",
+ "armor-penalty-s": "Armor
Penalty",
+ "miscellaneous-modifier-as": "Misc
Mod.",
+ "appraise": "Appraise",
+ "intelligence-a": "Int",
+ "not-applicable": "N/A",
+ "balance": "Balance",
+ "bluff": "Bluff",
+ "charisma-a": "Cha",
+ "concentration": "Concentration",
+ "constitution-a": "Con",
+ "craft": "Craft",
+ "decipher-script": "Decipher Script",
+ "diplomacy": "Diplomacy",
+ "disable-device": "Disable Device",
+ "disguise": "Disguise",
+ "escape-artist": "Escape Artist",
+ "forgery": "Forgery",
+ "gather-information": "Gather Information",
+ "handle-animal": "Handle Animal",
+ "heal": "Heal",
+ "wisdom-a": "Wis",
+ "hide": "Hide",
+ "intimidate": "Intimidate",
+ "jump": "Jump",
+ "knowledge": "Knowledge",
+ "arcana": "Arcana",
+ "engineering-a": "Engineer",
+ "dungeoneering-a": "Dungeon",
+ "geography": "Geography",
+ "history": "History",
+ "local": "Local",
+ "nature": "Nature",
+ "nobility": "Nobility",
+ "religion": "Religion",
+ "the-planes": "The Planes",
+ "listen": "Listen",
+ "move-silently": "Move Silently",
+ "open-lock": "Open Lock",
+ "perform": "Perform",
+ "profession": "Profession",
+ "ride": "Ride",
+ "search": "Search",
+ "sense-motive": "Sense Motive",
+ "sleight-of-hand": "Sleight of Hand",
+ "spellcraft": "Spellcraft",
+ "spot": "Spot",
+ "survival": "Survival",
+ "tumble": "Tumble",
+ "use-magic-device": "Use Magic Device",
+ "use-rope": "Use Rope",
+ "other-skills": "Other Skills",
+ "skill-name": "Skill Name",
+ "ability-stat-s": "Ability
Stat",
+ "trained-only": "Trained Only",
+ "caster-level": "Caster Level",
+ "spells-per-day": "Spells/Day",
+ "zero": "0",
+ "first": "1st",
+ "second": "2nd",
+ "third": "3rd",
+ "fourth": "4th",
+ "fifth": "5th",
+ "sixth": "6th",
+ "seventh": "7th",
+ "eighth": "8th",
+ "ninth": "9th",
+ "casting-ability": "Casting Ability",
+ "spell-difficulty-classes": "Spell DC's",
+ "spell-penetration-a": "Spell Pen",
+ "spell-focus": "Spell Focus",
+ "abjuration": "Abjuration",
+ "conjuration": "Conjuration",
+ "divination": "Divination",
+ "enchantment": "Enchantment",
+ "evocation": "Evocation",
+ "illusion": "Illusion",
+ "necromancy": "Necromancy",
+ "transmutation": "Transmutation",
+ "power-points": "Power Points",
+ "spell-section": "Spell Section",
+ "use-prep": "Use/Prep",
+ "spell-name": " Spell name ",
+ "level-a": "Lvl",
+ "emote-macro": "Emote/macro",
+ "show?": "Show?",
+ "date": "Date",
+ "note-etc": "Note etc",
+ "ability-recalc-info": "Ability score recalc. Click this box to force a recalc of the ability scores.",
+ "weight-setup-info1": " Weight unit setup for weight calculations.",
+ "weight-setup-info2": " Unit should be an abbreviation of 2 or 3 characters.",
+ "scaling-factor": " Scaling factor ",
+ "unit": " Unit ",
+ "pound": " pound ",
+ "pronouns": "Pronouns",
+ "pronoun-setup-info": "For use in macros if desired. Enter your preferred pronoun for the following categories.",
+ "subjective-pronoun": "Subjective",
+ "he/she/it/they/etc": "he/she/it/they/etc",
+ "objective-pronoun": "Objective",
+ "him/her/it/them/etc": "him/her/it/them/etc",
+ "possessive-pronoun": "Possessive",
+ "his/hers/its/their/etc": "his/hers/its/their/etc",
+ "hit-dice": "Hit Dice",
+ "max-hit-points-a": "Max HP",
+ "initiative": "Initiative",
+ "armor-class-modification-info-a": "Armor Class Mod Info",
+ "touch": "Touch",
+ "touch-armor-class-i": "T AC",
+ "flat-footed-i": "FF",
+ "attack": "Attack",
+ "attack-macro": "Attack Macro",
+ "full-attack": "Full Attack",
+ "space": "Space",
+ "reach": "Reach",
+ "special-attacks": "Special Attacks",
+ "special-qualities": "Special Qualities",
+ "saves": "Saves",
+ "fortitude-a": "Fort",
+ "reflex-a": "Ref",
+ "environment": "Environment",
+ "organization": "Organization",
+ "challenge-rating": "Challenge Rating",
+ "challenge-rating-i": "CR",
+ "treasure": "Treasure",
+ "advancement": "Advancement",
+ "level-adjustment": "Level Adjustment",
+ "description-etc": "Description etc",
+ "combat-u": "COMBAT",
+ "combat-information": "Combat information",
+ "roll-templates": "Roll Templates",
+ "attack-roll": " Attack Roll: "
+}
\ No newline at end of file
diff --git a/D&D_3-5/translations/hu.json b/D&D_3-5/translations/hu.json
new file mode 100644
index 0000000000..46a224a1f7
--- /dev/null
+++ b/D&D_3-5/translations/hu.json
@@ -0,0 +1,378 @@
+{
+ "pc": "PC ",
+ "npc": "NPC",
+ "header": "Header",
+ "character-name": "Character Name",
+ "player-name": "Player Name",
+ "experience-points": "Experience Points",
+ "homeland": "Homeland",
+ "race": "Race",
+ "type": "Type",
+ "colossal": "Colossal",
+ "gargantuan": "Gargantuan",
+ "huge": "Huge",
+ "large": "Large",
+ "medium": "Medium",
+ "small": "Small",
+ "tiny": "Tiny",
+ "diminutive": "Diminutive",
+ "fine": "Fine",
+ "size": "Size",
+ "gender": "Gender",
+ "alignment": "Alignment",
+ "deity": "Deity",
+ "class": "Class",
+ "level": "Level",
+ "hit-dice-i": "HD",
+ "age": "Age",
+ "height": "Height",
+ "weight": "Weight",
+ "eyes": "Eyes",
+ "hair": "Hair",
+ "stats": "Stats",
+ "weapons": "Weapons",
+ "armor-class-i": "AC",
+ "equipment": "Equipment",
+ "skills": "Skills",
+ "spells": "Spells",
+ "notes": "Notes",
+ "miscellaneous": "Misc",
+ "all": "All",
+ "abilities": "Abilities",
+ "ability-scores": "Ability Scores",
+ "ability": "Ability",
+ "total": "Total",
+ "modifier": "Mod",
+ "base": "Base",
+ "temporary": "Temp",
+ "strength-i": "STR",
+ "note": "Note",
+ "dexterity-i": "DEX",
+ "constitution-i": "CON",
+ "intelligence-i": "INT",
+ "wisdom-i": "WIS",
+ "charisma-i": "CHA",
+ "show-ability-macros": "Show Ability Macros",
+ "hit-points-i": "HP",
+ "hit-points": "Hit Points",
+ "current-hit-points": "Current HP",
+ "max": "Max",
+ "nonlethal-damage": "Nonlethal Damage",
+ "initiative-u": "INITIATIVE",
+ "dexterity-modifier": "Dex Mod",
+ "miscellaneous-modifier-a": "Misc Mod",
+ "speed-u": "SPEED",
+ "speed": "Speed",
+ "alternate-movement": "Alternate Movement",
+ "fly": "Fly",
+ "perfect": "Perfect",
+ "good": "Good",
+ "average": "Average",
+ "poor": "Poor",
+ "clumsy": "Clumsy",
+ "none": "None",
+ "maneuverability": "Maneuverability",
+ "glide": "Glide",
+ "climb": "Climb",
+ "burrow": "Burrow",
+ "swim": "Swim",
+ "armor-class": "Armor Class",
+ "ability-modifier-a": "Ability Mod",
+ "armor-bonus-a": "Armor Bns",
+ "size-modifier-a": "Size Mod",
+ "dodge": "Dodge",
+ "natural-armor-a": "Nat. Armor",
+ "deflection": "Deflection",
+ "armor-check-penalty-i": "AC Pen",
+ "touch-u": "TOUCH",
+ "flat-footed-u": "FLAT-FOOTED",
+ "immobile": "Immobile",
+ "damage-reduction": "Damage Reduction",
+ "saves-combat-notes": "Saves, Combat, Notes",
+ "saving-throws-s": "Saving
Throws",
+ "base-save-s": "Base
Save",
+ "ability-modifier-s": "Ability
Modifier",
+ "epic-save-bonus-s": "Epic Save
Bonus",
+ "magic-modifier": "Magic
Modifier",
+ "miscellaneous-modifier-s": "Misc
Modifier",
+ "temporary-modifier-s": "Temp
Modifier",
+ "fortitude": "Fortitude",
+ "constitution": "Constitution",
+ "reflex": "Reflex",
+ "dexterity": "Dexterity",
+ "will": "Will",
+ "wisdom": "Wisdom",
+ "show-save-macros": "Show Save Macros",
+ "spell-resistance": "Spell Resist",
+ "arcane-spell-failure": "Arcane Spell Failure",
+ "base-attack": "Base Attack",
+ "grapple": "Grapple",
+ "base-attack-bonus-epic-attack-bonus-i": "BAB+ EAB",
+ "strength-modifier-a": "Str Mod",
+ "base-attack-bonus-epic-attack-bonus-a": "Base AB
+ Epic AB",
+ "strength-modifier": "Strength
Modifier",
+ "size-modifier": "Size
Modifier",
+ "miscellaneous-modifier": "Misc
Modifier",
+ "temporary-modifier": "Temp
Modifier",
+ "melee": "Melee",
+ "attack-bonus": "Attack Bonus",
+ "ranged": "Ranged",
+ "show-grapple-and-base-attack-bonus-macros": "Show Grapple and Base Attack Macros",
+ "epic-levels": "Epic Levels",
+ "epic-save-bonus": "Epic Save Bonus",
+ "epic-attack-bonus": "Epic Attack Bonus",
+ "languages": "Languages",
+ "racial-abilities": "Racial Abilities",
+ "class-abilities": "Class Abilities",
+ "feats": "Feats",
+ "other": "Other",
+ "weapon": "Weapon",
+ "weapon-enhancement-a": "Weapon Enh",
+ "weapon-focus-s": "Weapon
Focus",
+ "weapon-specialization-as": "Weapon
Specialize",
+ "critical": "Critical",
+ "range": "Range",
+ "ammunition": "Ammunition",
+ "attack-ability": "Attack Ability",
+ "damage-ability": "Damage Ability",
+ "special-properties": "Special Properties",
+ "strength-a": "Str",
+ "dexterity-a": "Dex",
+ "half-strength": "1/2 Str",
+ "strength-and-half-strength": "Str+1/2Str",
+ "attack-calculation-a": "Attack Calc",
+ "macro": "Macro",
+ "full-attack-macro": "Full Attack Macro",
+ "damage-calculation-a": "Damage Calc",
+ "critical-calculation-a": "Crit Calc",
+ "damage-macro": "Damage Macro",
+ "other-weapons": "Other Weapons",
+ "immobilized": "Immobilized",
+ "armor-check-penalty-a": "Armor Check Pen",
+ "armor": "Armor",
+ "armor-class-items-i": "AC Items",
+ "armor-name": "Armor Name",
+ "bonus": "Bonus",
+ "maximum-dexterity-a": " Max Dex ",
+ "check-penalty": " Check Penalty ",
+ "spell-failure": "Spell Failure",
+ "shield": "Shield",
+ "armor-bonus": "Armor Bonus",
+ "properties": "Properties",
+ "other-armor-class": "Other Armor Class",
+ "other-armor-class-i": "Other AC",
+ "ability-bonuses": "Ability Bonuses",
+ "bonus-for-armor-class-i": "Bonus for AC",
+ "touch-armor-class-a": "Touch AC",
+ "flat-footed-armor-class-i": "FF AC",
+ "immobilized-armor-class-i": "Immobilized AC",
+ "ability-armor-class-info": "Typically: part of AC and Touch AC. Penalty is part of FF AC and Immobilized AC, bonus is not. Capped by Armor and Load.",
+ "name": "Name",
+ "armor-class-bonus-i": "AC Bonus",
+ "capped?": "Capped?",
+ "capped-armor-class-bonus-i": "Capped AC Bonus",
+ "in-touch-armor-class?-i": "In Touch AC?",
+ "in-flat-footed-armor-class?-i": "In FF AC?",
+ "source/notes": "Source/Notes",
+ "dexterity-bonus-a": "Dex Bonus",
+ "dexterity-armor-class-modification-info": "Limited by Armor and Load; In AC and Touch AC; *Not in FF AC(except for penalty).",
+ "armor-class-info": " Component of AC and FF AC; Not component of Touch AC ",
+ "from-armor-above": "From Armor, above. ",
+ "from-shield-above": "From Shield, above. ",
+ "natural-armor": "Natural Armor",
+ "natural-armor-class-info": " Component of AC and FF AC; Not component of Touch AC ",
+ "current-natural-armor-bonus": "Current Natural Armor Bonus",
+ "dodge-armor-class-info": " Component of AC and Touch AC; Not a component of FF AC. ",
+ "current-dodge-bonus": "Current Dodge Bonus",
+ "deflection-armor-class-info": " Component of AC, Touch AC, and FF AC. ",
+ "current-deflection-bonus": "Current Deflection Bonus",
+ "miscellaneous-armor-class-i": "Misc AC",
+ "miscellaneous-armor-class-info": " Potential component of AC, Touch AC, FF or Immobilized AC. ",
+ "in-armor-class?-i": "In AC?",
+ "in-immobilized-armor-class?-i": "In Immobl AC?",
+ "current-miscellaneous-armor-class-bonus": "Current Misc AC Bonus",
+ "encumbrance/load": "Encumbrance/Load",
+ "encumbrance-and-load": "Encumbrance and Load",
+ "light-load": " Light Load ",
+ "medium-load": " Medium Load ",
+ "heavy-load": " Heavy Load ",
+ "lift-over-head-a": " Lift Over ",
+ "lift-off-ground": " Lift Off Ground ",
+ "push/drag": " Push/ Drag ",
+ "or-less": "or less",
+ "weight-carried": " Weight Carried ",
+ "character-size-a": " Char Size ",
+ " data-i18n=": " Load ",
+ "speed-30ft": " Speed (30 ft.)",
+ "speed-20ft": " Speed (20 ft.)",
+ "run": " Run",
+ "colossal-quadruped": "Colossal Quadruped",
+ "gargantuan-quadruped": "Gargantuan Quadruped",
+ "huge-quadruped": "Huge Quadruped",
+ "large-quadruped": "Large Quadruped",
+ "medium-quadruped": "Medium Quadruped",
+ "small-quadruped": "Small Quadruped",
+ "tiny-quadruped": "Tiny Quadruped",
+ "diminutive-quadruped": "Diminutive Quadruped",
+ "fine-quadruped": "Fine Quadruped",
+ "light": "Light",
+ "heavy": "Heavy",
+ "feet-i": "ft",
+ "single-use-items": "Single Use Items",
+ "quantity-a": "Qty",
+ "cost(gp)": "Cost (gp)",
+ "total-cost(gp)-i": "T_Cost (gp)",
+ "weight-a": "Wt ()",
+ "total-weight-a": "T_Wt ()",
+ "hitpoints-i": "HPs",
+ "hardness-a": "Hard",
+ "location": "Location",
+ "total-cost": "Total Cost",
+ "gold-pieces-i": "gp",
+ "total-weight": "Total Weight:",
+ "not-copied": "Not Copied",
+ "total-weight-copied": "Total Weight Copied to Weight Carried",
+ "magic-items": "Magic Items",
+ "other-items": "Other Items",
+ "money": "Money",
+ "copper-pieces-iu": "CP",
+ "silver-pieces-iu": "SP",
+ "gold-pieces-iu": "GP",
+ "platinum-pieces-iu": "PP",
+ "skill-points-per-level-a": "skill points/lvl",
+ "skill-names": "Skill Names",
+ "total-bonus-s": "Total
Bonus",
+ "stat": "Stat",
+ "ability-modifier-as": "Ability
Mod.",
+ "ranks": "Ranks",
+ "armor-penalty-s": "Armor
Penalty",
+ "miscellaneous-modifier-as": "Misc
Mod.",
+ "appraise": "Appraise",
+ "intelligence-a": "Int",
+ "not-applicable": "N/A",
+ "balance": "Balance",
+ "bluff": "Bluff",
+ "charisma-a": "Cha",
+ "concentration": "Concentration",
+ "constitution-a": "Con",
+ "craft": "Craft",
+ "decipher-script": "Decipher Script",
+ "diplomacy": "Diplomacy",
+ "disable-device": "Disable Device",
+ "disguise": "Disguise",
+ "escape-artist": "Escape Artist",
+ "forgery": "Forgery",
+ "gather-information": "Gather Information",
+ "handle-animal": "Handle Animal",
+ "heal": "Heal",
+ "wisdom-a": "Wis",
+ "hide": "Hide",
+ "intimidate": "Intimidate",
+ "jump": "Jump",
+ "knowledge": "Knowledge",
+ "arcana": "Arcana",
+ "engineering-a": "Engineer",
+ "dungeoneering-a": "Dungeon",
+ "geography": "Geography",
+ "history": "History",
+ "local": "Local",
+ "nature": "Nature",
+ "nobility": "Nobility",
+ "religion": "Religion",
+ "the-planes": "The Planes",
+ "listen": "Listen",
+ "move-silently": "Move Silently",
+ "open-lock": "Open Lock",
+ "perform": "Perform",
+ "profession": "Profession",
+ "ride": "Ride",
+ "search": "Search",
+ "sense-motive": "Sense Motive",
+ "sleight-of-hand": "Sleight of Hand",
+ "spellcraft": "Spellcraft",
+ "spot": "Spot",
+ "survival": "Survival",
+ "tumble": "Tumble",
+ "use-magic-device": "Use Magic Device",
+ "use-rope": "Use Rope",
+ "other-skills": "Other Skills",
+ "skill-name": "Skill Name",
+ "ability-stat-s": "Ability
Stat",
+ "trained-only": "Trained Only",
+ "caster-level": "Caster Level",
+ "spells-per-day": "Spells/Day",
+ "zero": "0",
+ "first": "1st",
+ "second": "2nd",
+ "third": "3rd",
+ "fourth": "4th",
+ "fifth": "5th",
+ "sixth": "6th",
+ "seventh": "7th",
+ "eighth": "8th",
+ "ninth": "9th",
+ "casting-ability": "Casting Ability",
+ "spell-difficulty-classes": "Spell DC's",
+ "spell-penetration-a": "Spell Pen",
+ "spell-focus": "Spell Focus",
+ "abjuration": "Abjuration",
+ "conjuration": "Conjuration",
+ "divination": "Divination",
+ "enchantment": "Enchantment",
+ "evocation": "Evocation",
+ "illusion": "Illusion",
+ "necromancy": "Necromancy",
+ "transmutation": "Transmutation",
+ "power-points": "Power Points",
+ "spell-section": "Spell Section",
+ "use-prep": "Use/Prep",
+ "spell-name": " Spell name ",
+ "level-a": "Lvl",
+ "emote-macro": "Emote/macro",
+ "show?": "Show?",
+ "date": "Date",
+ "note-etc": "Note etc",
+ "ability-recalc-info": "Ability score recalc. Click this box to force a recalc of the ability scores.",
+ "weight-setup-info1": " Weight unit setup for weight calculations.",
+ "weight-setup-info2": " Unit should be an abbreviation of 2 or 3 characters.",
+ "scaling-factor": " Scaling factor ",
+ "unit": " Unit ",
+ "pound": " pound ",
+ "pronouns": "Pronouns",
+ "pronoun-setup-info": "For use in macros if desired. Enter your preferred pronoun for the following categories.",
+ "subjective-pronoun": "Subjective",
+ "he/she/it/they/etc": "he/she/it/they/etc",
+ "objective-pronoun": "Objective",
+ "him/her/it/them/etc": "him/her/it/them/etc",
+ "possessive-pronoun": "Possessive",
+ "his/hers/its/their/etc": "his/hers/its/their/etc",
+ "hit-dice": "Hit Dice",
+ "max-hit-points-a": "Max HP",
+ "initiative": "Initiative",
+ "armor-class-modification-info-a": "Armor Class Mod Info",
+ "touch": "Touch",
+ "touch-armor-class-i": "T AC",
+ "flat-footed-i": "FF",
+ "attack": "Attack",
+ "attack-macro": "Attack Macro",
+ "full-attack": "Full Attack",
+ "space": "Space",
+ "reach": "Reach",
+ "special-attacks": "Special Attacks",
+ "special-qualities": "Special Qualities",
+ "saves": "Saves",
+ "fortitude-a": "Fort",
+ "reflex-a": "Ref",
+ "environment": "Environment",
+ "organization": "Organization",
+ "challenge-rating": "Challenge Rating",
+ "challenge-rating-i": "CR",
+ "treasure": "Treasure",
+ "advancement": "Advancement",
+ "level-adjustment": "Level Adjustment",
+ "description-etc": "Description etc",
+ "combat-u": "COMBAT",
+ "combat-information": "Combat information",
+ "roll-templates": "Roll Templates",
+ "attack-roll": " Attack Roll: "
+}
\ No newline at end of file
diff --git a/D&D_4E/translations/ca.json b/D&D_4E/translations/ca.json
new file mode 100644
index 0000000000..f1c40fe831
--- /dev/null
+++ b/D&D_4E/translations/ca.json
@@ -0,0 +1,275 @@
+{
+ "character": "Character",
+ "monster": "Monster",
+ "character_name": "Character Name",
+ "attr_level": "Level",
+ "class": "Class",
+ "paragon_path": "Paragon Path",
+ "epic_destiny": "Epic Destiny",
+ "total_xp": "Total XP",
+ "race": "Race",
+ "tiny": "Tiny",
+ "small": "Small",
+ "medium": "Medium",
+ "large": "Large",
+ "huge": "Huge",
+ "gargantuan": "Gargantuan",
+ "size": "Size",
+ "age": "Age",
+ "gender": "Gender",
+ "character_height": "Height",
+ "character_weight": "Weight",
+ "alignment": "Alignment",
+ "deity": "Deity",
+ "monster_name": "Monster Name",
+ "role": "Role",
+ "xp": "XP",
+ "Stats": "Stats",
+ "inventory": "Inventory",
+ "power": "Power",
+ "settings": "Settings",
+ "hit_points": "Hit Points",
+ "maxhp": "MaxHP",
+ "bloodied": "Bloodied",
+ "surge_value_bonus": "Surge Value Bonus",
+ "surge_value": "Surge Value",
+ "surgesperday": "Surges/Day",
+ "currenthp": "Current Hit Points",
+ "temphp": "Temporary Hit Points",
+ "currentsurges": "Current Surges",
+ "death_saving_throws_failures": "Death Saving Throw Failures",
+ "saving_throw_mods": "Saving Throw Mods",
+ "resistances": "Resistances",
+ "ability_scores": "Ability Scores",
+ "score": "Score",
+ "ability": "Ability",
+ "mod": "Mod",
+ "mod_half_level": "Mod + 1/2 Lvl",
+ "strength": "Strength",
+ "constitution": "Constitution",
+ "dexterity": "Dexterity",
+ "intelligence": "Intelligence",
+ "wisdom": "Wisdom",
+ "charisma": "Charisma",
+ "senses": "Senses",
+ "passive_Sense": "Passive Sense",
+ "skill_bonus": "Skill Bonus",
+ "insight": "Insight",
+ "perception": "Perception",
+ "special_senses": "Special Senses",
+ "movement": "Movement",
+ "base": "Base",
+ "armor": "Armor",
+ "item": "Item",
+ "misc": "Misc",
+ "speed": "Speed",
+ "special_movement": "Special Movement",
+ "action_points": "Action Points",
+ "action_points_additional_effects": "Additional Effects for Spending Action Points",
+ "defenses": "Defenses",
+ "10_and_a_half_level": "10 + 1/2 Level",
+ "feat": "Feat",
+ "enh": "Enh",
+ "ac": "AC",
+ "fort": "Fort",
+ "ref": "Ref",
+ "will": "Will",
+ "initiative": "Initiative",
+ "conditional_modifiers": "Conditional Modifiers",
+ "skills": "Skills",
+ "value": "Value",
+ "skill_name": "Skill Name",
+ "trained": "Trained",
+ "armor_penalty": "Armor Penalty",
+ "acrobatics": "Acrobatics",
+ "dex": "DEX",
+ "arcana": "Arcana",
+ "int": "INT",
+ "athletics": "Athletics",
+ "str": "STR",
+ "bluff": "Bluff",
+ "cha": "CHA",
+ "diplomacy": "Diplomacy",
+ "dungeneering": "Dungeoneering",
+ "wis": "WIS",
+ "endurance": "Endurance",
+ "con": "CON",
+ "heal": "Heal",
+ "history": "History",
+ "intimidate": "Intimidate",
+ "nature": "Nature",
+ "religion": "Religion",
+ "stealth": "Stealth",
+ "streetwise": "Streetwise",
+ "thievery": "Thievery",
+ "weapons": "Weapons",
+ "weapon_name": "Weapon Name",
+ "type": "Type",
+ "hand": "Hand",
+ "wielded": "Wielded",
+ "number_of_dice": "# of Dice",
+ "dice_size": "Dice Size",
+ "prof": "Prof",
+ "weight": "Weight",
+ "weapon_one": "Weapon One",
+ "onehanded": "One-Handed",
+ "twohanded": "Two-Handed",
+ "class_attack_bonus": "Class Attack Bonus",
+ "feat_attack_bonus": "Feat Attack Bonus",
+ "misc_attack_bonus": "Misc Attack Bonus",
+ "class_damage_bonus": "Class Damage Bonus",
+ "feat_damage_bonus": "Feat Damage Bonus",
+ "misc_damage_bonus": "Misc Damage Bonus",
+ "per_plus_die_size": "Per Plus Die Size",
+ "weapon_two": "Weapon Two",
+ "weapon_three": "Weapon Three",
+ "weapon_four": "Weapon Four",
+ "weapon_five": "Weapon Five",
+ "weapon_six": "Weapon Six",
+ "Currancy": "Currency",
+ "astral_diamonds": "Astral Diamonds",
+ "platinum": "Platinum",
+ "gold": "Gold",
+ "silver": "Silver",
+ "copper": "Copper",
+ "value_in_gold": "Value In Gold",
+ "name": "Name",
+ "Quantity": "Quantity",
+ "total_value": "Total Value",
+ "total_weight": "Total Weight",
+ "equipped": "Equipped",
+ "none": "None",
+ "head": "Head",
+ "neck": "Neck",
+ "armes": "Arms",
+ "hands": "Hands",
+ "ring_1": "Ring 1",
+ "ring_2": "Ring 2",
+ "weapon": "Weapon",
+ "off_hand": "Off Hand",
+ "waist": "Waist",
+ "feet": "Feet",
+ "tattoo": "Tattoo",
+ "holy_symbol": "Holy Symbol",
+ "ki_focus": "Ki Focus",
+ "powers": "Powers",
+ "power_name": "Power Name",
+ "power_action": "Power Action",
+ "power_range": "Power Range",
+ "level": "Level",
+ "used": "Used",
+ "roll": "Roll",
+ "standard": "Standard",
+ "move": "Move",
+ "minor": "Minor",
+ "free_action": "Free Action",
+ "no_action": "No Action",
+ "immediate": "Immediate",
+ "immediate_interrupt": "Immediate Interrupt",
+ "immediate_reaction": "Immediate Reaction",
+ "opportunity_action": "Opportunity Action",
+ "at-will": "At-Will",
+ "encounter": "Encounter",
+ "daily": "Daily",
+ "defence": "Defence",
+ "weapon_attack_bonus": "Weapon Attack Bonus",
+ "weapon_damage_bonus": "Weapon Damage Bonus",
+ "damage_dice_size": "Damage Dice Size",
+ "one": "One",
+ "two": "Two",
+ "three": "Three",
+ "four": "Four",
+ "five": "Five",
+ "six": "Six",
+ "seven": "Seven",
+ "eight": "Eight",
+ "nine": "Nine",
+ "ten": "Ten",
+ "one_times_weapon_one": "1*Weapon One",
+ "one_times_weapon_two": "1*Weapon Two",
+ "one_times_weapon_tree": "1*Weapon Three",
+ "one_times_weapon_four": "1*Weapon Four",
+ "one_times_weapon_five": "1*Weapon Five",
+ "one_times_weapon_six": "1*Weapon Six",
+ "two_times_weapon_one": "2*Weapon One",
+ "two_times_weapon_two": "2*Weapon Two",
+ "two_times_weapon_three": "2*Weapon Three",
+ "two_times_weaponfour_": "2*Weapon Four",
+ "two_times_weapon_five": "2*Weapon Five",
+ "two_times_weapon_six": "2*Weapon Six",
+ "three_times_weapon_one": "3*Weapon One",
+ "three_times_weapon_two": "3*Weapon Two",
+ "three_times_weapon_three": "3*Weapon Three",
+ "three_times_weapon_four": "3*Weapon Four",
+ "three_times_weapon_five": "3*Weapon Five",
+ "three_times_weapon_six": "3*Weapon Six",
+ "four_times_weapon_one": "4*Weapon One",
+ "four_times_weapon_two": "4*Weapon Two",
+ "four_times_weapon_three": "4*Weapon Three",
+ "four_times_weapon_four": "4*Weapon Four",
+ "four_times_weapon_five": "4*Weapon Five",
+ "four_times_weapon_six": "4*Weapon Six",
+ "five_times_weapon_one": "5*Weapon One",
+ "five_times_weapon_two": "5*Weapon Two",
+ "five_times_weapon_three": "5*Weapon Three",
+ "five_times_weapon_four": "5*Weapon Four",
+ "five_times_weapon_five": "5*Weapon Five",
+ "five_times_weapon_six": "5*Weapon Six",
+ "d4": "d4",
+ "d6": "d6",
+ "d8": "d8",
+ "d10": "d10",
+ "d12": "d12",
+ "d20": "d20",
+ "attack_bonus": "Attack Bonus",
+ "attack": "Attack",
+ "damage_bonus": "Damage Bonus",
+ "damage": "Damage",
+ "power_macro": "Power Macro",
+ "power_examples": "Power Examples",
+ "meele-ranged_basic": "Melee/Ranged Basic",
+ "weapon_power": "Weapon Power",
+ "implement_power": "Implement Power",
+ "token_action_macro": "Token Action Macro",
+ "roll_template_information": "Roll Template Information",
+ "meele_basic_roll_tamplate_example": "Melee Basic Roll Template Example",
+ "list_of": "List of",
+ "for_roll_template": "for Roll Template",
+ "languages_known": "Languages Known",
+ "feats": "Feats",
+ "race_features": "Race Features",
+ "class-path-destiny_features": "Class / Path / Destiny Features",
+ "initiative_ability": "Initiative Ability",
+ "use_initiative_tie_break": "Use Initiative Tie Break",
+ "no-do_not_use": "No,Do NOT Use",
+ "yes-use": "Yes,Use",
+ "initiative_roll_text": "Initiative Roll Text",
+ "defense": "Defense",
+ "ac_ability": "AC Ability",
+ "fort_ability": "Fort Ability",
+ "ref_ability": "Ref Ability",
+ "will_ability": "Will Ability",
+ "strength_roll_text": "Strength Roll Text",
+ "constitution_roll_text": "Constitution Roll Text",
+ "dexterity_roll_text": "Dexterity Roll Text",
+ "intelltigence_roll_text": "Intelligence Roll Text",
+ "wisdom_roll_text": "Wisdom Roll Text",
+ "charisma_roll_text": "Charisma Roll Text",
+ "acrobatics_roll_text": "Acrobatics Roll Text",
+ "arcana_roll_text": "Arcana Roll Text",
+ "athletics_roll_text": "Athletics Roll Text",
+ "bluff_roll_text": "Bluff Roll Text",
+ "diplomacy_roll_text": "Diplomacy Roll Text",
+ "dungeneering_roll_text": "Dungeoneering Roll Text",
+ "endurance_roll_text": "Endurance Roll Text",
+ "heal_roll_text": "Heal Roll Text",
+ "history_roll_text": "History Roll Text",
+ "insight_roll_text": "Insight Roll Text",
+ "intimidate_roll_text": "Intimidate Roll Text",
+ "nature_roll_text": "Nature Roll Text",
+ "perception_roll_text": "Perception Roll Text",
+ "religion_roll_text": "Religion Roll Text",
+ "stealth_roll_text": "Stealth Roll Text",
+ "streetwise_roll_text": "Streetwise Roll Text",
+ "thievery_roll_text": "Thievery Roll Text"
+}
diff --git a/D&D_4E/translations/hu.json b/D&D_4E/translations/hu.json
new file mode 100644
index 0000000000..f1c40fe831
--- /dev/null
+++ b/D&D_4E/translations/hu.json
@@ -0,0 +1,275 @@
+{
+ "character": "Character",
+ "monster": "Monster",
+ "character_name": "Character Name",
+ "attr_level": "Level",
+ "class": "Class",
+ "paragon_path": "Paragon Path",
+ "epic_destiny": "Epic Destiny",
+ "total_xp": "Total XP",
+ "race": "Race",
+ "tiny": "Tiny",
+ "small": "Small",
+ "medium": "Medium",
+ "large": "Large",
+ "huge": "Huge",
+ "gargantuan": "Gargantuan",
+ "size": "Size",
+ "age": "Age",
+ "gender": "Gender",
+ "character_height": "Height",
+ "character_weight": "Weight",
+ "alignment": "Alignment",
+ "deity": "Deity",
+ "monster_name": "Monster Name",
+ "role": "Role",
+ "xp": "XP",
+ "Stats": "Stats",
+ "inventory": "Inventory",
+ "power": "Power",
+ "settings": "Settings",
+ "hit_points": "Hit Points",
+ "maxhp": "MaxHP",
+ "bloodied": "Bloodied",
+ "surge_value_bonus": "Surge Value Bonus",
+ "surge_value": "Surge Value",
+ "surgesperday": "Surges/Day",
+ "currenthp": "Current Hit Points",
+ "temphp": "Temporary Hit Points",
+ "currentsurges": "Current Surges",
+ "death_saving_throws_failures": "Death Saving Throw Failures",
+ "saving_throw_mods": "Saving Throw Mods",
+ "resistances": "Resistances",
+ "ability_scores": "Ability Scores",
+ "score": "Score",
+ "ability": "Ability",
+ "mod": "Mod",
+ "mod_half_level": "Mod + 1/2 Lvl",
+ "strength": "Strength",
+ "constitution": "Constitution",
+ "dexterity": "Dexterity",
+ "intelligence": "Intelligence",
+ "wisdom": "Wisdom",
+ "charisma": "Charisma",
+ "senses": "Senses",
+ "passive_Sense": "Passive Sense",
+ "skill_bonus": "Skill Bonus",
+ "insight": "Insight",
+ "perception": "Perception",
+ "special_senses": "Special Senses",
+ "movement": "Movement",
+ "base": "Base",
+ "armor": "Armor",
+ "item": "Item",
+ "misc": "Misc",
+ "speed": "Speed",
+ "special_movement": "Special Movement",
+ "action_points": "Action Points",
+ "action_points_additional_effects": "Additional Effects for Spending Action Points",
+ "defenses": "Defenses",
+ "10_and_a_half_level": "10 + 1/2 Level",
+ "feat": "Feat",
+ "enh": "Enh",
+ "ac": "AC",
+ "fort": "Fort",
+ "ref": "Ref",
+ "will": "Will",
+ "initiative": "Initiative",
+ "conditional_modifiers": "Conditional Modifiers",
+ "skills": "Skills",
+ "value": "Value",
+ "skill_name": "Skill Name",
+ "trained": "Trained",
+ "armor_penalty": "Armor Penalty",
+ "acrobatics": "Acrobatics",
+ "dex": "DEX",
+ "arcana": "Arcana",
+ "int": "INT",
+ "athletics": "Athletics",
+ "str": "STR",
+ "bluff": "Bluff",
+ "cha": "CHA",
+ "diplomacy": "Diplomacy",
+ "dungeneering": "Dungeoneering",
+ "wis": "WIS",
+ "endurance": "Endurance",
+ "con": "CON",
+ "heal": "Heal",
+ "history": "History",
+ "intimidate": "Intimidate",
+ "nature": "Nature",
+ "religion": "Religion",
+ "stealth": "Stealth",
+ "streetwise": "Streetwise",
+ "thievery": "Thievery",
+ "weapons": "Weapons",
+ "weapon_name": "Weapon Name",
+ "type": "Type",
+ "hand": "Hand",
+ "wielded": "Wielded",
+ "number_of_dice": "# of Dice",
+ "dice_size": "Dice Size",
+ "prof": "Prof",
+ "weight": "Weight",
+ "weapon_one": "Weapon One",
+ "onehanded": "One-Handed",
+ "twohanded": "Two-Handed",
+ "class_attack_bonus": "Class Attack Bonus",
+ "feat_attack_bonus": "Feat Attack Bonus",
+ "misc_attack_bonus": "Misc Attack Bonus",
+ "class_damage_bonus": "Class Damage Bonus",
+ "feat_damage_bonus": "Feat Damage Bonus",
+ "misc_damage_bonus": "Misc Damage Bonus",
+ "per_plus_die_size": "Per Plus Die Size",
+ "weapon_two": "Weapon Two",
+ "weapon_three": "Weapon Three",
+ "weapon_four": "Weapon Four",
+ "weapon_five": "Weapon Five",
+ "weapon_six": "Weapon Six",
+ "Currancy": "Currency",
+ "astral_diamonds": "Astral Diamonds",
+ "platinum": "Platinum",
+ "gold": "Gold",
+ "silver": "Silver",
+ "copper": "Copper",
+ "value_in_gold": "Value In Gold",
+ "name": "Name",
+ "Quantity": "Quantity",
+ "total_value": "Total Value",
+ "total_weight": "Total Weight",
+ "equipped": "Equipped",
+ "none": "None",
+ "head": "Head",
+ "neck": "Neck",
+ "armes": "Arms",
+ "hands": "Hands",
+ "ring_1": "Ring 1",
+ "ring_2": "Ring 2",
+ "weapon": "Weapon",
+ "off_hand": "Off Hand",
+ "waist": "Waist",
+ "feet": "Feet",
+ "tattoo": "Tattoo",
+ "holy_symbol": "Holy Symbol",
+ "ki_focus": "Ki Focus",
+ "powers": "Powers",
+ "power_name": "Power Name",
+ "power_action": "Power Action",
+ "power_range": "Power Range",
+ "level": "Level",
+ "used": "Used",
+ "roll": "Roll",
+ "standard": "Standard",
+ "move": "Move",
+ "minor": "Minor",
+ "free_action": "Free Action",
+ "no_action": "No Action",
+ "immediate": "Immediate",
+ "immediate_interrupt": "Immediate Interrupt",
+ "immediate_reaction": "Immediate Reaction",
+ "opportunity_action": "Opportunity Action",
+ "at-will": "At-Will",
+ "encounter": "Encounter",
+ "daily": "Daily",
+ "defence": "Defence",
+ "weapon_attack_bonus": "Weapon Attack Bonus",
+ "weapon_damage_bonus": "Weapon Damage Bonus",
+ "damage_dice_size": "Damage Dice Size",
+ "one": "One",
+ "two": "Two",
+ "three": "Three",
+ "four": "Four",
+ "five": "Five",
+ "six": "Six",
+ "seven": "Seven",
+ "eight": "Eight",
+ "nine": "Nine",
+ "ten": "Ten",
+ "one_times_weapon_one": "1*Weapon One",
+ "one_times_weapon_two": "1*Weapon Two",
+ "one_times_weapon_tree": "1*Weapon Three",
+ "one_times_weapon_four": "1*Weapon Four",
+ "one_times_weapon_five": "1*Weapon Five",
+ "one_times_weapon_six": "1*Weapon Six",
+ "two_times_weapon_one": "2*Weapon One",
+ "two_times_weapon_two": "2*Weapon Two",
+ "two_times_weapon_three": "2*Weapon Three",
+ "two_times_weaponfour_": "2*Weapon Four",
+ "two_times_weapon_five": "2*Weapon Five",
+ "two_times_weapon_six": "2*Weapon Six",
+ "three_times_weapon_one": "3*Weapon One",
+ "three_times_weapon_two": "3*Weapon Two",
+ "three_times_weapon_three": "3*Weapon Three",
+ "three_times_weapon_four": "3*Weapon Four",
+ "three_times_weapon_five": "3*Weapon Five",
+ "three_times_weapon_six": "3*Weapon Six",
+ "four_times_weapon_one": "4*Weapon One",
+ "four_times_weapon_two": "4*Weapon Two",
+ "four_times_weapon_three": "4*Weapon Three",
+ "four_times_weapon_four": "4*Weapon Four",
+ "four_times_weapon_five": "4*Weapon Five",
+ "four_times_weapon_six": "4*Weapon Six",
+ "five_times_weapon_one": "5*Weapon One",
+ "five_times_weapon_two": "5*Weapon Two",
+ "five_times_weapon_three": "5*Weapon Three",
+ "five_times_weapon_four": "5*Weapon Four",
+ "five_times_weapon_five": "5*Weapon Five",
+ "five_times_weapon_six": "5*Weapon Six",
+ "d4": "d4",
+ "d6": "d6",
+ "d8": "d8",
+ "d10": "d10",
+ "d12": "d12",
+ "d20": "d20",
+ "attack_bonus": "Attack Bonus",
+ "attack": "Attack",
+ "damage_bonus": "Damage Bonus",
+ "damage": "Damage",
+ "power_macro": "Power Macro",
+ "power_examples": "Power Examples",
+ "meele-ranged_basic": "Melee/Ranged Basic",
+ "weapon_power": "Weapon Power",
+ "implement_power": "Implement Power",
+ "token_action_macro": "Token Action Macro",
+ "roll_template_information": "Roll Template Information",
+ "meele_basic_roll_tamplate_example": "Melee Basic Roll Template Example",
+ "list_of": "List of",
+ "for_roll_template": "for Roll Template",
+ "languages_known": "Languages Known",
+ "feats": "Feats",
+ "race_features": "Race Features",
+ "class-path-destiny_features": "Class / Path / Destiny Features",
+ "initiative_ability": "Initiative Ability",
+ "use_initiative_tie_break": "Use Initiative Tie Break",
+ "no-do_not_use": "No,Do NOT Use",
+ "yes-use": "Yes,Use",
+ "initiative_roll_text": "Initiative Roll Text",
+ "defense": "Defense",
+ "ac_ability": "AC Ability",
+ "fort_ability": "Fort Ability",
+ "ref_ability": "Ref Ability",
+ "will_ability": "Will Ability",
+ "strength_roll_text": "Strength Roll Text",
+ "constitution_roll_text": "Constitution Roll Text",
+ "dexterity_roll_text": "Dexterity Roll Text",
+ "intelltigence_roll_text": "Intelligence Roll Text",
+ "wisdom_roll_text": "Wisdom Roll Text",
+ "charisma_roll_text": "Charisma Roll Text",
+ "acrobatics_roll_text": "Acrobatics Roll Text",
+ "arcana_roll_text": "Arcana Roll Text",
+ "athletics_roll_text": "Athletics Roll Text",
+ "bluff_roll_text": "Bluff Roll Text",
+ "diplomacy_roll_text": "Diplomacy Roll Text",
+ "dungeneering_roll_text": "Dungeoneering Roll Text",
+ "endurance_roll_text": "Endurance Roll Text",
+ "heal_roll_text": "Heal Roll Text",
+ "history_roll_text": "History Roll Text",
+ "insight_roll_text": "Insight Roll Text",
+ "intimidate_roll_text": "Intimidate Roll Text",
+ "nature_roll_text": "Nature Roll Text",
+ "perception_roll_text": "Perception Roll Text",
+ "religion_roll_text": "Religion Roll Text",
+ "stealth_roll_text": "Stealth Roll Text",
+ "streetwise_roll_text": "Streetwise Roll Text",
+ "thievery_roll_text": "Thievery Roll Text"
+}
diff --git a/DFRPG/translations/ca.json b/DFRPG/translations/ca.json
new file mode 100644
index 0000000000..f42f520068
--- /dev/null
+++ b/DFRPG/translations/ca.json
@@ -0,0 +1,127 @@
+{
+ "superb-result": "Superb!",
+ "great-result": "Great!",
+ "good-result": "Good",
+ "fair-result": "Fair",
+ "average-result": "Average...",
+ "mediocre-result": "Mediocre...",
+ "poor-result": "Poor",
+ "terrible-result": "Terrible?",
+ "worksheet": "Worksheet",
+ "city": "City",
+ "location": "Locations",
+ "faces": "Faces",
+ "game-title": "The Dresden Files Role-Playing Game",
+ "faces-title": "City Sheet (Faces)",
+ "city-name": "City Name",
+ "campaign-title": "Campaign Title",
+ "name": "Name",
+ "is-the-face-of": "is {{0}}the Face{{1}} of...",
+ "with-the-high-concept": "with the {{0}}High Concept{{1}}...",
+ "and-motivation": "and {{0}}Motivation{{1}}...",
+ "with-these-relationships": "with these {{0}}Relationships{{1}}...",
+ "locations-title": "City Sheet (Locations)",
+ "description": "Description",
+ "theme-or-threat": "{{0}}Theme{{1}} (or) {{0}}Threat{{1}}",
+ "the-idea": "The {{0}}Idea{{1}}",
+ "the-aspect": "The {{0}}Aspect{{1}}",
+ "the-face": "The {{0}}Face{{1}}",
+ "concept": "Concept",
+ "city-title": "City Sheet (High Level)",
+ "city-wide-themes-and-threats": "City-Wide Themes and Threats",
+ "the-faces": "The {{0}}Faces{{1}}",
+ "the-balance-of-power": "The Balance of Power",
+ "the-status-quo": "The Status Quo",
+ "what-is-the-supernatural-status-quo": "What is the {{0}}Supernatural{{1}} status quo?",
+ "what-is-the-mundane-status-quo": "What is the {{0}}Mundane{{1}} status quo?",
+ "movers-and-shakers": "Movers and Shakers",
+ "the-current-order": "The Current Order",
+ "who-wants-to-maintain-the-status-quo": "Who wants to {{0}}maintain the status quo?{{1}}",
+ "who-wants-to-rock-the-boat": "Who wants to {{0}}rock the boat?{{1}}",
+ "the-supernatural": "The Supernatural",
+ "who-is-in-the-know": "Who is {{0}}in the know?{{1}}",
+ "who-is-in-the-dark": "Who is {{0}}in the dark?{{1}}",
+ "character-title": "Character Sheet",
+ "character": "Character",
+ "aspects": "Aspects",
+ "high-concept": "High Concept",
+ "trouble": "Trouble",
+ "other-aspects": "Other Aspects",
+ "stress": "Stress",
+ "physical": "Physical",
+ "endurance": "Endurance",
+ "mental": "Mental",
+ "conviction": "Conviction",
+ "social": "Social",
+ "presence": "Presence",
+ "add-additional-stress": "Add Additional Stress",
+ "clear-additional-stress": "Clear Additional Stress",
+ "hunger": "Hunger",
+ "discipline": "Discipline",
+ "armor-etc": "Armor, Etc",
+ "consequences": "Consequences",
+ "type": "type",
+ "physical-mental-social": "P/M/S",
+ "used": "Used?",
+ "aspect": "Aspect",
+ "mild": "Mild",
+ "any": "ANY",
+ "moderate": "Moderate",
+ "severe": "Severe",
+ "extreme": "Extreme",
+ "replace-permanent": "Replace Permanent",
+ "power-level": "Power Level",
+ "level-feet-in-the-water": "Feet in the Water",
+ "level-up-to-your-waist": "Up to Your Waist",
+ "level-chest-deep": "Chest-Deep",
+ "level-submerged": "Submerged",
+ "skill-cap": "Skill Cap",
+ "skill-points-spent": "Skill Points Spent",
+ "total-available": "Total Available",
+ "base-refresh-level": "Base Refresh Level",
+ "adjusted-refresh": "Adjusted Refresh",
+ "fate-points": "Fate Points",
+ "current-fate-points": "Current
Fate Points",
+ "player": "Player",
+ "skills": "Skills",
+ "superb": "Superb{{0}}",
+ "number-of-slots": "# of Slots:",
+ "great": "Great{{0}}",
+ "good": "Good{{0}}",
+ "fair": "Fair{{0}}",
+ "average": "Average{{0}}",
+ "mediocre": "Mediocre{{0}}",
+ "stunts-and-powers": "Stunts & Powers",
+ "cost": "Cost",
+ "ability": "Ability",
+ "additional-notes": "Additional Notes",
+ "total-refresh-adjustment": "Total Refresh Adjustment",
+ "the-ladder": "The Ladder",
+ "legendary": "Legendary",
+ "epic": "Epic",
+ "fantastic": "Fantastic",
+ "poor": "Poor",
+ "terrible": "Terrible",
+ "worksheet-title": "Character Phases Worksheet",
+ "template": "Template",
+ "musts": "Musts",
+ "high-concept-aspect": "High Concept Aspect",
+ "trouble-aspect": "Trouble Aspect",
+ "background": "{{0}}Background:{{1}} Where did you come from?",
+ "phase-one": "Phase {{0}}one{{1}}",
+ "events": "Events",
+ "phase-one-description": "What nation, region, culture are you from? What were your family circumstances like? What's your relationship with your family? How were you educated? What were your friends like? Did you get into trouble much? If you're supernatural, how early did you learn this? Were there problems?",
+ "phase-aspect": "Phase Aspect",
+ "rising-conflict": "{{0}}Rising Conflict:{{1}} What shaped you?",
+ "phase-two": "Phase {{0}}two{{1}}",
+ "phase-two-description": "Who were the prominent people in your life at this point? Do you have enemies? Close and fast friends? How did your high concept and trouble aspects shape you and events around you? What were the most significant choices you made? What lessons did you learn in this time?",
+ "the-story": "{{0}}The Story:{{1}} What was your first adventure?",
+ "phase-three": "Phase {{0}}three{{1}}",
+ "story-title": "Story Title",
+ "guest-starring": "Guest Starring...",
+ "guest-star": "{{0}}Guest Star:{{1}} Whose path have you crossed?",
+ "phase-four": "Phase {{0}}four{{1}}",
+ "whose-story": "Whose story was this? Who else was in it?",
+ "guest-star-redux": "{{0}}Guest Star Redux:{{1}} Whose else's path have you crossed?",
+ "phase-five": "Phase {{0}}five{{1}}"
+}
\ No newline at end of file
diff --git a/DFRPG/translations/hu.json b/DFRPG/translations/hu.json
new file mode 100644
index 0000000000..f42f520068
--- /dev/null
+++ b/DFRPG/translations/hu.json
@@ -0,0 +1,127 @@
+{
+ "superb-result": "Superb!",
+ "great-result": "Great!",
+ "good-result": "Good",
+ "fair-result": "Fair",
+ "average-result": "Average...",
+ "mediocre-result": "Mediocre...",
+ "poor-result": "Poor",
+ "terrible-result": "Terrible?",
+ "worksheet": "Worksheet",
+ "city": "City",
+ "location": "Locations",
+ "faces": "Faces",
+ "game-title": "The Dresden Files Role-Playing Game",
+ "faces-title": "City Sheet (Faces)",
+ "city-name": "City Name",
+ "campaign-title": "Campaign Title",
+ "name": "Name",
+ "is-the-face-of": "is {{0}}the Face{{1}} of...",
+ "with-the-high-concept": "with the {{0}}High Concept{{1}}...",
+ "and-motivation": "and {{0}}Motivation{{1}}...",
+ "with-these-relationships": "with these {{0}}Relationships{{1}}...",
+ "locations-title": "City Sheet (Locations)",
+ "description": "Description",
+ "theme-or-threat": "{{0}}Theme{{1}} (or) {{0}}Threat{{1}}",
+ "the-idea": "The {{0}}Idea{{1}}",
+ "the-aspect": "The {{0}}Aspect{{1}}",
+ "the-face": "The {{0}}Face{{1}}",
+ "concept": "Concept",
+ "city-title": "City Sheet (High Level)",
+ "city-wide-themes-and-threats": "City-Wide Themes and Threats",
+ "the-faces": "The {{0}}Faces{{1}}",
+ "the-balance-of-power": "The Balance of Power",
+ "the-status-quo": "The Status Quo",
+ "what-is-the-supernatural-status-quo": "What is the {{0}}Supernatural{{1}} status quo?",
+ "what-is-the-mundane-status-quo": "What is the {{0}}Mundane{{1}} status quo?",
+ "movers-and-shakers": "Movers and Shakers",
+ "the-current-order": "The Current Order",
+ "who-wants-to-maintain-the-status-quo": "Who wants to {{0}}maintain the status quo?{{1}}",
+ "who-wants-to-rock-the-boat": "Who wants to {{0}}rock the boat?{{1}}",
+ "the-supernatural": "The Supernatural",
+ "who-is-in-the-know": "Who is {{0}}in the know?{{1}}",
+ "who-is-in-the-dark": "Who is {{0}}in the dark?{{1}}",
+ "character-title": "Character Sheet",
+ "character": "Character",
+ "aspects": "Aspects",
+ "high-concept": "High Concept",
+ "trouble": "Trouble",
+ "other-aspects": "Other Aspects",
+ "stress": "Stress",
+ "physical": "Physical",
+ "endurance": "Endurance",
+ "mental": "Mental",
+ "conviction": "Conviction",
+ "social": "Social",
+ "presence": "Presence",
+ "add-additional-stress": "Add Additional Stress",
+ "clear-additional-stress": "Clear Additional Stress",
+ "hunger": "Hunger",
+ "discipline": "Discipline",
+ "armor-etc": "Armor, Etc",
+ "consequences": "Consequences",
+ "type": "type",
+ "physical-mental-social": "P/M/S",
+ "used": "Used?",
+ "aspect": "Aspect",
+ "mild": "Mild",
+ "any": "ANY",
+ "moderate": "Moderate",
+ "severe": "Severe",
+ "extreme": "Extreme",
+ "replace-permanent": "Replace Permanent",
+ "power-level": "Power Level",
+ "level-feet-in-the-water": "Feet in the Water",
+ "level-up-to-your-waist": "Up to Your Waist",
+ "level-chest-deep": "Chest-Deep",
+ "level-submerged": "Submerged",
+ "skill-cap": "Skill Cap",
+ "skill-points-spent": "Skill Points Spent",
+ "total-available": "Total Available",
+ "base-refresh-level": "Base Refresh Level",
+ "adjusted-refresh": "Adjusted Refresh",
+ "fate-points": "Fate Points",
+ "current-fate-points": "Current
Fate Points",
+ "player": "Player",
+ "skills": "Skills",
+ "superb": "Superb{{0}}",
+ "number-of-slots": "# of Slots:",
+ "great": "Great{{0}}",
+ "good": "Good{{0}}",
+ "fair": "Fair{{0}}",
+ "average": "Average{{0}}",
+ "mediocre": "Mediocre{{0}}",
+ "stunts-and-powers": "Stunts & Powers",
+ "cost": "Cost",
+ "ability": "Ability",
+ "additional-notes": "Additional Notes",
+ "total-refresh-adjustment": "Total Refresh Adjustment",
+ "the-ladder": "The Ladder",
+ "legendary": "Legendary",
+ "epic": "Epic",
+ "fantastic": "Fantastic",
+ "poor": "Poor",
+ "terrible": "Terrible",
+ "worksheet-title": "Character Phases Worksheet",
+ "template": "Template",
+ "musts": "Musts",
+ "high-concept-aspect": "High Concept Aspect",
+ "trouble-aspect": "Trouble Aspect",
+ "background": "{{0}}Background:{{1}} Where did you come from?",
+ "phase-one": "Phase {{0}}one{{1}}",
+ "events": "Events",
+ "phase-one-description": "What nation, region, culture are you from? What were your family circumstances like? What's your relationship with your family? How were you educated? What were your friends like? Did you get into trouble much? If you're supernatural, how early did you learn this? Were there problems?",
+ "phase-aspect": "Phase Aspect",
+ "rising-conflict": "{{0}}Rising Conflict:{{1}} What shaped you?",
+ "phase-two": "Phase {{0}}two{{1}}",
+ "phase-two-description": "Who were the prominent people in your life at this point? Do you have enemies? Close and fast friends? How did your high concept and trouble aspects shape you and events around you? What were the most significant choices you made? What lessons did you learn in this time?",
+ "the-story": "{{0}}The Story:{{1}} What was your first adventure?",
+ "phase-three": "Phase {{0}}three{{1}}",
+ "story-title": "Story Title",
+ "guest-starring": "Guest Starring...",
+ "guest-star": "{{0}}Guest Star:{{1}} Whose path have you crossed?",
+ "phase-four": "Phase {{0}}four{{1}}",
+ "whose-story": "Whose story was this? Who else was in it?",
+ "guest-star-redux": "{{0}}Guest Star Redux:{{1}} Whose else's path have you crossed?",
+ "phase-five": "Phase {{0}}five{{1}}"
+}
\ No newline at end of file
diff --git a/Dark Heresy Advanced 2nd Edition/translations/ca.json b/Dark Heresy Advanced 2nd Edition/translations/ca.json
new file mode 100644
index 0000000000..717763a06d
--- /dev/null
+++ b/Dark Heresy Advanced 2nd Edition/translations/ca.json
@@ -0,0 +1,625 @@
+{
+ "player-sheet-u": "Player Sheet",
+ "gear-u": "Gear",
+ "advancements-u": "Advancements",
+ "npcs-u": "NPCS",
+ "journal-u": "Journal",
+ "vehicles-u": "Vehicles",
+ "psykana-u": "Psykana",
+ "social-u": "Social",
+ "character-name-u": "Character Name:",
+ "home-world-u": "Home World:",
+ "homeworlds-u": "Homeworlds",
+ "adeptus-astartes-homeworld-u": "Adeptus Astartes Homeworld",
+ "agri-world-u": "Agri-World",
+ "cardinal-world-u": " Cardinal World",
+ "cemetary-world-u": "Cemetary World",
+ "civilized-world-u": " Civilized World",
+ "craftworld-u": "Craftworld",
+ "crone-world-u": "Crone World",
+ "daemon-world-u": "Daemon World",
+ "death-world-u": "Death World",
+ "desert-world-u": "Desert World",
+ "exodite-world-u": "Exodite World",
+ "feral-world-u": "Feral World",
+ "fuedal-world-u": "Feudal World",
+ "forge-world-u": "Forge World",
+ "frontier-world-u": "Frontier World",
+ "garden-world-u": "Garden World",
+ "gas-giant-u": "Gas Giant",
+ "highborn-u": "Highborn Eyes",
+ "hive-world-u": "Hive World",
+ "knight-world-u": "Knight World",
+ "ice-world-u": "Ice World",
+ "industrial-world-u": "Industrial World",
+ "jungle-world-u": "Jungle World",
+ "maiden-world-u": "Maiden World",
+ "mining-world-u": "Mining World",
+ "navis-nobilite-world-u": "Navis Nobilite World",
+ "ocean-world-u": "Ocean World",
+ "ork-world-u": "Ork World",
+ "penal-colony-u": "Penal Colony",
+ "pleasure-world-u": "Pleasure World",
+ "quarantine-world-u": "Quarantine World",
+ "research-station-u": "Research Station",
+ "shrine-world-u": "Shrine World Eyes",
+ "tau-world-u": "Tau World",
+ "tomb-world-u": "Tomb World",
+ "voidborn-u": "Voidborn",
+ "xenos-world-u": "Xenos World",
+ "background-u": "Background:",
+ "backgrounds-u": "Backgrounds",
+ "adepta-sororitas-u": "Adepta Sororitas",
+ "adeptus-administratum-u": "Adeptus Administratum",
+ "adeptus-arbites-u": "Adeptus Arbites",
+ "adeptus-astra-telepathica-u": "Adeptus Astra Telepathica",
+ "adeptus-mechanicus-u": "Adeptus Mechanicus",
+ "adeptus-ministorum-u": "Adeptus Ministorum",
+ "exorcised-u": "Exorcised",
+ "heretek-u": "Heretek",
+ "imperial-guard-u": "Imperial Guard",
+ "imperial-navy-u": "Imperial Navy",
+ "mutant-u": "Mutant",
+ "outcast-u": "Outcast",
+ "rogue-trader-fleet-u": "Rogue Trader Fleet",
+ "role-u": "Role:",
+ "ace-u": "Ace",
+ "assassin-u": "Assassin",
+ "chirurgeon-u": "Chirurgeon",
+ "crusader-u": "Crusader",
+ "desperado-u": "Desperado",
+ "fanatic-u": "Fanatic",
+ "heirophant-u": "Hierophant",
+ "mystic-u": "Mystic",
+ "penitent-u": "Penitent",
+ "sage-u": "Sage",
+ "seeker-u": "Seeker",
+ "warrior-u": "Warrior",
+ "divination-u": "Divination:",
+ "divinations-u": "Divinations",
+ "mutations-without-corruption-within-u": "Mutation without, corruption within.",
+ "trust-in-your-fear-u": "Trust in your fear.",
+ "humans-must-die-so-that-humanity-can-endure-u": "Humans must die so that humanity can endure.",
+ "the-pain-of-the-bullet-is-ecstasy-compared-to-damnation-u": "The pain of the bullet is ecstasy compared to damnation.",
+ "be-a-boon-to-your-allies-and-the-bane-of-your-enemies-u": "Be a boon to your allies and the bane of your enemies.",
+ "the-wise-learn-from-the-deaths-of-others-u": "The wise learn from the deaths of others.",
+ "kill-the-alien-before-it-can-speak-its-lies-u": "Kill the alien before it can speak its lies.",
+ "truth-is-subjective-u": "Truth is subjective.",
+ "thought-begets-heresy-u": "Thought begets Heresy.",
+ "heresy-begets-retribution-u": "Heresy begets Retribution.",
+ "a-mind-without-purpose-wanders-in-dark-places-u": "A mind without purpose wanders in dark places.",
+ "if-a-job-is-worth-doing-it-is-worth-dying-for-u": "If a job is worth doing, it is worth dying for.",
+ "dark-dreams-lie-upon-the-heart-u": "Dark dreams lie upon the heart.",
+ "violence-solves-everything-u": "Violence solves everything.",
+ "ignorance-is-a-wisdom-of-its-own-u": "Ignorance is a wisdom of its own.",
+ "only-the-insane-have-strength-enough-to-prosper-u": "Only the insane have strength enough to prosper.",
+ "a-suspicious-mind-is-a-healthy-mind-u": "A suspicious mind is a healthy mind.",
+ "suffering-is-an-unrelenting-instructor-u": "Suffering is an unrelenting instructor",
+ "the-only-true-fear-is-dying-without-your-duty-done-u": "The only true fear is dying without your duty done.",
+ "only-in-death-does-duty-end-u": "Only in death does duty end.",
+ "innocence-is-an-illusion-u": "Innocence is an illusion.",
+ "to-war-is-human-u": "To war is human.",
+ "there-is-no-substitute-for-zeal-u": "There is no substitute for zeal.",
+ "even-one-who-has-nothing-can-still-offer-his-life-u": "Even one who has nothing can still offer his life.",
+ "do-not-ask-why-you-serve-only-ask-how-u": "Do not ask why you serve. Only ask how.",
+ "player-name-u": "Player Name:",
+ "gender-u": "Gender:",
+ "eyes-u": "Eyes",
+ "feral-world-eyes-u": "Feral World Eyes",
+ "blue-u": "Blue",
+ "grey-u": "Grey",
+ "brown-u": "Brown",
+ "green-u": "Green",
+ "yellow-u": "Yellow",
+ "lenses-(any)-u": "Lenses (Any)",
+ "amber-u": "Amber",
+ "emerald-u": "Emerald",
+ "forge-world-eyes-u": "Forge World Eyes",
+ "hive-world-eyes-u": "Hive World Eyes",
+ "void-born--u": "Void Born Eyes",
+ "water-blueu": "Watery Blue",
+ "black-u": "Black",
+ "violet-u": "Violet",
+ "death-world-eyes-u": "Death World Eyes",
+ "cobalt-u": "Cobalt",
+ "garden-world-eyes-u": "Garden World Eyes",
+ "olive-u": "Olive",
+ "sapphire-u": "Sapphire",
+ "gold-u": "Gold",
+ "teal-u": "Teal",
+ "research-station-eyes-u": "Research Station Eyes",
+ "red-u": "Red",
+ "hazel-u": "Hazel",
+ "daemon-u": "Daemon World Eyes",
+ "purple-u": "Purple",
+ "penal-colony-eyes-u": "Penal Colony Eyes",
+ "dark-blue-u": " Dark Blue",
+ "quarantine-world-eyes-u": "Quarantine World Eyes",
+ "sky-blue-u": "Sky Blue",
+ "sea-green-u": "Sea Green",
+ "agri-world-eyes-u": "Agri-World Eyes",
+ "feudal-world-eyes-u": "Feudal World Eyes",
+ "frontier-world-eyes-u": "Frontier World Eyes",
+ "age-u": "Age",
+ "feral-world-age-u": "Feral World Age",
+ "old-one-u": "Old One",
+ "highborn-age-u": "Highborn Age",
+ "scion-u": "Scion",
+ "prime-u": "Prime",
+ "authority-u": "Authority",
+ "shrine-world-age-u": "Shrine World Age",
+ "novate-u": "Novate",
+ "vital-u": "Vital",
+ "elder-u": "Elder",
+ "forge-world-age-u": "Forge World Age",
+ "young-u": "Young",
+ "mature-u": "Mature",
+ "venerated-u": "Venerated",
+ "hive-world-age-u": "Hive World Age",
+ "nipper-u": "Nipper",
+ "juve-u": "Juve",
+ "adult-u": "Adult",
+ "old-timer-u": "Old Timer",
+ "void-born-age-u": "Void Born Age",
+ "youth-u": "Youth",
+ "methuselah-u": "Methuselah",
+ "death-world-age-u": "Death World Age",
+ "lucky-u": "Lucky",
+ "immortal-u": "Immortal",
+ "garden-world-age-u": "Garden World Age",
+ "attendant-u": "Attendant",
+ "docent-u": "Docent",
+ "exemplar-u": "Exemplar",
+ "research-station-age-u": "Research Station Age",
+ "notion-u": "Notion",
+ "evidentiary-u": "Evidentiary",
+ "conviction-u": "Conviction",
+ "daemon-world-age-u": "Daemon World Age",
+ "runner-u": "Runner",
+ "rock-u": "Rock",
+ "saint-u": "Saint",
+ "penal-colony-age-u": "Penal Colony Age",
+ "new-meat-u": "New Meat",
+ "convict-u": "Convict",
+ "lifter-u": "Lifter",
+ "quarantine-world-age-u": "Quarantine World Age",
+ "clean-u": "Clean",
+ "survivor-u": "Survivor",
+ "fossil-u": "Fossil",
+ "agri-world-age-u": "Agri-World Age",
+ "seedling-u": "Seedling",
+ "ripe-u": "Ripe",
+ "deep-rooted-u": "Deep-rooted",
+ "feudal-world-age-u": "Feudal World Age",
+ "childe-u": "Childe",
+ "of-age-u": "Of Age",
+ "hoary-u": "Hoary",
+ "frontier-world-age-u": "Frontier World Age",
+ "kid-u": "Kid",
+ "primed-u": "Primed",
+ "grandly-u": "Grandly",
+ "build-u": "Build",
+ "feral-world-build-u": "Feral World Build",
+ "rangy-u": "Rangy",
+ "lean-u": "Lean",
+ "muscular-u": "Muscular",
+ "squat-u": "Squat",
+ "strapping-u": "Strapping",
+ "highborn-build-u": "Highborn Build",
+ "slender-u": "Slender",
+ "svelte-u": "Svelte",
+ "fit-u": "Fit",
+ "well-built-u": "Well-Built",
+ "powerful-u": "Powerful",
+ "shrine-world-build-u": "Shrine World Build",
+ "diminished-u": "Diminshed",
+ "lessened-u": "Lessened",
+ "faithful-u": "Faithful",
+ "commended-u": "Commended",
+ "abundant-u": "Abundant",
+ "forge-world-build-u": "Forge World Build",
+ "minimal-u": "Minimal",
+ "low-nominal-u": "Low Nominal",
+ "optimal-u": "Optimal",
+ "high-nominal-u": "High Nominal",
+ "maximal-u": "Maximal",
+ "hive-world-build-u": "Hive World Build",
+ "runt-u": "Runt",
+ "scrawny-u": "Scrawny",
+ "wiry-u": "Wiry",
+ "lanky-u": "Lanky",
+ "brawny-u": "Brawny",
+ "void-born-build-u": "Void Born Build",
+ "skeletal-u": "Skeletal",
+ "stunted-u": "Stunted",
+ "gaunt-u": "Gaunt",
+ "gangling-u": "Gangling",
+ "spindly-u": "Spindly",
+ "death-world-build-u": "Death World Build",
+ "longpole-u": "Longpole",
+ "tough-u": "Tough",
+ "muscle-u": "Muscle",
+ "dagger-u": "Dagger",
+ "Bastion-u": "Bastion",
+ "garden-world-build-u": "Garden World Build",
+ "flowering-u": "Flowering",
+ "vine-u": "Vine",
+ "pastoral-u": "Pastoral",
+ "mountain-u": "Mountain",
+ "zephyr-u": "Zephyr",
+ "research-station-build-u": "Research Station Build",
+ "pulse-u": "Pulse",
+ "spike-u": "Spike",
+ "sigma-u": "Sigma",
+ "attenuated-u": "Attenuated",
+ "saturated-u": "Saturated",
+ "daemon-world-build-u": "Daemon World Build",
+ "lesser-u": "Lesser",
+ "sinuous-u": "Sinuous",
+ "corpulent-u": "Corpulent",
+ "penal-colony-build-u": "Penal Colony Build",
+ "chain-u": "Chain",
+ "stiletto-u": "Stiletto",
+ "hammer-u": "Hammer",
+ "boulder-u": "Boulder",
+ "stubber-u": "Stubber",
+ "quarantine-world-build-u": "Quarantine World Build",
+ "spiked-u": "Spiked",
+ "acute-u": "Acute",
+ "shrunken-u": "Shrunken",
+ "prolonged-u": "Prolonged",
+ "stable-u": "Stable",
+ "agri-world-build-u": "Agri-World Build",
+ "sprout-u": "Sprout",
+ "weedy-u": "Weedy",
+ "oaken-u": "Oaken",
+ "willowy-u": "Willowy",
+ "generous-u": "Generous",
+ "feudal-world-build-u": "Feudal World Build",
+ "measly-u": "Measly",
+ "lank-u": "Lank",
+ "stalwart-u": "Stalwart",
+ "stout-u": "Stout",
+ "hardy-u": "Hardy",
+ "frontier-world-build-u": "Frontier World Build",
+ "meagre-u": "Meagre",
+ "robust-u": "Robust",
+ "marbled-u": "Marbled",
+ "complexion-u": "Complexion:",
+ "skin-u": "Skin",
+ "feral-world-skin-u": "Feral World Skin",
+ "dark-u": "Dark",
+ "tan-u": "Tan",
+ "fair-u": "Fair",
+ "ruddy-u": "Ruddy",
+ "bronze-u": "Bronze",
+ "highborn-skin-u": "Highborn Skin",
+ "dyed-(any)-u": "Dyed (Any)",
+ "shrine-world-skin-u": "Shrine World Skin",
+ "freckled-u": "Freckled",
+ "forge-world-skin-u": "Forge World Skin",
+ "pale-u": "Pale",
+ "hive-world-skin-u": "Hive World Skin",
+ "stained-(any)-u": "Stained (Any)",
+ "void-born-skin-u": "Void Born Skin",
+ "porcelain-u": "Porcelain",
+ "bluish-u": "Bluish",
+ "greyish-u": "Greyish",
+ "milky-u": "Milky",
+ "death-world-skin-u": "Death World Skin",
+ "pallid-u": "Pallid",
+ "garden-world-skin-u": "Garden World Skin",
+ "bronzed-u": "Bronzed",
+ "research-station-skin-u": "Research Station Skin",
+ "daemon-world-skin-u": "Daemon World Skin",
+ "golden-u": "Golden",
+ "penal-colony-skin-u": "Penal Colony Skin",
+ "quarantine-world-skin-u": "Quarantine World Skin",
+ "chalky-u": "Chalky",
+ "agri-world-skin-u": "Agri-World Skin",
+ "fuedal-world-skin-u": "Feudal World Skin",
+ "ochre-u": "Ochre",
+ "frontier-world-skin-u": "Frontier World Skin",
+ "hair-u": "Hair",
+ "feral-world-hair-u": "Feral World Hair",
+ "blonde-u": "Blonde",
+ "grey": "Grey",
+ "highborn-hair-u": "Highborn Hair",
+ "shrine-world-hair-u": "Shrine World Hair",
+ "none-u": "None",
+ "blonde": "Blond",
+ "russet-u": "Russet",
+ "forge-world-hair-u": "Forge World Hair",
+ "rust-u": "Rust",
+ "blond-u": "Blond",
+ "hive-world-hair-u": "Hive World Hair",
+ "mousy-u": "Mousy",
+ "void-born-hair-u": "Void Born Hair",
+ "copper-u": "Copper",
+ "auburn-u": "Auburn",
+ "death-world-hair-u": "Death World Hair",
+ "chestnut-u": "Chestnut",
+ "coppery-u": "Coppery",
+ "garden-world-hair-u": "Garden World Hair",
+ "khaki-u": "Khaki",
+ "white-u": "White",
+ "research-station-hair-u": "Research Station Hair",
+ "ginger-u": "Ginger",
+ "ash-blond-u": "Ash-Blond",
+ "daemon-world-hair-u": "Daemon World Hair",
+ "penal-colony-hair-u": "Penal Colony Hair",
+ "quarantine-world-hair-u": "Quarantine World Hair",
+ "dark-red-u": "Dark Red",
+ "agri-world-hair-u": "Agri-World Hair",
+ "feudal-world-hair-u": "Feudal World Hair",
+ "frontier-world-hair-u": "Frontier World Hair",
+ "henna-u": "Henna",
+ "exotic-hair-u": "Exotic Hair",
+ "mauveine-u": "Mauveine ",
+ "unnatural-color-(any)-u": "Unnatural Color (Any) ",
+ "quirks-u": "Quirks:",
+ "superstitions-u": "Superstitions:",
+ "momentos-u": "Momentos:",
+ "characteristics-u": "Characteristics",
+ "weapon-skill-(ws)-u": "Weapon Skill (WS)",
+ "none-(0)-u": "None (0)",
+ "simple-(+5)-u": "Simple (+5)",
+ "intermediate-(+10)-u": "Intermediate (+10)",
+ "trained-(+15)-u": "Trained (+15)",
+ "proficient-(+20)-u": "Proficient (+20)",
+ "expert-(+25)-u": "Expert (+25)",
+ "ballistic-skill-(bs)-u": "Ballistic Skill (BS)",
+ "strength-(s)-u": "Strength (S)",
+ "toughness-(t)-u": "Toughness (T)",
+ "agility-(ag)-u": "Agility (Ag)",
+ "intelligence-(int)-u": "Intelligence (Int)",
+ "perception-(per)-u": "Perception (Per)",
+ "willpower-(wp)-u": "Willpower (WP)",
+ "fellowship-(fel)-u": "Fellowship (Fel)",
+ "influence-(inf)-u": "Influence (Inf)",
+ "fate-points-u": "Fate Points",
+ "threshold-u": "Threshold:",
+ "current-u": "Current: ",
+ "initiative-u": "Initiative",
+ "agility-u": "Ag",
+ "custom-u": "Custom",
+ "movement-u": "Movement",
+ "half-move-u": "Half Move: ",
+ "full-move-u": "Full Move: ",
+ "charge-u": "Charge: ",
+ "run-u": "Run: ",
+ "modifier-u": "Modifiers: ",
+ "fatigue-u": "Fatigue",
+ "size-u": "Size:",
+ "average-(4)-u": "Average (4)",
+ "miniscule-(1)-u": "Miniscule (1)",
+ "puny-(2)-u": "Puny (2)",
+ "weedy-(3)-u": "Weedy (3)",
+ "hulking-(5)-u": "Hulking (5)",
+ "enormous-(6)-u": "Enormous (6)",
+ "massive-(7)-u": "Massive (7)",
+ "immense-(8)-u": "Immense (8)",
+ "monumental-(9)-u": "Monumental (9)",
+ "titanic-(10)-u": "Titanic (10)",
+ "armour-and-defence-u": "Armour & Defence",
+ "head-u": "Head",
+ "armor-value-u": "Ar",
+ "ar-u": "AR",
+ "body-u": "Body",
+ "al-u": "AL",
+ "lr-u": "LR",
+ "ll-u": "LL",
+ "wounds-u": "Wounds",
+ "total-u": "Total: ",
+ "critical-damage-u": "Critical Damage: ",
+ "status-u": "Status: ",
+ "unharmed-u": "Unharmed",
+ "lightly-damaged-u": "Lightly Damaged",
+ "heavily-damaged-u": "Heavily Damaged",
+ "critically-damaged-u": "Critically Damaged",
+ "conditions-u": "Conditions",
+ "recently-healed-u": "Recently Healed",
+ "blinded-u": "Blinded",
+ "blood-loss-u": "Blood Loss",
+ "deafened-u": "Deafened",
+ "falling-u": "Falling",
+ "fire-u": "Fire",
+ "stunned-u": "Stunned",
+ "suffocation-u": "Suffocation",
+ "unconsciousness-u": "Unconsciousness",
+ "useless-limbs-u": "Useless Limbs",
+ "vacuum-u": "Vacuum",
+ "amputated-limb-u": "Amputated Limb",
+ "lost-hand-u": "Lost Hand",
+ "lost-arm-u": "Lost Arm",
+ "lost-eye-u": "Lost Eye",
+ "lost-foot-u": "Lost Foot",
+ "lost-leg-u": "Lost Leg",
+ "cybernetic-modifiers-u": "Cybernetics Modifiers",
+ "bionic-left-arm-u": "Bionic Arm (left): ",
+ "bionic-right-arm-u": "Bionic Arm (Right): ",
+ "machine-trait-u": "Machine Trait: ",
+ "left-leg-bionic-u": "Bionic Leg Toughness Bonus(left): ",
+ "right-leg-bionic-u": "Bionic Leg (Right): ",
+ "special-abilities-u": "Special Abilities",
+ "skills-u": "Skills",
+ "acrobatics-u": "Acrobatics",
+ "ag-u": "(Ag)",
+ "s-u": "(S)",
+ "athletics-u": "Athletics",
+ "t-u": "(T)",
+ "awareness-u": "Awareness",
+ "per-u": "(Per)",
+ "fel-u": "(Fel)",
+ "int-u": "(Int)",
+ "charm-u": "Charm",
+ "fellowship-u": "Fel",
+ "influence-u": "Inf",
+ "command-u": "Command",
+ "intelligence-u": "Int",
+ "strength-u": "S",
+ "willpower-u": "WP",
+ "commerce-u": "Commerce",
+ "deceive-u": "Deceive",
+ "dodge-u": "Dodge",
+ "inquiry-u": "Inquiry",
+ "interrogation-u": "Interrogation",
+ "intimidate-u": "Intimidate",
+ "logic-u": "Logic",
+ "medicae-u": "Medicae",
+ "navigate-u": "Navigate",
+ "surface-u": "Surface",
+ "stellar-u": "Stellar",
+ "warp-u": "Warp",
+ "operate-u": "Operate",
+ "g-u": "(Ag)",
+ "aeronautica-u": "Aeronautica",
+ "voidship-u": "Voidship",
+ "parry-u": "Parry",
+ "weapon-skill-u": "WS",
+ "psyniscience-u": "Psyniscience",
+ "scrutiny-u": "Scrutiny",
+ "security-u": "Security",
+ "sleight-of-hand-u": "Sleight Of Hand",
+ "stealth-u": "Stealth",
+ "survival-u": "Survival",
+ "tech-use-u": "Tech-Use",
+ "linguistics-u": "Linguistics",
+ "trade-u": "Trade",
+ "lore-u": "Lore",
+ "common-u": "Common",
+ "scholastic-u": "Scholastic",
+ "forbidden-u": "Forbidden",
+ "other-skills-u": "Other Skills",
+ "ballistic-skill-u": "BS",
+ "toughness-u": "T",
+ "perception-u": "Perception",
+ "corruption-u": "Corruption (C)",
+ "insanity-u": "Insanity (Is)",
+ "talents-u": "Talents",
+ "page-number-#-u": "pg#",
+ "traits-u": "Traits:",
+ "aptitudes-u": "Aptitudes",
+ "aptitude": "Aptitude",
+ "general-u": "General",
+ "offence-u": "Offence",
+ "finesse-u": "Finesse",
+ "defence-u": "Defence",
+ "psyker-u": "Psyker",
+ "tech-u": "Tech",
+ "knowledge-u": "Knowledge",
+ "leadership-u": "Leadership",
+ "fieldcraft-u": "Fieldcraft",
+ "elite-advances-u": "Elite Advances",
+ "elite-advance-u": "Elite Advance:",
+ "advance-title-u": "Advance Title",
+ "experience-points-u": "XP",
+ "experience-u": "Experience",
+ "xp-to-spend-u": "XP to Spend:",
+ "total-spent-u": "Total Spent:",
+ "advancements-taken-u": "Advancements Taken:",
+ "zero-u": "0",
+ "mental-disorders-u": "Mental Disorders",
+ "malignancies-u": "Malignancies",
+ "mutations-u": "Mutations",
+ "mutation-perception-u": "Per",
+ "name-u": "Name:",
+ "type-u": "Type:",
+ "homeworld-u": "Homeworld",
+ "appearance-u": "Appearance:",
+ "personality-u": "Personality:",
+ "weaponskill-u": "WS",
+ "unnatural-characteristics-u": "Unnatural Characteristics",
+ "armor-bonus-u": "AB",
+ "multiplied-by-2-u": "x2",
+ "multiplied-by-3-u": "x3",
+ "multiplied-by-6-u": "x6",
+ "soak-u": "Soak",
+ "arm-right-u": "AR",
+ "arm-left-u": "AL",
+ "leg-right-u": "LR",
+ "leg-left-u": "LL",
+ "talents-and-traits-u": "Talents & Traits",
+ "gear-and-weapons-u": "Gear & Weapons",
+ "special-rules-u": "Special Rules",
+ "miscellaneous-and-notes-u": "Miscellaneous & Notes",
+ "weight-u": "wt.",
+ "kilograms-u": "kg",
+ "class-u": "Class:",
+ "melee-u": "Melee",
+ "damage-u": "Damage",
+ "energy-u": "Energy",
+ "impact-u": "Impact",
+ "rending-u": "Rending",
+ "explosive-u": "Explosive",
+ "penetration-u": "Pen:",
+ "special-u": "Special:",
+ "hit-u": "Hit",
+ "range-u": "Range:",
+ "rate-of-fire-u": "RoF:",
+ "clip-u": "Clip:",
+ "reload-u": "Reload:",
+ "mission-objective-pending-u": "Mission Objective Pending",
+ "objective-u": "Objective: ",
+ "primary-objective-pending": "Primary Objective Pending",
+ "pending-secondary-objective-u": "Pending Secondary Objective",
+ "journal-entry-u": "Journal Entry",
+ "armour-u": "Armour:",
+ "tactical-speed-u": "Tactical Speed:",
+ "cruising-speed-u": "Cruising Speed:",
+ "manoeuvrability-u": "Manoeuvrability:",
+ "integrity-u": "Integrity:",
+ "crew-u": "Crew:",
+ "weapons-u": "Weapons:",
+ "focus-power-test-u": "Focus Power Test",
+ "willpower": "Willpower",
+ "psychic-powers-u": "Psychic Powers",
+ "bound-u": "Bound",
+ "unbound-u": "Unbound",
+ "daemonic-u": "Daemonic",
+ "psy-rating-u": "Psy Rating:",
+ "action-u": "Action:",
+ "focus-power-u": "Focus Power:",
+ "subtype-u": "Subtype:",
+ "sustained-u": "Sustained:",
+ "damage-type-u": "Damage Type:",
+ "e-u": "E",
+ "i-u": "I",
+ "r-u": "R",
+ "max-push-u": "Max Push:",
+ "+2/3/4-u": "+2/3/4",
+ "sustaining-u": "Sustaining:",
+ "+10-psychic-phenomena-u": "+10 PP / -1 PR",
+ "ranged-weapons-u": "Ranged Weapons",
+ "pistol-u": "Pistol",
+ "basic-u": "Basic",
+ "heavy-u": "Heavy",
+ "thrown-u": "Thrown",
+ "vehicle-u": "Vehicle",
+ "melee-weapons-u": "Melee Weapons",
+ "daemon-weapons-u": "Daemon Weapons",
+ "daemons-willpower-u": "Daemon's Willpower:",
+ "zero-zero-u": "00",
+ "binding-strength-u": "Binding Strength:",
+ "alignment-u": "Alignment:",
+ "undivided-u": "Undivided",
+ "khorne-u": "Khorne",
+ "nurgle-u": "Nurgle",
+ "slaanesh-u": "Slaanesh",
+ "tzeentch-u": "Tzeentch",
+ "unique-u": "Unique",
+ "vulgar-u": "Vulgar",
+ "jealous-u": "Jealous",
+ "prideful-u": "Prideful",
+ "vindicative-u": "Vindictive",
+ "overbearing-u": "Overbearing",
+ "ranged-u": "Range:",
+ "attributes-u": "Attributes:",
+ "cybernetics-u": "Cybernetics",
+ "max-carry-wt-(sb+tb)-u": "Max Carry WT (SB+TB): ",
+ "peers-u": "Peers",
+ "peer-u": "Peer: ",
+ "enemies-u": "Enemies",
+ "enemy-u": "Enemy: ",
+ "scatter-diagram-u": "Scatter Diagram"
+}
\ No newline at end of file
diff --git a/Dark Heresy Advanced 2nd Edition/translations/hu.json b/Dark Heresy Advanced 2nd Edition/translations/hu.json
new file mode 100644
index 0000000000..717763a06d
--- /dev/null
+++ b/Dark Heresy Advanced 2nd Edition/translations/hu.json
@@ -0,0 +1,625 @@
+{
+ "player-sheet-u": "Player Sheet",
+ "gear-u": "Gear",
+ "advancements-u": "Advancements",
+ "npcs-u": "NPCS",
+ "journal-u": "Journal",
+ "vehicles-u": "Vehicles",
+ "psykana-u": "Psykana",
+ "social-u": "Social",
+ "character-name-u": "Character Name:",
+ "home-world-u": "Home World:",
+ "homeworlds-u": "Homeworlds",
+ "adeptus-astartes-homeworld-u": "Adeptus Astartes Homeworld",
+ "agri-world-u": "Agri-World",
+ "cardinal-world-u": " Cardinal World",
+ "cemetary-world-u": "Cemetary World",
+ "civilized-world-u": " Civilized World",
+ "craftworld-u": "Craftworld",
+ "crone-world-u": "Crone World",
+ "daemon-world-u": "Daemon World",
+ "death-world-u": "Death World",
+ "desert-world-u": "Desert World",
+ "exodite-world-u": "Exodite World",
+ "feral-world-u": "Feral World",
+ "fuedal-world-u": "Feudal World",
+ "forge-world-u": "Forge World",
+ "frontier-world-u": "Frontier World",
+ "garden-world-u": "Garden World",
+ "gas-giant-u": "Gas Giant",
+ "highborn-u": "Highborn Eyes",
+ "hive-world-u": "Hive World",
+ "knight-world-u": "Knight World",
+ "ice-world-u": "Ice World",
+ "industrial-world-u": "Industrial World",
+ "jungle-world-u": "Jungle World",
+ "maiden-world-u": "Maiden World",
+ "mining-world-u": "Mining World",
+ "navis-nobilite-world-u": "Navis Nobilite World",
+ "ocean-world-u": "Ocean World",
+ "ork-world-u": "Ork World",
+ "penal-colony-u": "Penal Colony",
+ "pleasure-world-u": "Pleasure World",
+ "quarantine-world-u": "Quarantine World",
+ "research-station-u": "Research Station",
+ "shrine-world-u": "Shrine World Eyes",
+ "tau-world-u": "Tau World",
+ "tomb-world-u": "Tomb World",
+ "voidborn-u": "Voidborn",
+ "xenos-world-u": "Xenos World",
+ "background-u": "Background:",
+ "backgrounds-u": "Backgrounds",
+ "adepta-sororitas-u": "Adepta Sororitas",
+ "adeptus-administratum-u": "Adeptus Administratum",
+ "adeptus-arbites-u": "Adeptus Arbites",
+ "adeptus-astra-telepathica-u": "Adeptus Astra Telepathica",
+ "adeptus-mechanicus-u": "Adeptus Mechanicus",
+ "adeptus-ministorum-u": "Adeptus Ministorum",
+ "exorcised-u": "Exorcised",
+ "heretek-u": "Heretek",
+ "imperial-guard-u": "Imperial Guard",
+ "imperial-navy-u": "Imperial Navy",
+ "mutant-u": "Mutant",
+ "outcast-u": "Outcast",
+ "rogue-trader-fleet-u": "Rogue Trader Fleet",
+ "role-u": "Role:",
+ "ace-u": "Ace",
+ "assassin-u": "Assassin",
+ "chirurgeon-u": "Chirurgeon",
+ "crusader-u": "Crusader",
+ "desperado-u": "Desperado",
+ "fanatic-u": "Fanatic",
+ "heirophant-u": "Hierophant",
+ "mystic-u": "Mystic",
+ "penitent-u": "Penitent",
+ "sage-u": "Sage",
+ "seeker-u": "Seeker",
+ "warrior-u": "Warrior",
+ "divination-u": "Divination:",
+ "divinations-u": "Divinations",
+ "mutations-without-corruption-within-u": "Mutation without, corruption within.",
+ "trust-in-your-fear-u": "Trust in your fear.",
+ "humans-must-die-so-that-humanity-can-endure-u": "Humans must die so that humanity can endure.",
+ "the-pain-of-the-bullet-is-ecstasy-compared-to-damnation-u": "The pain of the bullet is ecstasy compared to damnation.",
+ "be-a-boon-to-your-allies-and-the-bane-of-your-enemies-u": "Be a boon to your allies and the bane of your enemies.",
+ "the-wise-learn-from-the-deaths-of-others-u": "The wise learn from the deaths of others.",
+ "kill-the-alien-before-it-can-speak-its-lies-u": "Kill the alien before it can speak its lies.",
+ "truth-is-subjective-u": "Truth is subjective.",
+ "thought-begets-heresy-u": "Thought begets Heresy.",
+ "heresy-begets-retribution-u": "Heresy begets Retribution.",
+ "a-mind-without-purpose-wanders-in-dark-places-u": "A mind without purpose wanders in dark places.",
+ "if-a-job-is-worth-doing-it-is-worth-dying-for-u": "If a job is worth doing, it is worth dying for.",
+ "dark-dreams-lie-upon-the-heart-u": "Dark dreams lie upon the heart.",
+ "violence-solves-everything-u": "Violence solves everything.",
+ "ignorance-is-a-wisdom-of-its-own-u": "Ignorance is a wisdom of its own.",
+ "only-the-insane-have-strength-enough-to-prosper-u": "Only the insane have strength enough to prosper.",
+ "a-suspicious-mind-is-a-healthy-mind-u": "A suspicious mind is a healthy mind.",
+ "suffering-is-an-unrelenting-instructor-u": "Suffering is an unrelenting instructor",
+ "the-only-true-fear-is-dying-without-your-duty-done-u": "The only true fear is dying without your duty done.",
+ "only-in-death-does-duty-end-u": "Only in death does duty end.",
+ "innocence-is-an-illusion-u": "Innocence is an illusion.",
+ "to-war-is-human-u": "To war is human.",
+ "there-is-no-substitute-for-zeal-u": "There is no substitute for zeal.",
+ "even-one-who-has-nothing-can-still-offer-his-life-u": "Even one who has nothing can still offer his life.",
+ "do-not-ask-why-you-serve-only-ask-how-u": "Do not ask why you serve. Only ask how.",
+ "player-name-u": "Player Name:",
+ "gender-u": "Gender:",
+ "eyes-u": "Eyes",
+ "feral-world-eyes-u": "Feral World Eyes",
+ "blue-u": "Blue",
+ "grey-u": "Grey",
+ "brown-u": "Brown",
+ "green-u": "Green",
+ "yellow-u": "Yellow",
+ "lenses-(any)-u": "Lenses (Any)",
+ "amber-u": "Amber",
+ "emerald-u": "Emerald",
+ "forge-world-eyes-u": "Forge World Eyes",
+ "hive-world-eyes-u": "Hive World Eyes",
+ "void-born--u": "Void Born Eyes",
+ "water-blueu": "Watery Blue",
+ "black-u": "Black",
+ "violet-u": "Violet",
+ "death-world-eyes-u": "Death World Eyes",
+ "cobalt-u": "Cobalt",
+ "garden-world-eyes-u": "Garden World Eyes",
+ "olive-u": "Olive",
+ "sapphire-u": "Sapphire",
+ "gold-u": "Gold",
+ "teal-u": "Teal",
+ "research-station-eyes-u": "Research Station Eyes",
+ "red-u": "Red",
+ "hazel-u": "Hazel",
+ "daemon-u": "Daemon World Eyes",
+ "purple-u": "Purple",
+ "penal-colony-eyes-u": "Penal Colony Eyes",
+ "dark-blue-u": " Dark Blue",
+ "quarantine-world-eyes-u": "Quarantine World Eyes",
+ "sky-blue-u": "Sky Blue",
+ "sea-green-u": "Sea Green",
+ "agri-world-eyes-u": "Agri-World Eyes",
+ "feudal-world-eyes-u": "Feudal World Eyes",
+ "frontier-world-eyes-u": "Frontier World Eyes",
+ "age-u": "Age",
+ "feral-world-age-u": "Feral World Age",
+ "old-one-u": "Old One",
+ "highborn-age-u": "Highborn Age",
+ "scion-u": "Scion",
+ "prime-u": "Prime",
+ "authority-u": "Authority",
+ "shrine-world-age-u": "Shrine World Age",
+ "novate-u": "Novate",
+ "vital-u": "Vital",
+ "elder-u": "Elder",
+ "forge-world-age-u": "Forge World Age",
+ "young-u": "Young",
+ "mature-u": "Mature",
+ "venerated-u": "Venerated",
+ "hive-world-age-u": "Hive World Age",
+ "nipper-u": "Nipper",
+ "juve-u": "Juve",
+ "adult-u": "Adult",
+ "old-timer-u": "Old Timer",
+ "void-born-age-u": "Void Born Age",
+ "youth-u": "Youth",
+ "methuselah-u": "Methuselah",
+ "death-world-age-u": "Death World Age",
+ "lucky-u": "Lucky",
+ "immortal-u": "Immortal",
+ "garden-world-age-u": "Garden World Age",
+ "attendant-u": "Attendant",
+ "docent-u": "Docent",
+ "exemplar-u": "Exemplar",
+ "research-station-age-u": "Research Station Age",
+ "notion-u": "Notion",
+ "evidentiary-u": "Evidentiary",
+ "conviction-u": "Conviction",
+ "daemon-world-age-u": "Daemon World Age",
+ "runner-u": "Runner",
+ "rock-u": "Rock",
+ "saint-u": "Saint",
+ "penal-colony-age-u": "Penal Colony Age",
+ "new-meat-u": "New Meat",
+ "convict-u": "Convict",
+ "lifter-u": "Lifter",
+ "quarantine-world-age-u": "Quarantine World Age",
+ "clean-u": "Clean",
+ "survivor-u": "Survivor",
+ "fossil-u": "Fossil",
+ "agri-world-age-u": "Agri-World Age",
+ "seedling-u": "Seedling",
+ "ripe-u": "Ripe",
+ "deep-rooted-u": "Deep-rooted",
+ "feudal-world-age-u": "Feudal World Age",
+ "childe-u": "Childe",
+ "of-age-u": "Of Age",
+ "hoary-u": "Hoary",
+ "frontier-world-age-u": "Frontier World Age",
+ "kid-u": "Kid",
+ "primed-u": "Primed",
+ "grandly-u": "Grandly",
+ "build-u": "Build",
+ "feral-world-build-u": "Feral World Build",
+ "rangy-u": "Rangy",
+ "lean-u": "Lean",
+ "muscular-u": "Muscular",
+ "squat-u": "Squat",
+ "strapping-u": "Strapping",
+ "highborn-build-u": "Highborn Build",
+ "slender-u": "Slender",
+ "svelte-u": "Svelte",
+ "fit-u": "Fit",
+ "well-built-u": "Well-Built",
+ "powerful-u": "Powerful",
+ "shrine-world-build-u": "Shrine World Build",
+ "diminished-u": "Diminshed",
+ "lessened-u": "Lessened",
+ "faithful-u": "Faithful",
+ "commended-u": "Commended",
+ "abundant-u": "Abundant",
+ "forge-world-build-u": "Forge World Build",
+ "minimal-u": "Minimal",
+ "low-nominal-u": "Low Nominal",
+ "optimal-u": "Optimal",
+ "high-nominal-u": "High Nominal",
+ "maximal-u": "Maximal",
+ "hive-world-build-u": "Hive World Build",
+ "runt-u": "Runt",
+ "scrawny-u": "Scrawny",
+ "wiry-u": "Wiry",
+ "lanky-u": "Lanky",
+ "brawny-u": "Brawny",
+ "void-born-build-u": "Void Born Build",
+ "skeletal-u": "Skeletal",
+ "stunted-u": "Stunted",
+ "gaunt-u": "Gaunt",
+ "gangling-u": "Gangling",
+ "spindly-u": "Spindly",
+ "death-world-build-u": "Death World Build",
+ "longpole-u": "Longpole",
+ "tough-u": "Tough",
+ "muscle-u": "Muscle",
+ "dagger-u": "Dagger",
+ "Bastion-u": "Bastion",
+ "garden-world-build-u": "Garden World Build",
+ "flowering-u": "Flowering",
+ "vine-u": "Vine",
+ "pastoral-u": "Pastoral",
+ "mountain-u": "Mountain",
+ "zephyr-u": "Zephyr",
+ "research-station-build-u": "Research Station Build",
+ "pulse-u": "Pulse",
+ "spike-u": "Spike",
+ "sigma-u": "Sigma",
+ "attenuated-u": "Attenuated",
+ "saturated-u": "Saturated",
+ "daemon-world-build-u": "Daemon World Build",
+ "lesser-u": "Lesser",
+ "sinuous-u": "Sinuous",
+ "corpulent-u": "Corpulent",
+ "penal-colony-build-u": "Penal Colony Build",
+ "chain-u": "Chain",
+ "stiletto-u": "Stiletto",
+ "hammer-u": "Hammer",
+ "boulder-u": "Boulder",
+ "stubber-u": "Stubber",
+ "quarantine-world-build-u": "Quarantine World Build",
+ "spiked-u": "Spiked",
+ "acute-u": "Acute",
+ "shrunken-u": "Shrunken",
+ "prolonged-u": "Prolonged",
+ "stable-u": "Stable",
+ "agri-world-build-u": "Agri-World Build",
+ "sprout-u": "Sprout",
+ "weedy-u": "Weedy",
+ "oaken-u": "Oaken",
+ "willowy-u": "Willowy",
+ "generous-u": "Generous",
+ "feudal-world-build-u": "Feudal World Build",
+ "measly-u": "Measly",
+ "lank-u": "Lank",
+ "stalwart-u": "Stalwart",
+ "stout-u": "Stout",
+ "hardy-u": "Hardy",
+ "frontier-world-build-u": "Frontier World Build",
+ "meagre-u": "Meagre",
+ "robust-u": "Robust",
+ "marbled-u": "Marbled",
+ "complexion-u": "Complexion:",
+ "skin-u": "Skin",
+ "feral-world-skin-u": "Feral World Skin",
+ "dark-u": "Dark",
+ "tan-u": "Tan",
+ "fair-u": "Fair",
+ "ruddy-u": "Ruddy",
+ "bronze-u": "Bronze",
+ "highborn-skin-u": "Highborn Skin",
+ "dyed-(any)-u": "Dyed (Any)",
+ "shrine-world-skin-u": "Shrine World Skin",
+ "freckled-u": "Freckled",
+ "forge-world-skin-u": "Forge World Skin",
+ "pale-u": "Pale",
+ "hive-world-skin-u": "Hive World Skin",
+ "stained-(any)-u": "Stained (Any)",
+ "void-born-skin-u": "Void Born Skin",
+ "porcelain-u": "Porcelain",
+ "bluish-u": "Bluish",
+ "greyish-u": "Greyish",
+ "milky-u": "Milky",
+ "death-world-skin-u": "Death World Skin",
+ "pallid-u": "Pallid",
+ "garden-world-skin-u": "Garden World Skin",
+ "bronzed-u": "Bronzed",
+ "research-station-skin-u": "Research Station Skin",
+ "daemon-world-skin-u": "Daemon World Skin",
+ "golden-u": "Golden",
+ "penal-colony-skin-u": "Penal Colony Skin",
+ "quarantine-world-skin-u": "Quarantine World Skin",
+ "chalky-u": "Chalky",
+ "agri-world-skin-u": "Agri-World Skin",
+ "fuedal-world-skin-u": "Feudal World Skin",
+ "ochre-u": "Ochre",
+ "frontier-world-skin-u": "Frontier World Skin",
+ "hair-u": "Hair",
+ "feral-world-hair-u": "Feral World Hair",
+ "blonde-u": "Blonde",
+ "grey": "Grey",
+ "highborn-hair-u": "Highborn Hair",
+ "shrine-world-hair-u": "Shrine World Hair",
+ "none-u": "None",
+ "blonde": "Blond",
+ "russet-u": "Russet",
+ "forge-world-hair-u": "Forge World Hair",
+ "rust-u": "Rust",
+ "blond-u": "Blond",
+ "hive-world-hair-u": "Hive World Hair",
+ "mousy-u": "Mousy",
+ "void-born-hair-u": "Void Born Hair",
+ "copper-u": "Copper",
+ "auburn-u": "Auburn",
+ "death-world-hair-u": "Death World Hair",
+ "chestnut-u": "Chestnut",
+ "coppery-u": "Coppery",
+ "garden-world-hair-u": "Garden World Hair",
+ "khaki-u": "Khaki",
+ "white-u": "White",
+ "research-station-hair-u": "Research Station Hair",
+ "ginger-u": "Ginger",
+ "ash-blond-u": "Ash-Blond",
+ "daemon-world-hair-u": "Daemon World Hair",
+ "penal-colony-hair-u": "Penal Colony Hair",
+ "quarantine-world-hair-u": "Quarantine World Hair",
+ "dark-red-u": "Dark Red",
+ "agri-world-hair-u": "Agri-World Hair",
+ "feudal-world-hair-u": "Feudal World Hair",
+ "frontier-world-hair-u": "Frontier World Hair",
+ "henna-u": "Henna",
+ "exotic-hair-u": "Exotic Hair",
+ "mauveine-u": "Mauveine ",
+ "unnatural-color-(any)-u": "Unnatural Color (Any) ",
+ "quirks-u": "Quirks:",
+ "superstitions-u": "Superstitions:",
+ "momentos-u": "Momentos:",
+ "characteristics-u": "Characteristics",
+ "weapon-skill-(ws)-u": "Weapon Skill (WS)",
+ "none-(0)-u": "None (0)",
+ "simple-(+5)-u": "Simple (+5)",
+ "intermediate-(+10)-u": "Intermediate (+10)",
+ "trained-(+15)-u": "Trained (+15)",
+ "proficient-(+20)-u": "Proficient (+20)",
+ "expert-(+25)-u": "Expert (+25)",
+ "ballistic-skill-(bs)-u": "Ballistic Skill (BS)",
+ "strength-(s)-u": "Strength (S)",
+ "toughness-(t)-u": "Toughness (T)",
+ "agility-(ag)-u": "Agility (Ag)",
+ "intelligence-(int)-u": "Intelligence (Int)",
+ "perception-(per)-u": "Perception (Per)",
+ "willpower-(wp)-u": "Willpower (WP)",
+ "fellowship-(fel)-u": "Fellowship (Fel)",
+ "influence-(inf)-u": "Influence (Inf)",
+ "fate-points-u": "Fate Points",
+ "threshold-u": "Threshold:",
+ "current-u": "Current: ",
+ "initiative-u": "Initiative",
+ "agility-u": "Ag",
+ "custom-u": "Custom",
+ "movement-u": "Movement",
+ "half-move-u": "Half Move: ",
+ "full-move-u": "Full Move: ",
+ "charge-u": "Charge: ",
+ "run-u": "Run: ",
+ "modifier-u": "Modifiers: ",
+ "fatigue-u": "Fatigue",
+ "size-u": "Size:",
+ "average-(4)-u": "Average (4)",
+ "miniscule-(1)-u": "Miniscule (1)",
+ "puny-(2)-u": "Puny (2)",
+ "weedy-(3)-u": "Weedy (3)",
+ "hulking-(5)-u": "Hulking (5)",
+ "enormous-(6)-u": "Enormous (6)",
+ "massive-(7)-u": "Massive (7)",
+ "immense-(8)-u": "Immense (8)",
+ "monumental-(9)-u": "Monumental (9)",
+ "titanic-(10)-u": "Titanic (10)",
+ "armour-and-defence-u": "Armour & Defence",
+ "head-u": "Head",
+ "armor-value-u": "Ar",
+ "ar-u": "AR",
+ "body-u": "Body",
+ "al-u": "AL",
+ "lr-u": "LR",
+ "ll-u": "LL",
+ "wounds-u": "Wounds",
+ "total-u": "Total: ",
+ "critical-damage-u": "Critical Damage: ",
+ "status-u": "Status: ",
+ "unharmed-u": "Unharmed",
+ "lightly-damaged-u": "Lightly Damaged",
+ "heavily-damaged-u": "Heavily Damaged",
+ "critically-damaged-u": "Critically Damaged",
+ "conditions-u": "Conditions",
+ "recently-healed-u": "Recently Healed",
+ "blinded-u": "Blinded",
+ "blood-loss-u": "Blood Loss",
+ "deafened-u": "Deafened",
+ "falling-u": "Falling",
+ "fire-u": "Fire",
+ "stunned-u": "Stunned",
+ "suffocation-u": "Suffocation",
+ "unconsciousness-u": "Unconsciousness",
+ "useless-limbs-u": "Useless Limbs",
+ "vacuum-u": "Vacuum",
+ "amputated-limb-u": "Amputated Limb",
+ "lost-hand-u": "Lost Hand",
+ "lost-arm-u": "Lost Arm",
+ "lost-eye-u": "Lost Eye",
+ "lost-foot-u": "Lost Foot",
+ "lost-leg-u": "Lost Leg",
+ "cybernetic-modifiers-u": "Cybernetics Modifiers",
+ "bionic-left-arm-u": "Bionic Arm (left): ",
+ "bionic-right-arm-u": "Bionic Arm (Right): ",
+ "machine-trait-u": "Machine Trait: ",
+ "left-leg-bionic-u": "Bionic Leg Toughness Bonus(left): ",
+ "right-leg-bionic-u": "Bionic Leg (Right): ",
+ "special-abilities-u": "Special Abilities",
+ "skills-u": "Skills",
+ "acrobatics-u": "Acrobatics",
+ "ag-u": "(Ag)",
+ "s-u": "(S)",
+ "athletics-u": "Athletics",
+ "t-u": "(T)",
+ "awareness-u": "Awareness",
+ "per-u": "(Per)",
+ "fel-u": "(Fel)",
+ "int-u": "(Int)",
+ "charm-u": "Charm",
+ "fellowship-u": "Fel",
+ "influence-u": "Inf",
+ "command-u": "Command",
+ "intelligence-u": "Int",
+ "strength-u": "S",
+ "willpower-u": "WP",
+ "commerce-u": "Commerce",
+ "deceive-u": "Deceive",
+ "dodge-u": "Dodge",
+ "inquiry-u": "Inquiry",
+ "interrogation-u": "Interrogation",
+ "intimidate-u": "Intimidate",
+ "logic-u": "Logic",
+ "medicae-u": "Medicae",
+ "navigate-u": "Navigate",
+ "surface-u": "Surface",
+ "stellar-u": "Stellar",
+ "warp-u": "Warp",
+ "operate-u": "Operate",
+ "g-u": "(Ag)",
+ "aeronautica-u": "Aeronautica",
+ "voidship-u": "Voidship",
+ "parry-u": "Parry",
+ "weapon-skill-u": "WS",
+ "psyniscience-u": "Psyniscience",
+ "scrutiny-u": "Scrutiny",
+ "security-u": "Security",
+ "sleight-of-hand-u": "Sleight Of Hand",
+ "stealth-u": "Stealth",
+ "survival-u": "Survival",
+ "tech-use-u": "Tech-Use",
+ "linguistics-u": "Linguistics",
+ "trade-u": "Trade",
+ "lore-u": "Lore",
+ "common-u": "Common",
+ "scholastic-u": "Scholastic",
+ "forbidden-u": "Forbidden",
+ "other-skills-u": "Other Skills",
+ "ballistic-skill-u": "BS",
+ "toughness-u": "T",
+ "perception-u": "Perception",
+ "corruption-u": "Corruption (C)",
+ "insanity-u": "Insanity (Is)",
+ "talents-u": "Talents",
+ "page-number-#-u": "pg#",
+ "traits-u": "Traits:",
+ "aptitudes-u": "Aptitudes",
+ "aptitude": "Aptitude",
+ "general-u": "General",
+ "offence-u": "Offence",
+ "finesse-u": "Finesse",
+ "defence-u": "Defence",
+ "psyker-u": "Psyker",
+ "tech-u": "Tech",
+ "knowledge-u": "Knowledge",
+ "leadership-u": "Leadership",
+ "fieldcraft-u": "Fieldcraft",
+ "elite-advances-u": "Elite Advances",
+ "elite-advance-u": "Elite Advance:",
+ "advance-title-u": "Advance Title",
+ "experience-points-u": "XP",
+ "experience-u": "Experience",
+ "xp-to-spend-u": "XP to Spend:",
+ "total-spent-u": "Total Spent:",
+ "advancements-taken-u": "Advancements Taken:",
+ "zero-u": "0",
+ "mental-disorders-u": "Mental Disorders",
+ "malignancies-u": "Malignancies",
+ "mutations-u": "Mutations",
+ "mutation-perception-u": "Per",
+ "name-u": "Name:",
+ "type-u": "Type:",
+ "homeworld-u": "Homeworld",
+ "appearance-u": "Appearance:",
+ "personality-u": "Personality:",
+ "weaponskill-u": "WS",
+ "unnatural-characteristics-u": "Unnatural Characteristics",
+ "armor-bonus-u": "AB",
+ "multiplied-by-2-u": "x2",
+ "multiplied-by-3-u": "x3",
+ "multiplied-by-6-u": "x6",
+ "soak-u": "Soak",
+ "arm-right-u": "AR",
+ "arm-left-u": "AL",
+ "leg-right-u": "LR",
+ "leg-left-u": "LL",
+ "talents-and-traits-u": "Talents & Traits",
+ "gear-and-weapons-u": "Gear & Weapons",
+ "special-rules-u": "Special Rules",
+ "miscellaneous-and-notes-u": "Miscellaneous & Notes",
+ "weight-u": "wt.",
+ "kilograms-u": "kg",
+ "class-u": "Class:",
+ "melee-u": "Melee",
+ "damage-u": "Damage",
+ "energy-u": "Energy",
+ "impact-u": "Impact",
+ "rending-u": "Rending",
+ "explosive-u": "Explosive",
+ "penetration-u": "Pen:",
+ "special-u": "Special:",
+ "hit-u": "Hit",
+ "range-u": "Range:",
+ "rate-of-fire-u": "RoF:",
+ "clip-u": "Clip:",
+ "reload-u": "Reload:",
+ "mission-objective-pending-u": "Mission Objective Pending",
+ "objective-u": "Objective: ",
+ "primary-objective-pending": "Primary Objective Pending",
+ "pending-secondary-objective-u": "Pending Secondary Objective",
+ "journal-entry-u": "Journal Entry",
+ "armour-u": "Armour:",
+ "tactical-speed-u": "Tactical Speed:",
+ "cruising-speed-u": "Cruising Speed:",
+ "manoeuvrability-u": "Manoeuvrability:",
+ "integrity-u": "Integrity:",
+ "crew-u": "Crew:",
+ "weapons-u": "Weapons:",
+ "focus-power-test-u": "Focus Power Test",
+ "willpower": "Willpower",
+ "psychic-powers-u": "Psychic Powers",
+ "bound-u": "Bound",
+ "unbound-u": "Unbound",
+ "daemonic-u": "Daemonic",
+ "psy-rating-u": "Psy Rating:",
+ "action-u": "Action:",
+ "focus-power-u": "Focus Power:",
+ "subtype-u": "Subtype:",
+ "sustained-u": "Sustained:",
+ "damage-type-u": "Damage Type:",
+ "e-u": "E",
+ "i-u": "I",
+ "r-u": "R",
+ "max-push-u": "Max Push:",
+ "+2/3/4-u": "+2/3/4",
+ "sustaining-u": "Sustaining:",
+ "+10-psychic-phenomena-u": "+10 PP / -1 PR",
+ "ranged-weapons-u": "Ranged Weapons",
+ "pistol-u": "Pistol",
+ "basic-u": "Basic",
+ "heavy-u": "Heavy",
+ "thrown-u": "Thrown",
+ "vehicle-u": "Vehicle",
+ "melee-weapons-u": "Melee Weapons",
+ "daemon-weapons-u": "Daemon Weapons",
+ "daemons-willpower-u": "Daemon's Willpower:",
+ "zero-zero-u": "00",
+ "binding-strength-u": "Binding Strength:",
+ "alignment-u": "Alignment:",
+ "undivided-u": "Undivided",
+ "khorne-u": "Khorne",
+ "nurgle-u": "Nurgle",
+ "slaanesh-u": "Slaanesh",
+ "tzeentch-u": "Tzeentch",
+ "unique-u": "Unique",
+ "vulgar-u": "Vulgar",
+ "jealous-u": "Jealous",
+ "prideful-u": "Prideful",
+ "vindicative-u": "Vindictive",
+ "overbearing-u": "Overbearing",
+ "ranged-u": "Range:",
+ "attributes-u": "Attributes:",
+ "cybernetics-u": "Cybernetics",
+ "max-carry-wt-(sb+tb)-u": "Max Carry WT (SB+TB): ",
+ "peers-u": "Peers",
+ "peer-u": "Peer: ",
+ "enemies-u": "Enemies",
+ "enemy-u": "Enemy: ",
+ "scatter-diagram-u": "Scatter Diagram"
+}
\ No newline at end of file
diff --git a/Dark Heresy Advanced 2nd Edition/translations/pl.json b/Dark Heresy Advanced 2nd Edition/translations/pl.json
index 9546e18e98..41c5c7e3c6 100644
--- a/Dark Heresy Advanced 2nd Edition/translations/pl.json
+++ b/Dark Heresy Advanced 2nd Edition/translations/pl.json
@@ -622,4 +622,4 @@
"enemies-u": "Enemies",
"enemy-u": "Enemy: ",
"scatter-diagram-u": "Scatter Diagram"
-}
+}
\ No newline at end of file
diff --git a/Dark_Heresy/translations/af.json b/Dark_Heresy/translations/af.json
index bd01a4b070..91534386d8 100644
--- a/Dark_Heresy/translations/af.json
+++ b/Dark_Heresy/translations/af.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/ca.json b/Dark_Heresy/translations/ca.json
new file mode 100644
index 0000000000..d5a3a47112
--- /dev/null
+++ b/Dark_Heresy/translations/ca.json
@@ -0,0 +1,192 @@
+{
+ "skills-list": "awareness,barter,carouse,charm,climb,command,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim",
+ "charactername": "Character Name",
+ "playername": "Player Name",
+ "homeworld": "Home World",
+ "careerpath": "Career Path",
+ "rank": "Rank",
+ "divination": "Divination",
+ "quirck": "Quirk",
+ "gender": "Gender",
+ "build": "Build",
+ "dh-height": "Height",
+ "weight": "Weight",
+ "age": "Age",
+ "past": "Past",
+ "skincolor": "Skin Colour",
+ "haircolor": "Hair Colour",
+ "eyecolor": "Eye Colour",
+ "handedness": "Handedness",
+ "basicskills": "Basic Skills",
+ "skillname": "Skill Name",
+ "awarenessper": "Awareness (Per)",
+ "barterfel": "Barter (Fel)",
+ "carouset": "Carouse (T)",
+ "charmfel": "Charm (Fel)",
+ "climbs": "Climb (S)",
+ "command": "Command (Fel)",
+ "concealmentag": "Concealment (Ag)",
+ "contortionistag": "Contortionist (Ag)",
+ "deceivefel": "Deceive (Fel)",
+ "disguisefel": "Disguise (Fel)",
+ "dodgeag": "Dodge (Ag)",
+ "evaluateint": "Evaluate (Int)",
+ "gambleint": "Gamble (Int)",
+ "inquiryfel": "Inquiry (Fel)",
+ "intimidates": "Intimidate (S)",
+ "logicint": "Logic (Int)",
+ "scrutinyper": "Scrutiny (Per)",
+ "searchper": "Search (Per)",
+ "silentmoveag": "Silent Move (Ag)",
+ "swims": "Swim (S)",
+ "weapontrainings": "Weapon Trainings",
+ "weapontraining": "Weapon Training",
+ "talentsandntraits": "Talents & Traits",
+ "characteristics": "Characteristics",
+ "weaponskillws": "Weapon Skill (WS)",
+ "ballisticskillbs": "Ballistic Skill (BS)",
+ "strengths": "Strength (S)",
+ "toughnesst": "Toughness (T)",
+ "agilityag": "Agility (Ag)",
+ "intelligenceint": "Intelligence (Int)",
+ "perceptionper": "Perception (Per)",
+ "willpowerwp": "Willpower (Wp)",
+ "fellowshi`fel": "Fellowship (Fel)",
+ "advancedskills": "Advanced Skills",
+ "roll": "Roll",
+ "speaklanguagelowgothic": "Speak Language (Low Gothic)",
+ "(s)": "(S)",
+ "(t)": "(T)",
+ "(ag)": "(Ag)",
+ "(int)": "(Int)",
+ "(per)": "(Per)",
+ "(wp)": "(Wp)",
+ "(fel)": "(Fel)",
+ "psychicpowers": "Psychic Powers",
+ "psychicdiscipline": "Psychic Discipline",
+ "minorpower": "Minor Power",
+ "disciplinepower": "Discipline Power",
+ "mutations": "Mutations",
+ "talentsandtraits": "Talents & Traits",
+ "meleeweapons": "Melee Weapons",
+ "name:": "Name:",
+ "class:": "Class:",
+ "damage:": "Damage:",
+ "pen:": "Pen:",
+ "damage": "Damage",
+ "special:": "Special:",
+ "result": "Result",
+ "rollinitiative": "Initiative",
+ "hit": "Hit",
+ "movement": "Movement",
+ "halfmove:": "Half Move:",
+ "fullmove:": "Full Move:",
+ "charge:": "Charge: ",
+ "run:": "Run: ",
+ "initiative": "Initiative",
+ "fromag": "From Ag",
+ "cust": "Custom",
+ "armor": "Armour",
+ "head": "Head",
+ "leftarm": "Left Arm",
+ "body": "Body",
+ "rightarm": "Right Arm",
+ "leftleg": "Left Leg",
+ "rightleg": "Right Leg",
+ "rangedweapons": "Ranged Weapons",
+ "range:": "Range:",
+ "range_pb:": "PB:",
+ "range_n:": "N:",
+ "range_m:": "M:",
+ "range_f:": "L:",
+ "range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
+ "type:": "Type:",
+ "rof:": "RoF:",
+ "clip:": "Clip:",
+ "reload:": "Rld:",
+ "gear": "Gear",
+ "thronegelt:": "Throne Gelt: ",
+ "income:": "Income: ",
+ "wounds": "Wounds",
+ "fatepoints": "Fate Points",
+ "total:": "Total:",
+ "current:": "Current:",
+ "insanity": "Insanity",
+ "insanitypoints:": "Insanity Points:",
+ "degreeofmadness:": "Degree of Madness:",
+ "corruption": "Corruption",
+ "corruptionpoints:": "Corruption Points:",
+ "degreeofcorruption:": "Degree of Corruption:",
+ "experiencepoints": "Experience Points",
+ "xptospend": "XP to spend",
+ "totalxpspent": "Total spent",
+ "totalxp": "Total",
+ "advancementtaken:": "Advancements Taken:",
+ "othernotes:": "Other Notes:",
+ "result:": "Result",
+ "rollcharism": "Roll : Charm",
+ "rollawareness": "Roll : Awareness",
+ "rollbarter": "Roll : Barter",
+ "rollcarouse": "Roll : Carouse",
+ "rollclimb": "Roll : Climb",
+ "rollcommand": "Roll : Command",
+ "rollconcealment": "Roll : Concealment",
+ "rollcontortionist": "Roll : Contortionist",
+ "rolldeceive": "Roll : Deceive",
+ "rolldisguise": "Roll : Diguise",
+ "rolldodge": "Roll : Dodge",
+ "rollevaluate": "Roll : Evaluate",
+ "rollgamble": "Roll : Gamble",
+ "rollinquiry": "Roll : Inquiry",
+ "rollintimidate": "Roll : Intimidate",
+ "rolllogic": "Roll : Logic",
+ "rollscrutiny": "Roll : Scrutiny",
+ "rollsearch": "Roll : Search",
+ "rollsilentmove": "Roll : Silent Move",
+ "rollswim": "Roll : Swim",
+ "rollws": "Roll : Weapons Skill",
+ "rollbs": "Roll : Ballistic Skill",
+ "rolls": "Roll : Strength",
+ "rollt": "Roll : Toughness",
+ "rollag": "Roll : Agility",
+ "rollint": "Roll : Intelligence",
+ "rollper": "Roll : Perception",
+ "rollwp": "Roll : Willpower",
+ "rollfel": "Roll : Fellowship",
+ "rollspeaklow": "Roll : Speak Language (Low Gothic)",
+ "resultpsy:": "Psy Power Result:",
+ "threshold:": "Threshold:",
+ "diceroll:": "Dice roll:",
+ "reliable:": "Reliable:",
+ "tohit": "to Hit",
+ "target:": "Target :",
+ "aim:": "Aim :",
+ "attacktype:": "Attack Type :",
+ "skill:": "Skill",
+ "modifier:": "Modifier",
+ "success": "Success",
+ "failure": "Failure",
+ "with": "with",
+ "degrees": "degrees",
+ "player-sheet-u": "Main sheet",
+ "psykana-u": "Psychic Powers",
+ "gm": "GM roll",
+ "name-u": "Name:",
+ "action-u": "Focus:",
+ "focus-power-u": "Threshold:",
+ "subtype-u": "Subtype:",
+ "ranged-u": "Range:",
+ "sustained-u": "Sustained:",
+ "damage-type-u": "Damage Type:",
+ "damage-u": "Damage:",
+ "penetration-u": "Pen:",
+ "max-push-u": "Max Push:",
+ "sustaining-u": "Sustaining:",
+ "psy-rating-u": "Psy Rating:",
+ "psychic-powers-u": "Psychic Powers",
+ "range-u": "Range:",
+ "i-u": "I",
+ "r-u": "R",
+ "e-u": "E"
+}
diff --git a/Dark_Heresy/translations/cs.json b/Dark_Heresy/translations/cs.json
index f3d997a042..6e609d532f 100644
--- a/Dark_Heresy/translations/cs.json
+++ b/Dark_Heresy/translations/cs.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/da.json b/Dark_Heresy/translations/da.json
index bd01a4b070..91534386d8 100644
--- a/Dark_Heresy/translations/da.json
+++ b/Dark_Heresy/translations/da.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/de.json b/Dark_Heresy/translations/de.json
index 79ecd768e3..e0e6a6926c 100644
--- a/Dark_Heresy/translations/de.json
+++ b/Dark_Heresy/translations/de.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Gattung:",
"rof:": "SF:",
"clip:": "Magazin:",
diff --git a/Dark_Heresy/translations/el.json b/Dark_Heresy/translations/el.json
index bdd348f2df..afc38a6566 100644
--- a/Dark_Heresy/translations/el.json
+++ b/Dark_Heresy/translations/el.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/en.json b/Dark_Heresy/translations/en.json
index 15b03f1959..41b4d9527d 100644
--- a/Dark_Heresy/translations/en.json
+++ b/Dark_Heresy/translations/en.json
@@ -98,8 +98,9 @@
"range_pb:": "PB:",
"range_n:": "N:",
"range_m:": "M:",
- "range_f:": "F:",
+ "range_f:": "L:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/es.json b/Dark_Heresy/translations/es.json
index b0ee647313..6ee6af8b93 100644
--- a/Dark_Heresy/translations/es.json
+++ b/Dark_Heresy/translations/es.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/fr.json b/Dark_Heresy/translations/fr.json
index c347f1f2fb..d21c9c5cb0 100644
--- a/Dark_Heresy/translations/fr.json
+++ b/Dark_Heresy/translations/fr.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type",
"rof:": "Modes",
"clip:": "AT",
diff --git a/Dark_Heresy/translations/he.json b/Dark_Heresy/translations/he.json
index bd01a4b070..91534386d8 100644
--- a/Dark_Heresy/translations/he.json
+++ b/Dark_Heresy/translations/he.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/hu.json b/Dark_Heresy/translations/hu.json
new file mode 100644
index 0000000000..d5a3a47112
--- /dev/null
+++ b/Dark_Heresy/translations/hu.json
@@ -0,0 +1,192 @@
+{
+ "skills-list": "awareness,barter,carouse,charm,climb,command,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim",
+ "charactername": "Character Name",
+ "playername": "Player Name",
+ "homeworld": "Home World",
+ "careerpath": "Career Path",
+ "rank": "Rank",
+ "divination": "Divination",
+ "quirck": "Quirk",
+ "gender": "Gender",
+ "build": "Build",
+ "dh-height": "Height",
+ "weight": "Weight",
+ "age": "Age",
+ "past": "Past",
+ "skincolor": "Skin Colour",
+ "haircolor": "Hair Colour",
+ "eyecolor": "Eye Colour",
+ "handedness": "Handedness",
+ "basicskills": "Basic Skills",
+ "skillname": "Skill Name",
+ "awarenessper": "Awareness (Per)",
+ "barterfel": "Barter (Fel)",
+ "carouset": "Carouse (T)",
+ "charmfel": "Charm (Fel)",
+ "climbs": "Climb (S)",
+ "command": "Command (Fel)",
+ "concealmentag": "Concealment (Ag)",
+ "contortionistag": "Contortionist (Ag)",
+ "deceivefel": "Deceive (Fel)",
+ "disguisefel": "Disguise (Fel)",
+ "dodgeag": "Dodge (Ag)",
+ "evaluateint": "Evaluate (Int)",
+ "gambleint": "Gamble (Int)",
+ "inquiryfel": "Inquiry (Fel)",
+ "intimidates": "Intimidate (S)",
+ "logicint": "Logic (Int)",
+ "scrutinyper": "Scrutiny (Per)",
+ "searchper": "Search (Per)",
+ "silentmoveag": "Silent Move (Ag)",
+ "swims": "Swim (S)",
+ "weapontrainings": "Weapon Trainings",
+ "weapontraining": "Weapon Training",
+ "talentsandntraits": "Talents & Traits",
+ "characteristics": "Characteristics",
+ "weaponskillws": "Weapon Skill (WS)",
+ "ballisticskillbs": "Ballistic Skill (BS)",
+ "strengths": "Strength (S)",
+ "toughnesst": "Toughness (T)",
+ "agilityag": "Agility (Ag)",
+ "intelligenceint": "Intelligence (Int)",
+ "perceptionper": "Perception (Per)",
+ "willpowerwp": "Willpower (Wp)",
+ "fellowshi`fel": "Fellowship (Fel)",
+ "advancedskills": "Advanced Skills",
+ "roll": "Roll",
+ "speaklanguagelowgothic": "Speak Language (Low Gothic)",
+ "(s)": "(S)",
+ "(t)": "(T)",
+ "(ag)": "(Ag)",
+ "(int)": "(Int)",
+ "(per)": "(Per)",
+ "(wp)": "(Wp)",
+ "(fel)": "(Fel)",
+ "psychicpowers": "Psychic Powers",
+ "psychicdiscipline": "Psychic Discipline",
+ "minorpower": "Minor Power",
+ "disciplinepower": "Discipline Power",
+ "mutations": "Mutations",
+ "talentsandtraits": "Talents & Traits",
+ "meleeweapons": "Melee Weapons",
+ "name:": "Name:",
+ "class:": "Class:",
+ "damage:": "Damage:",
+ "pen:": "Pen:",
+ "damage": "Damage",
+ "special:": "Special:",
+ "result": "Result",
+ "rollinitiative": "Initiative",
+ "hit": "Hit",
+ "movement": "Movement",
+ "halfmove:": "Half Move:",
+ "fullmove:": "Full Move:",
+ "charge:": "Charge: ",
+ "run:": "Run: ",
+ "initiative": "Initiative",
+ "fromag": "From Ag",
+ "cust": "Custom",
+ "armor": "Armour",
+ "head": "Head",
+ "leftarm": "Left Arm",
+ "body": "Body",
+ "rightarm": "Right Arm",
+ "leftleg": "Left Leg",
+ "rightleg": "Right Leg",
+ "rangedweapons": "Ranged Weapons",
+ "range:": "Range:",
+ "range_pb:": "PB:",
+ "range_n:": "N:",
+ "range_m:": "M:",
+ "range_f:": "L:",
+ "range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
+ "type:": "Type:",
+ "rof:": "RoF:",
+ "clip:": "Clip:",
+ "reload:": "Rld:",
+ "gear": "Gear",
+ "thronegelt:": "Throne Gelt: ",
+ "income:": "Income: ",
+ "wounds": "Wounds",
+ "fatepoints": "Fate Points",
+ "total:": "Total:",
+ "current:": "Current:",
+ "insanity": "Insanity",
+ "insanitypoints:": "Insanity Points:",
+ "degreeofmadness:": "Degree of Madness:",
+ "corruption": "Corruption",
+ "corruptionpoints:": "Corruption Points:",
+ "degreeofcorruption:": "Degree of Corruption:",
+ "experiencepoints": "Experience Points",
+ "xptospend": "XP to spend",
+ "totalxpspent": "Total spent",
+ "totalxp": "Total",
+ "advancementtaken:": "Advancements Taken:",
+ "othernotes:": "Other Notes:",
+ "result:": "Result",
+ "rollcharism": "Roll : Charm",
+ "rollawareness": "Roll : Awareness",
+ "rollbarter": "Roll : Barter",
+ "rollcarouse": "Roll : Carouse",
+ "rollclimb": "Roll : Climb",
+ "rollcommand": "Roll : Command",
+ "rollconcealment": "Roll : Concealment",
+ "rollcontortionist": "Roll : Contortionist",
+ "rolldeceive": "Roll : Deceive",
+ "rolldisguise": "Roll : Diguise",
+ "rolldodge": "Roll : Dodge",
+ "rollevaluate": "Roll : Evaluate",
+ "rollgamble": "Roll : Gamble",
+ "rollinquiry": "Roll : Inquiry",
+ "rollintimidate": "Roll : Intimidate",
+ "rolllogic": "Roll : Logic",
+ "rollscrutiny": "Roll : Scrutiny",
+ "rollsearch": "Roll : Search",
+ "rollsilentmove": "Roll : Silent Move",
+ "rollswim": "Roll : Swim",
+ "rollws": "Roll : Weapons Skill",
+ "rollbs": "Roll : Ballistic Skill",
+ "rolls": "Roll : Strength",
+ "rollt": "Roll : Toughness",
+ "rollag": "Roll : Agility",
+ "rollint": "Roll : Intelligence",
+ "rollper": "Roll : Perception",
+ "rollwp": "Roll : Willpower",
+ "rollfel": "Roll : Fellowship",
+ "rollspeaklow": "Roll : Speak Language (Low Gothic)",
+ "resultpsy:": "Psy Power Result:",
+ "threshold:": "Threshold:",
+ "diceroll:": "Dice roll:",
+ "reliable:": "Reliable:",
+ "tohit": "to Hit",
+ "target:": "Target :",
+ "aim:": "Aim :",
+ "attacktype:": "Attack Type :",
+ "skill:": "Skill",
+ "modifier:": "Modifier",
+ "success": "Success",
+ "failure": "Failure",
+ "with": "with",
+ "degrees": "degrees",
+ "player-sheet-u": "Main sheet",
+ "psykana-u": "Psychic Powers",
+ "gm": "GM roll",
+ "name-u": "Name:",
+ "action-u": "Focus:",
+ "focus-power-u": "Threshold:",
+ "subtype-u": "Subtype:",
+ "ranged-u": "Range:",
+ "sustained-u": "Sustained:",
+ "damage-type-u": "Damage Type:",
+ "damage-u": "Damage:",
+ "penetration-u": "Pen:",
+ "max-push-u": "Max Push:",
+ "sustaining-u": "Sustaining:",
+ "psy-rating-u": "Psy Rating:",
+ "psychic-powers-u": "Psychic Powers",
+ "range-u": "Range:",
+ "i-u": "I",
+ "r-u": "R",
+ "e-u": "E"
+}
diff --git a/Dark_Heresy/translations/it.json b/Dark_Heresy/translations/it.json
index 9162703174..e48d41cd07 100644
--- a/Dark_Heresy/translations/it.json
+++ b/Dark_Heresy/translations/it.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/ja.json b/Dark_Heresy/translations/ja.json
index 36421144b4..71b86c221c 100644
--- a/Dark_Heresy/translations/ja.json
+++ b/Dark_Heresy/translations/ja.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/ko.json b/Dark_Heresy/translations/ko.json
index 26683b14b0..335a6be1f5 100644
--- a/Dark_Heresy/translations/ko.json
+++ b/Dark_Heresy/translations/ko.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/nl.json b/Dark_Heresy/translations/nl.json
index bd01a4b070..91534386d8 100644
--- a/Dark_Heresy/translations/nl.json
+++ b/Dark_Heresy/translations/nl.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/pl.json b/Dark_Heresy/translations/pl.json
index 047b3968cc..94b6dc2d93 100644
--- a/Dark_Heresy/translations/pl.json
+++ b/Dark_Heresy/translations/pl.json
@@ -100,6 +100,7 @@
"range_m:": "M:",
"range_f:": "F:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/pt.json b/Dark_Heresy/translations/pt.json
index 5a75f62e9a..4e66ec5ade 100644
--- a/Dark_Heresy/translations/pt.json
+++ b/Dark_Heresy/translations/pt.json
@@ -98,8 +98,9 @@
"range_pb:": "PB:",
"range_n:": "N:",
"range_m:": "M:",
- "range_f:": "F:",
+ "range_f:": "L:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/ru.json b/Dark_Heresy/translations/ru.json
index 7ae4e84798..90af569654 100644
--- a/Dark_Heresy/translations/ru.json
+++ b/Dark_Heresy/translations/ru.json
@@ -98,8 +98,9 @@
"range_pb:": "PB:",
"range_n:": "N:",
"range_m:": "M:",
- "range_f:": "F:",
+ "range_f:": "L:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Тип:",
"rof:": "РоФ:",
"clip:": "Обойма:",
diff --git a/Dark_Heresy/translations/sv.json b/Dark_Heresy/translations/sv.json
index fb9c102de2..dfc3d3ddae 100644
--- a/Dark_Heresy/translations/sv.json
+++ b/Dark_Heresy/translations/sv.json
@@ -98,8 +98,9 @@
"range_pb:": "PB:",
"range_n:": "N:",
"range_m:": "M:",
- "range_f:": "F:",
+ "range_f:": "L:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/tr.json b/Dark_Heresy/translations/tr.json
index 15b03f1959..41b4d9527d 100644
--- a/Dark_Heresy/translations/tr.json
+++ b/Dark_Heresy/translations/tr.json
@@ -98,8 +98,9 @@
"range_pb:": "PB:",
"range_n:": "N:",
"range_m:": "M:",
- "range_f:": "F:",
+ "range_f:": "L:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/uk.json b/Dark_Heresy/translations/uk.json
index ae486d9d66..d5a3a47112 100644
--- a/Dark_Heresy/translations/uk.json
+++ b/Dark_Heresy/translations/uk.json
@@ -98,8 +98,9 @@
"range_pb:": "PB:",
"range_n:": "N:",
"range_m:": "M:",
- "range_f:": "F:",
+ "range_f:": "L:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Dark_Heresy/translations/zh.json b/Dark_Heresy/translations/zh.json
index 2e2d5b6c54..caa967d828 100644
--- a/Dark_Heresy/translations/zh.json
+++ b/Dark_Heresy/translations/zh.json
@@ -98,8 +98,9 @@
"range_pb:": "PB:",
"range_n:": "N:",
"range_m:": "M:",
- "range_f:": "F:",
+ "range_f:": "L:",
"range_e:": "E:",
+ "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1",
"type:": "Type:",
"rof:": "RoF:",
"clip:": "Clip:",
diff --git a/Das_Schwarze_Auge_5/translations/ca.json b/Das_Schwarze_Auge_5/translations/ca.json
new file mode 100644
index 0000000000..3a6d9a9b11
--- /dev/null
+++ b/Das_Schwarze_Auge_5/translations/ca.json
@@ -0,0 +1,2170 @@
+{
+ "1": "1",
+ "2": "2",
+ "4": "4",
+ "8": "8",
+ "16": "16",
+ "32": "32",
+ "64": "64",
+ "128": "128",
+ "256": "256",
+ "readme:": "Anleitung",
+ "report:": "Wünsche/Vorschläge/Fehler melden",
+ "Ausgabe": "Ausgabe",
+ "Normal": "Normal",
+ "GM": "GM",
+ "Selbst": "Selbst",
+ "Modifikator": "Modifikator",
+ "ja": "ja",
+ "nein": "nein",
+ "Allgemein": "Allgemein",
+ "Status": "Status",
+ "Talente": "Talente",
+ "Kampf": "Kampf",
+ "Magie": "Magie",
+ "Götterwirken": "Götterwirken",
+ "Inventar": "Inventar",
+ "Notizen": "Notizen",
+ "Konfiguration": "Konfiguration",
+ "Grundwerte": "Grundwerte",
+ "Vorteile": "Vorteile",
+ "Nachteile": "Nachteile",
+ "Sonderfertigkeiten": "Sonderfertigk.",
+ "Name": "Name",
+ "Famile": "Familie",
+ "Geburtsort": "Geburtsort",
+ "Geburtsdatum": "Geburtsdatum",
+ "Alter": "Alter",
+ "Geschlecht": "Geschlecht",
+ "Spezies": "Spezies",
+ "Mensch": "Mensch",
+ "Elf": "Elf",
+ "Halbelf": "Halbelf",
+ "Zwerg": "Zwerg",
+ "Größe": "Größe",
+ "Gewicht": "Gewicht",
+ "Haarfarbe": "Haarfarbe",
+ "Augenfarbe": "Augenfarbe",
+ "Erfahrungsgrad": "Erfahrungsgrad",
+ "Unerfahren": "Unerfahren",
+ "Durchschnittlich": "Durchschnittlich",
+ "Erfahren": "Erfahren",
+ "Kompetent": "Kompetent",
+ "Meisterlich": "Meisterlich",
+ "Brilliant": "Brillant",
+ "Legendär": "Legendär",
+ "Kultur": "Kultur",
+ "Ambosszwerge": "Ambosszwerge",
+ "Andergaster": "Andergaster",
+ "Aranier": "Aranier",
+ "Auelfen": "Auelfen",
+ "Bornländer": "Bornländer",
+ "Brilliantzwerge": "Brillantzwerge",
+ "Brobim": "Brobim",
+ "Erzzwerge": "Erzzwerge",
+ "Firnelfen": "Firnelfen",
+ "Fjarninger": "Fjarninger",
+ "Horasier": "Horasier",
+ "Hügelzwerge": "Hügelzwerge",
+ "Maraskaner": "Maraskaner",
+ "Mhanadistani": "Mhanadistani",
+ "Mittelreicher": "Mittelreicher",
+ "Mohas": "Mohas",
+ "Nivesen": "Nivesen",
+ "Norbaden": "Norbarden",
+ "Nordaventurier": "Nordaventurier",
+ "Nostrier": "Nostrier",
+ "Novadis": "Novadis",
+ "Steppenelfen": "Steppenelfen",
+ "Südaventurier": "Südaventurier",
+ "Svelltaler": "Svellttaler",
+ "Thorwaler": "Thorwaler",
+ "Trollzacker": "Trollzacker",
+ "Waldelfen": "Waldelfen",
+ "Zyklopäer": "Zyklopäer",
+ "Profession": "Profession",
+ "AP-Gesamt": "AP Gesamt",
+ "Titel": "Titel",
+ "Sozialstatus": "Sozialstatus",
+ "AP-verfügbar": "AP verfügbar",
+ "Chrakteristika": "Charakteristika",
+ "AP-ausgegeben": "AP ausgegeben",
+ "Sonstiges": "Sonstiges",
+ "Typus": "Typus",
+ "Beseelter": "Beseelter",
+ "Chimäre": "Chimäre",
+ "Daimonid": "Daimonid",
+ "Dämon": "Dämon",
+ "Drache": "Drache",
+ "Elementar": "Elementar",
+ "Fee": "Fee",
+ "Geist": "Geist",
+ "Golem": "Golem",
+ "Hirnloser": "Hirnloser",
+ "Kulturschaffender": "Kulturschaffender",
+ "Pflanze": "Pflanze",
+ "Pilz": "Pilz",
+ "Tier": "Tier",
+ "Untoter": "Untoter",
+ "Vampir": "Vampir",
+ "Nicht-Humanoid": "Nicht-Humanoid",
+ "Größenkategorie": "Größenkategorie",
+ "Winzig": "Winzig",
+ "Klein": "Klein",
+ "Mittel": "Mittel",
+ "Groß": "Groß",
+ "Riesig": "Riesig",
+ "Start": "Basis",
+ "Zukauf": "Zukauf",
+ "Mod": "Mod",
+ "Wert": "Wert",
+ "Mut": "Mut",
+ "Klugheit": "Klugheit",
+ "Intuition": "Intuition",
+ "Charisma": "Charisma",
+ "Fingerfertigkeit": "Fingerfertigkeit",
+ "Gewandheit": "Gewandheit",
+ "Konstitution": "Konstitution",
+ "Körperkraft": "Körperkraft",
+ "Grund": "Grund",
+ "Aktuell": "Aktuell",
+ "Max": "Max",
+ "Lebensenergie": "Lebensenergie",
+ "Wundschwelle": "Wundschwelle",
+ "Astralenergie": "Astralenenergie",
+ "Karmaenergie": "Karmaenergie",
+ "Schicksalspunkte": "Schicksalspunkte",
+ "Seelenkraft": "Seelenkraft",
+ "Zähigkeit": "Zähigkeit",
+ "Ausweichen": "Ausweichen",
+ "Verteidigung": "Verteidigung",
+ "Initiative": "Initiative",
+ "Geschwindigkeit": "Geschwindigkeit",
+ "Aktionen": "Aktionen",
+ "Rüstungsschutz": "Rüstungsschutz",
+ "Erworben": "Erworben",
+ "Zusatz": "Zusatz",
+ "Adel-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held ist angesehen, genießt die Privilegien des Adels und kann vom Meister Erleichterungen zugesprochen bekommen, wenn er gegenüber Rangniedrigeren agiert. Genaueres hierzu siehe Seite 338.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163",
+ "Berechnung-Keine2": "Keine Berechnung, Verweis bei relevanten Talenten",
+ "Adel": "Adel",
+ "I": "I",
+ "II": "II",
+ "III": "III",
+ "Altersresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held ist immun gegen natürliche wie magische Alterungserscheinungen. Negative Auswirkungen des Alters werden bei ihm nicht berücksichtigt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163",
+ "Berechnung-Keine1": "Keine Berechnung",
+ "Alterresistenz": "Altersresistenz",
+ "Angenehmer-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Fertigkeitsproben auf Betören (Anbändeln, Liebeskünste) sind um 1 erleichtert.
\n\t\t\t\t\t\tReichweite: 1 Schritt Radius
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163",
+ "Angenehmer-Geruch": "Angenehmer Geruch",
+ "Basiliskentöter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Basiliskentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 2 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Basiliskentöter ist, damit der Bonus zählt.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Basiliskentöter": "Basiliskentöter",
+ "Begabung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein begabter Abenteurer kann bei jeder Probe auf eine bestimmte Fertigkeit einen W20 neu würfeln. Der Spieler kann zunächst die 3W20 würfeln und sich eines der drei Ergebnisse aussuchen, dass er neu würfeln kann. Es gilt das bessere Ergebnis beider Würfe. Eine Begabung muss für jede Fertigkeit einzeln gewählt werden, also zum Beispiel auf ein bestimmtes Talent, einen Zauber oder eine Liturgie. Man kann nicht mehrfach in einer Fertigkeit begabt sein und somit zwei oder gar drei W20- Würfe in einer Probe wiederholen. Fällt eine Doppel-20 oder Dreifach-20 kann man diesen Vorteil nicht nutzen. Eine Begabung kann nur für eine Fertigkeit, nicht aber für eine Kampftechnik gewählt werden (dafür gibt es jedoch den Vorteil Waffenbegabung). Ein Einsatz von Schicksalspunkten ist vor oder nach dem Einsatz einer Begabung erlaubt (siehe Seite 29). Dadurch ist es möglich, mehrfach neu zu würfeln oder eine andere Wirkung der Schicksalspunkte mit der Begabung zu kombinieren.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163",
+ "Berechnung-Keine4": "Keine Berechnung, muss manuell berücksichtigt werden",
+ "Begabung": "Begabung",
+ "Beidhändig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erleidet keine Erschwernisse bei Fertigkeitsproben, wenn er die falsche Hand benutzt. Im Kampf hebt der Vorteil alle Abzüge auf, die durch das Führen einer Waffe mit der falschen Hand anfallen (siehe Seite 238).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Berechnung-Auto1": "Automatische Berechnung integriert",
+ "Beidhändig": "Beidhändig",
+ "Drachentöter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Drachentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 1 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Drachentöter ist, damit der Bonus zählt. Der Held erhält zudem einen Bonus von +1 TP gegen alle Drachen, sowohl gegenüber echten als auch niederen Drachen.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Drachentöter": "Drachentöter",
+ "Dunkelsicht1-Regel-Pub": "\n\t\t\t\t\t\tRegel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Dunkelsicht1": "Dunkelsicht I",
+ "Dunkelsicht2-Regel-Pub": "\n\t\t\t\t\t\tRegel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Dunkelsicht2": "Dunkelsicht II",
+ "Eisenaffine-Aura-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer diesen Vorteil aufweist, erleidet durch den Bann des Eisens lediglich pro vollen 4 Stein Gewicht Erschwernisse, anstatt bereits bei 2 vollen Stein.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Eisenaffine-Aura": "Eisenaffine Aura",
+ "Eisern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Die Wundschwelle des Helden steigt durch den Vorteil um 1.
\n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 132",
+ "Eisern": "Eisern",
+ "Entfernungssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Fernkampf mit Schusswaffen (und nur mit Schusswaffen) sind bei der Entfernungskategorie Weit nur um 1 anstatt um 2 erschwert.
\n\t\t\t\t\t\tReichweite: 200 Schritt, darüber hinaus sind Distanzschätzungen ungenauer
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Entfernungssinn": "Entfernungssinn",
+ "Feenfreund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln), um Feen freundlich zu stimmen, gelten bei Gelingen der Probe als um 1 QS besser. Allerdings kann sich so die QS nie über 6 hinaus erhöhen.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Feenfreund": "Feenfreund",
+ "Flink-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch Flink bekommt ein Held 1 Punkt auf seinen Geschwindigkeit-Grundwert hinzu.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Flink": "Flink",
+ "Fuchssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann Fallen erspüren, die mit den herkömmlichen Sinnen nicht entdeckt werden können. Durch den Vorteil wird das Anwendungsgebiet Fuchssinn im Talent Sinnesschärfe erworben.
\n\t\t\t\t\t\tReichweite: 10 Schritt
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Fuchssinn": "Fuchssinn",
+ "Geborener-Redner-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf das Talent Bekehren & Überzeugen (öffentliche Rede) sind um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Geborener-Redner": "Geborener Redner",
+ "Geweihter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Geweihte erhält als Karmaenergie-Grundwert 20 KaP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition. Diese muss einzeln erworben werden. Jeder Geweihte muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Ein Held kann auch im späteren Verlauf seines Lebens diesen Vorteil erwerben und Geweihter werden. Allerdings kann man nur eine geweihte Tradition besitzen. Ein Erwerb einer weiteren geweihten Tradition ist nicht möglich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Geweihter": "Geweihter",
+ "Giftresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Giftresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Giftresistenz": "Giftresistenz",
+ "Glück-Regel-Pub": "\n\t\t\t\t\t\tRegel: Das für den Helden erreichbare Maximum an Schicksalspunkten steigt hierdurch um 1 je Stufe und der Held er erhält diesen Schip gleich zu Spielbeginn zu seinem Vorrat.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Glück": "Glück",
+ "Gutaussehend-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jede Stufe des Vorteils gibt dem Helden eine Erleichterung von 1 auf Betören (Anbändeln, Liebeskünste), Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln) und Handel (Feilschen).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Gutaussehend": "Gutaussehend",
+ "Hart-im-Nehmen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Muss eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten abgelegt werden, bekommt die Spielerin eine Erleichterung von 1.
\n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 132",
+ "Hart-im-Nehmen": "Hart im Nehmen",
+ "Hass-auf-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held richtet gegen eine Art von Wesen, das beim Erwerb dieses Vorteils festgelegt werden muss, +1 TP im Nahkampf an. Der Typus des Wesens muss dabei näher spezifiziert werden. Je häufiger der Typus des Wesens in Aventurien vorkommt, desto teurer der AP-Wert für diesen Vorteil.
\n\t\t\t\t\t\tAusgeschlossen als wählbare Typen sind die Oberkategorien Lebewesen und Nicht Lebende. Neben dem im Regelwerk aufgeführten Typen und Unterkategorien kann man auch Spezies und Kulturen wählen. Die eigene Spezies/Kultur ist prinzipiell wählbar, jedoch sind Helden mit Hass auf die eigene Spezies/Kultur oft nur schwer spielbar. Der Meister hat das letzte Wort bezüglich der Wählbarkeit eines Hassobjektes. Je kleinteiliger ein Typus gewählt wird und je seltener eine potenzielle Begegnung mit ihm ist, desto niedriger die AP-Kosten für den Vorteil. Mehr zu den Typen und ihren Unterkategorien siehe Regelwerk Seite 355.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Hass-auf": "Hass auf ...",
+ "Herausragende-Fertigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Vorteil Herausragende Fertigkeit verschiebt sich das Maximum in einer Fertigkeit um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der höchsten beteiligten Eigenschaft). Zwar erhält ein Held nicht automatisch einen Fertigkeitspunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 11 starten (anstatt 10) und auch sein absolutes Maximum in der Fertigkeit ist um 1 erhöht. Der Vorteil kann bis zu viermal gewählt werden, wobei keine Fertigkeit mehr als zweimal gewählt werden kann. Bei zweifacher Zuteilung auf eine Fertigkeit erhöht der Vorteil das Maximum um 2.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragende-Fertigkeit": "Herausragende Fertigkeit",
+ "Herausragende-Kampftechnik-Regel-Pub": "\n\t\t\t\t\tRegel: Durch den Vorteil Herausragende Kampftechnik verschiebt sich das Maximum in einer Kampftechnik um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der Leiteigenschaft). Zwar erhält der Held nicht automatisch einen Kampftechnikpunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 13 starten (anstatt 12) und auch das absolute Maximum in der Kampftechnik ist um 1 erhöht. Der Vorteil kann bis zu zweimal gewählt werden, wobei jede Kampftechnik nur einmal gewählt werden kann.
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragende-Kampftechnik": "Herausragende Kampftechnik",
+ "Heraus-Gehör-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragender-Sinn-Gehör": "Herausragender Sinn: Gehör",
+ "Heraus-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragender-Sinn-Geruch-Geschmack": "Herausragender Sinn: Geruch & Geschmack",
+ "Heraus-Sicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragender-Sinn-Sicht": "Herausragender Sinn: Sicht",
+ "Heraus-Tastsinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragender-Sinn-Tastsinn": "Herausragender Sinn: Tastsinn",
+ "Hitzeresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Hitzestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von Hitzestufe 1.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hitzeresistenz": "Hitzeresistenz",
+ "Hohe-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der AE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hohe-Astralkraft": "Hohe Astralkraft",
+ "Hohe-Karmalkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der KE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hohe-Karmalkraft": "Hohe Karmalkraft",
+ "Hohe-Lebenskraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der LE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hohe-Lebenskraft": "Hohe Lebenskraft",
+ "Hohe-Seelenkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der SK-Grundwert des Helden ist um 1 besser.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hohe-Seelenkraft": "Hohe Seelenkraft",
+ "Hohe-Zähigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der ZK-Grundwert des Helden ist um 1 besser.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Hohe-Zähigkeit": "Hohe Zähigkeit",
+ "Immunität-gegen-Gift-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer immun gegen ein bestimmtes Gift ist, auf den hat dieses Gift keinerlei Wirkung. Eine Immunität muss für jedes Gift einzeln erworben werden.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Immun-gegen-Gift": "Immunität gegen (Gift)",
+ "Immunität-gegen-Krankheit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer immun gegen eine bestimmte Krankheit ist, kann nicht an ihr erkranken. Eine Immunität muss für jede Krankheit einzeln erworben werden.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Immun-gegen-Krankheit": "Immunität gegen (Krankheit)",
+ "Kälteresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kältestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von 0.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Kälteresistenz": "Kälteresistenz",
+ "Krankheitsresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Krankheitsresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Krankheitsresistenz": "Krankheitsresistenz",
+ "Magische-Einstimmung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Man muss sich für eine Variante des Vorteils entscheiden (Beispiele sind dem nebenstehenden Kasten zu entnehmen). In der betreffenden Umgebung oder Situation, für die der Vorteil gewählt wurde, hat der Zauberer bei magischen Fertigkeitsproben eine Erleichterung von 1.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Magische-Einstimmung": "Magische Einstimmung",
+ "Mystiker-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei einem Mystiker baut sich Entrückung erst nach zwei Stunden statt einer Stunde pro Stufe ab.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Mystiker": "Mystiker",
+ "Nichtschläfer-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Wesen mit diesem Vorteil muss nicht regelmäßig schlafen, sondern kann bis zu einer Woche wach bleiben, ohne zu ermüden. Der Schlaf muss aber anschließend nachgeholt werden, was bei einigen Spezies durch echten Schlaf, bei anderen durch Meditation oder vergleichbare Techniken erreicht wird. Während der Zeit, in der der Nichtschläfer nicht schläft, kann er auch nicht durch Ausruhen und Schlafen regenerieren (Ausnahme stellt die Verwendung von Heilkräutern und der Einsatz des Talents Heilkunde Wunden dar).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Nichtschläfer": "Nichtschläfer",
+ "Pragmatiker-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei einem Pragmatiker baut sich Entrückung bereits nach einer halben Stunde statt einer Stunde pro Stufe ab.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Pragmatiker": "Pragmatiker",
+ "Reich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Vorteil Reich erhält ein Held bei der Generierung zusätzlich 250 Silbertaler pro Stufe.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Reich": "Reich",
+ "Richtungssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Orientierung sind immer um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Richtungssinn": "Richtungssinn",
+ "Saumagen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Mit Saumagen kann der Held zähes Fleisch problemlos essen, so als ob es normales Fleisch wäre. Bei Stufe II kann er sogar ungenießbares Fleisch verzehren. Es wird ihm nicht sonderlich schmecken, aber er kann es verdauen, ohne dass ihm übel wird und er sich erbrechen muss. Gifte und Krankheitskeime können jedoch nicht durch den Vorteil umgangen werden. Ähnliches gilt auch für pflanzliche Nahrungsmittel. Schwerverdauliche Kost ist essbar, ohne dass es weitere Auswirkungen hat.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Saumagen": "Saumagen",
+ "Schlangenmensch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Körperbeherrschung (Akrobatik, Entwinden) sind um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Schlangenmensch": "Schlangenmensch",
+ "Schnell-wieder-auf-den-Beinen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Mit diesem Vorteil benötigt man nur noch die Hälfte der Zeit, bis eine Stufe des Zustands Betäubung oder Berauscht, der durch Alkohol verursacht wurde, abgebaut ist.
\n\t\t\t\t\t\tPublikation: Tavernen-Meisterschirm - S. 13",
+ "Schnell-wieder-auf-den-Beinen": "Schnell wieder auf den Beinen",
+ "Schwer-zu-verzaubern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Zauber, die auf den Helden gesprochen werden können, die auf ihn wirken, sind um 1 erschwert. Dies gilt für alle Zauber und magischen Effekte mit den Merkmalen Einfluss, Heilung, Hellsicht und Verwandlung sowie für solche, die durch Seelenkraft oder Zähigkeit modifiziert werden. Diese Erschwernis gilt auch dann, wenn der Held sich verzaubern lassen möchte.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Schwer-zu-Verzaubern": "Schwer zu verzaubern",
+ "Soziale-Anpassung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Personen mit Sozialer Anpassungsfähigkeit können Erschwernisse auf Gesellschaftstalente ignorieren, die durch Standesunterschiede entstehen. Die Soziale Anpassungsfähigkeit täuscht aber keine Personen des Hochadels.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Soziale-Anpassungsfähigkeit": "Soziale Anpassungsfähigkeit",
+ "Tierfreund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Tierkunde (domestizierte Tiere, Wildtiere) gelten bei Gelingen der Probe als um 1 QS besser, allerdings kann sich die QS dabei nie über 6 erhöhen.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Tierfreund": "Tierfreund",
+ "Unscheinbar-Regel-Pub": "\n\t\t\t\t\t\tRegel: Helden mit diesem Vorteil erhalten eine Erleichterung von 1 auf Gassenwissen (Beschatten).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Unscheinbar": "Unscheinbar",
+ "Verb-Reg-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Verbesserte-Regeneration-Astralenergie": "Verbesserte Regeneration (Astralenergie)",
+ "Verb-Reg-Karmaenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Verbesserte-Regeneration-Karmaenergie": "Verbesserte Regeneration (Karmaenergie)",
+ "Verb-Reg-Lebensenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Verbesserte-Regeneration-Lebensenergie": "Verbesserte Regeneration (Lebensenergie)",
+ "Verhüllte-Aura-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei ungerichteter magischer Wahrnehmung erscheint der Zauberkundige immer als nicht magisch. Wer gezielt versucht, den Zauberkundigen zu entdecken oder zu analysieren, beispielsweise mit dem Zauber ODEM oder der Liturgie Magiesicht, muss eine Erschwernis von 3 hinnehmen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Verhüllte-Aura": "Verhüllte Aura",
+ "Vertrauenserweckend-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Bekehren & Überzeugen (öffentliche Rede, Einzelgespräch, Diskussionsführung), Überreden (Betteln, Manipulieren, Schmeicheln) und Handel (Feilschen) sind um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Vertrauenserweckend": "Vertrauenerweckend",
+ "Waffenbegabung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Waffenbegabung erlaubt bei Kritischen Erfolgen und Patzern bei einer Probe auf eine Kampftechnik eine Wiederholung des Bestätigungswurfs.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Waffenbegabung": "Waffenbegabung",
+ "Wasserlebewesen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wesen mit diesem Vorteil erhalten automatisch die Sonderfertigkeit Unterwasserkampf (die Kosten der SF sind in diesem Vorteil einberechnet). Wasserlebewesen können unter Wasser atmen. Außerdem können sie sich darin mit Leichtigkeit fortbewegen, da es sich um ihr natürliches Element handelt. Sie müssen keine Proben ablegen, um nicht zu ertrinken.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Wasserlebewesen": "Wasserlebewesen",
+ "Wohlklang-Regel-Pub": "\n\t\t\t\t\t\tRegel: Fertigkeitsproben auf Singen sind um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Wohlklang": "Wohlklang",
+ "Zäher-Hund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Dieser Vorteil sorgt dafür, dass der Held die Auswirkungen der höchsten Stufe des Zustands Schmerz ignorieren darf. Er erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn ein Held also beispielsweise drei Stufen Schmerz erlitten hat, gelten für ihn nur die Auswirkungen von Stufe II. Bei Schmerz Stufe IV wird der Held dennoch handlungsunfähig. Schmerz Stufe I wird so behandelt, als hätte der Held keine Stufe Schmerz.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Zäher-Hund": "Zäher Hund",
+ "Zauberer-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Zauberer erhält als Astralenergie- Grundwert 20 AsP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition (siehe Seite 275). Diese muss einzeln erworben werden. Jeder Zauberer muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Dieser Vorteil lässt sich im späteren Spielverlauf nicht mehr erwerben.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Zauberer": "Zauberer",
+ "Zeitgefühl-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Charakter hat ein ausgezeichnetes Zeitgefühl und kann, ohne den Stand der Sonne zu sehen oder auf andere Hilfsmittel zurückzugreifen, die Tageszeit genau bestimmen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Zeitgefühl": "Zeitgefühl",
+ "Zweistimmiger-Gesang-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann den Zweistimmigen Gesang singen und hat somit die Möglichkeit, Elfenlieder zu erlernen. Durch den Vorteil erwirbt der Held das Anwendungsgebiet Zweistimmiger Gesang im Talent Singen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Zweistimmiger-Gesang": "Zweistimmiger Gesang",
+ "Zwergennase-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Abenteurer erhält bei Proben auf Sinnesschärfe zur Entdeckung von Geheimtüren, Hohlräumen, versteckten Schubladen und Ähnlichem eine Erleichterung von 1.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Zwergennase": "Zwergennase",
+ "Angstvor-Regel-Pub": "\n\t\t\t\t\t\tRegel: Pro Stufe der Angst erleidet der Held eine Stufe Furcht, so lange er dem Auslöser ausgesetzt ist.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Angst-vor": "Angst vor",
+ "Arm-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Nachteil Arm erhält ein Held bei der Generierung 250 Silbertaler weniger pro Stufe. Wählt er also 3 Stufen Arm, beginnt er ohne Startkapital und besitzt nur ein Kleiderpaket der Kategorie arm.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Arm": "Arm",
+ "Artefaktgebunden-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ist der Held nicht in direktem Kontakt mit dem Artefakt (dies bedeutet: Kontakt mit der Haut), kann er nur erschwert Zaubern. Dieser Nachteil erschwert Zauber um 1, wenn die Bedingung des Körperkontaktes nicht erfüllt ist. Wird das Artefakt vernichtet, kann er so lange nur mit der Erschwernis Zauber wirken, bis er selbst ein neues Artefakt gleicher Machart hergestellt hat, in das die Artefaktgebundenheit automatisch einfließt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Artefaktgebunden": "Artefaktgebunden",
+ "Behäbig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch Behäbig verliert ein Held 1 Punkt von seinem Geschwindigkeit-Grundwert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Behäbig": "Behäbig",
+ "Blind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Nachteil ist ihm der Einsatz vieler Fertigkeiten erschwert oder erst gar nicht möglich. Dies gilt ebenfalls für Sonderfertigkeiten. Welche Handlungen um wie viel erschwert oder gar unmöglich sind, entscheidet der Meister. Die Blindheit ist nicht heilbar, außer durch ein Großes Wunder. Der Held erhält den Status Blind.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Blind": "Blind",
+ "Blutrausch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erhält unter speziellen Umständen den Status Blutrausch. Der Blutrausch wird aktiviert, wenn der Held durch einen Angriff eine Stufe des Zustands Schmerz erleidet oder ihm seine Probe auf Willenskraft zur Aktivierung der Schlechten Eigenschaft Jähzorn misslingt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Blutrausch": "Blutrausch",
+ "Eing-Sicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Berechnung-Nur-FK-Malus": "nur FK-Malus wird automatisch berechnet, Verweis bei relevanten Talenten",
+ "Eingeschränkter-Sinn-Sicht": "Eingeschränkter Sinn: Sicht",
+ "Eing-Gehör-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Eingeschränkter-Sinn-Gehör": "Eingeschränkter Sinn: Gehör",
+ "Eing-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Eingeschränkter-Sinn-Geruch-Geschmack": "Eingeschränkter Sinn: Geruch & Geschmack",
+ "Eing-Tastsinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Eingeschränkter-Sinn-Tastsinn": "Eingeschränkter Sinn: Tastsinn",
+ "Farbenblind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für den Abenteurer sind Farben nicht zu unterscheiden. Dies kann sich bei einigen Proben, etwa auf Alchimie („Rote Flüssigkeit in grüne Flüssigkeit schütten.“), beim Zuordnen von Wappen (Etikette) oder bei der Orientierung im Dschungel negativ auswirken. Ob eine Probe abgelegt werden kann und wie hoch die Erschwernis ist, entscheidet der Meister.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Farbenblind": "Farbenblind",
+ "Fettleibig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Nachteil hat zur Folge, dass Proben auf Klettern, Körperbeherrschung, Tanzen und Verbergen um 1 erschwert sind.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Fettleibig": "Fettleibig",
+ "Giftanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Giftanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Giftanfällig": "Giftanfällig",
+ "Gläsern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Die Wundschwelle des Helden sinkt durch den Nachteil um 1.
\n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 133",
+ "Gläsern": "Gläsern",
+ "Hässlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch jede Stufe dieses Nachteils erleidet der Held eine Erschwernis von 1 auf Betören (Anbandeln, Liebeskünste), Überreden (Manipulieren, Schmeicheln) und Handel (Feilschen).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Hässlich": "Hässlich",
+ "Hitzeempfindlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Hitzestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Hitzestufe 2 leidet.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Hitzeempfindlich": "Hitzeempfindlich",
+ "Jagdwildgeruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann immer, wenn der Held nahe genug an hungrigen Raubtieren ist (50 Schritt Radius) und diese ihn wittern, mit dem W6 würfeln. Bei einer 1-2 halten sie den Abenteurer für Beute und greifen ihn an. Sollte es zu einem Kampf mit einer ganzen Heldengruppe kommen, so greifen die Raubtiere bevorzugt einen Helden mit dem Nachteil Jagdwildgeruch an. Als Raubtiere gelten beispielsweise Jaguare und Würgeschlangen, auf keinen Fall aber reine Pflanzenfresser. Welche Tiere von dem Geruch genau angelockt werden, entscheidet der Meister.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium S. 123",
+ "Jagdwildgeruch": "Jagdwildgeruch",
+ "Kälteempfindlichkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kältestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Kältestufe 1 leidet.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Kälteempfinglich": "Kälteempfindlich",
+ "Keine-Flugsalbe-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann die Sonderfertigkeit Flugsalbe nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Keine-Flugsalbe": "Keine Flugsalbe",
+ "Kein-Vertrauter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann die Sonderfertigkeit Vertrautenbindung nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Kein-Vertrauter": "Kein Vertrauter",
+ "Körpergebundene-Kraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Sobald der Held, aus welchem Grunde auch immer, einen Teil seiner Haarpracht einbüßt (z.B. durch Abschneiden, Feuer etc.; unabhängig von der Länge), verliert er sofort 10 Astralpunkte (bis zu einem Minimum von 0). Diese können normal regeneriert werden. Der normale menschliche Haarverlust zählt nicht als Verlust der Haarpracht.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Körpergebundene-Kraft": "Körpergebundene Kraft",
+ "Körperliche-Auffälligkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann maximal zwei Körperliche Auffälligkeiten wählen. Die Körperliche Auffälligkeit zieht gelegentlich Erschwernisse auf Gesellschaftstalente aufgrund von Aberglaube oder Misstrauen nach sich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Körperliche-Auffälligkeit": "Körperliche Auffälligkeit",
+ "Kranheitsanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Krankheitsanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Krankheitsanfällig": "Krankheitsanfällig",
+ "Lästige-Mindergeister-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal wenn der Zauberer Astralenergie ausgibt, würfelt er mit dem W20. Ist das Ergebnis gleich oder kleiner der ausgegebenen Astralenergiemenge, tauchen Mindergeister auf und belästigen den Zauberer. Welche Art von Mindergeistern erscheinen, entscheidet der Meister je nach Situation. Beispiele sind Windbeutel, die das Haar des Zauberers selbst bei Windstille wallen lassen, Tränenlinge, die sich unter die Augen setzen, oder Feuerwusel, die Gegenstände des Zauberers erhitzen oder gar verkohlen. Außerdem sind alle Fertigkeitsproben wegen der Ablenkung um 1 erschwert. Die Mindergeister bleiben für 10 Minuten, ehe sie von selbst wieder verschwinden. Sind durch zu häufiges Zaubern mehrere Mindergeister erschienen, summieren sich die Erschwernis dennoch nicht auf.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173",
+ "Lästige-Mindergeister": "Lästige Mindergeister",
+ "Lichtempfindlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erleidet eine Stufe Schmerz, sobald er Sonnenlicht ausgesetzt ist, das heller ist als Dämmerlicht. Diese Auswirkung lässt sich vermeiden, wenn der Betroffene seinen kompletten Körper inklusive der Augen verhüllt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173",
+ "Lichtempfindlich": "Lichtempfindlich",
+ "Magische-Einschränkung-Regel-Pub": "\n\t\t\t\t\t\tRegel: In der Umgebung, für die der Nachteil gilt, hat der Zauberer bei magischen Fertigkeitsproben keine Erschwernisse, ansonsten eine von 1.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173",
+ "Magische-Einschränkung": "Magische Einschränkung",
+ "Nachtblind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Sobald der Held mindestens eine Stufe Sichterschwernis durch Dunkelheit erleidet, wird diese Erschwernis für ihn um eine Stufe erhöht.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173",
+ "Berechnung-Keine5": "Keine Berechnung, auf Grund von Sicht Mod Stufe 4 aktuell nicht integrierbar",
+ "Nachtblind": "Nachtblind",
+ "Niedrige-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der AE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Astralkraft": "Niedrige Astralkraft",
+ "Niedrige-Karmalkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der KE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Karmalkraft": "Niedrige Karmalkraft",
+ "Niedrige-Lebenskraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der LE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Lebenskraft": "Niedrige Lebenskraft",
+ "Niedrige-Seelenkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der SK-Grundwert des Helden ist um 1 schlechter.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Seelenkraft": "Niedrige Seelenkraft",
+ "Niedrige-Zähigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der ZK-Grundwert des Helden ist um 1 schlechter.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Zähigkeit": "Niedrige Zähigkeit",
+ "Pech-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held startet pro Stufe des Nachteils mit 1 Schicksalspunkt weniger als üblich. Sein Maximum an Schicksalspunkten sinkt hierdurch um einen Punkt pro Stufe. Die Anzahl der Schicksalspunkte darf hierbei nicht unter 0 fallen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Pech": "Pech",
+ "Pechmagnet-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei jeder zufälligen Bestimmung des Meisters (Welcher Held wird von dem Pfeil getroffen? Wer stand von der Gruppe in der Nähe der Falle, als sie ausgelöst wurde?) sind die Chancen bei einem Abenteurer mit diesem Nachteil mindestens doppelt so hoch wie die eines Helden ohne Pechmagnet. Der Nachteil sollte in der Heldengruppe nicht bei allen Helden auftreten, da sich der Nachteil ansonsten aufhebt. Dementsprechend erfordert die Wahl von Pechmagnet Rücksprache mit dem Meister.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Pechmagnet": "Pechmagnet",
+ "Persönlichkeitsschwächen-Regel-Pub": "\n\t\t\t\t\t\tRegel: In passenden Situationen kann der Meister durchaus für die angegebenen Fertigkeiten eine Erschwernis von 1 aussprechen, wenn er dies für angemessen hält. Es dürfen bis zu zwei Persönlichkeitsschwächen pro Held gewählt werden.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Persönlichkeitsschwächen": "Persönlichkeitsschwächen",
+ "Prinzipientreue-Regel-Pub": "\n\t\t\t\t\t\tRegel: Prinzipientreue gibt es in drei Stufen. Während die erste Stufe den Helden nur leicht einschränkt, ist die zweite Stufe schon fordernd, die letzte Stufe benachteiligt den Helden schwer.
\n\t\t\t\t\t\tEin Held kann mehreren Prinzipien folgen, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Prinzipientreuestufe). Wer gegen seine Prinzipien verstößt, erleidet eine Erschwernis von 1 auf alle Fertigkeitsproben. Dieser Zustand dauert mindestens eine Stunde an, über die genaue Länge entscheidet der Meister unter Berücksichtigung der Schwere des Verstoßes.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175",
+ "Prinzipientreue": "Prinzipientreue",
+ "Raubtiergeruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann immer, wenn der Held nahe genug an domestizierten Tieren ist und diese ihn wittern, mit dem W6 würfeln. Bei einer 1 versuchen sie, vor der vermeintlichen Bedrohung zu fliehen. Hunde und Katzen meiden die Nähe eines Helden mit diesem Nachteil, Pferde scheuen und selbst Schafe und Ziegen fliehen blökend, sobald er sich ihnen nähert. Bei Proben auf Tierkunde und Reiten im Umgang mit domestizierten Tieren kann ein Held mit Raubtiergeruch maximal 1 QS übrig behalten.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium S. 123",
+ "Raubtiergeruch": "Raubtiergeruch",
+ "Schlafwandler-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kein Held sollte mehr als einmal pro Woche schlafwandeln. Am Tag nach dem Schlafwandeln erhält der Held 24 Stunden lang eine Stufe des Zustands Betäubung durch die geringe Erholung in der Nacht. Die Regeneration ist für den Held in der Nacht, in der er schlafwandelt um 1 gesenkt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175",
+ "Schlafwandler": "Schlafwandler",
+ "Schlechte-Angewohnheit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann so viele Schlechte Angewohnheiten wählen, wie er möchte, erhält hierdurch allerdings insgesamt maximal 6 AP. In seltenen Fällen kann der Meister auch Erschwernisse auf Gesellschaftstalente vergeben.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175",
+ "Schlechte-Angewohnheit": "Schlechte Angewohnheit",
+ "Schlechte-Eigenschaft-Regel-Pub": "\n\t\t\t\t\t\tRegel: In jeder Situation, in der der Held mit einem potenziellen Auslöser seiner Schlechten Eigenschaft konfrontiert wird, muss er eine Probe auf Willenskraft bestehen, um sich zu beherrschen. Gelingt ihm diese Probe, ist alles in Ordnung, ansonsten muss er entsprechend der Schlechten Eigenschaft agieren. Seine Schlechte Eigenschaft hat ihn so lange im Griff, wie er dem Auslöser ausgesetzt ist.
\n\t\t\t\t\t\tDer Meister kann für die Probe auf Willenskraft entsprechend der Stärke des Auslösers Erschwernisse oder Erleichterungen aussprechen. Es dürfen bis zu zwei Schlechte Eigenschaften pro Held gewählt werden.
\n\t\t\t\t\t\tKombinationen, die sich ausschließen (z.B. Geiz und Verschwendungssucht), dürfen nicht gewählt werden. Das letzte Wort darüber hat der Spielleiter.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176",
+ "Schlechte-Eigenschaft": "Schlechte Eigenschaft",
+ "Schlechte-Regeneration-Astralenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176",
+ "Schlechte-Regeneration-Astralenergie": "Schlechte Regeneration (Astralenergie)",
+ "Schlechte-Regeneration-Karmaenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176",
+ "Schlechte-Regeneration-Karmaenergie": "Schlechte Regeneration (Karmaenergie)",
+ "Schlechte-Regeneraion-Lebensenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176",
+ "Schlechte-Regeneration-Lebensenergie": "Schlechte Regeneration (Lebensenergie)",
+ "Schwacher-Astralkörper-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal, wenn der Held Astralpunkte ausgibt, verliert er einen Astralpunkt zusätzlich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177",
+ "Schwacher-Astralkörper": "Schwacher Astralkörper",
+ "Schwache-Karmalkörper-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal, wenn der Held Karmapunkte ausgibt, verliert er einen Karmapunkt zusätzlich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177",
+ "Schwacher-Karmalkörper": "Schwacher Karmalkörper",
+ "Sensibler-Geruchssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Solange der Held dem Geruch ausgesetzt ist, erleidet er eine Stufe Verwirrung.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177",
+ "Sensibler-Geruchssinn": "Sensibler Geruchssinn",
+ "Sprachfehler-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei Gesellschaftstalenten (außer Menschenkenntnis und Willenskraft) und Handeln (Feilschen) kann er nach Meisterentscheid eine Erschwernis von 1 erhalten, wenn es darum geht, mit anderen Personen zu sprechen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177",
+ "Sprachfehler": "Sprachfehler",
+ "Stigma-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann eine Erschwernis von 1 auf Gesellschaftstalente (ausgenommen Einschüchtern, Menschenkenntnis und Willenskraft) und Handel (Feilschen) aussprechen, wenn er dies für angemessen hält. Ein Held kann den Nachteil nur einmal wählen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Stigma": "Stigma",
+ "Stumm-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann sich in den meisten Fällen mit anderen Personen nicht verständigen (außer über Zeichensprache oder schriftlich). Der Einsatz von Zaubern und anderen Handlungen, die Sprache erfordern, ist unmöglich oder stark erschwert. Der Held erhält dauerhaft den Status Stumm.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Stumm": "Stumm",
+ "Taub-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann keine Probe auf Sinnesschärfe ablegen, die mit dem Hören zu tun haben. Er erhält den Status Taub.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Taub": "Taub",
+ "Unfähig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held muss bei einer Probe auf das Talent das beste Würfelergebnis einer Teilprobe neu würfeln. Das zweite Ergebnis ist bindend. Ein Abenteurer kann maximal zwei Unfähigkeiten besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Unfähig": "Unfähig",
+ "Unfrei-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann eine Erschwernis erhalten, wenn er als Unfreier Höhergestellte mit Gesellschaftstalenten überzeugen will. In seiner Kultur hat er zudem mit Unterdrückung zu kämpfen, genießt fast keinen rechtlichen Schutz und gilt als Besitz eines Höhergestellten. Genaueres hierzu siehe Seite 338.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Unfrei": "Unfrei",
+ "Unverträglichkeit-gegen-Alkohol-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über diesen Nachteil verfügt, für den verdoppeln sich die Auswirkungen nach Giftproben beim Konsum von Alkohol. Würde der Held beispielsweise 1 Stufe Berauscht erleiden, erhält er stattdessen direkt 2 Stufen des Zustands.
\n\t\t\t\t\t\tPublikation: Meisterschirm - Tavernen S. 13",
+ "Unververträglichkeit-gegen-Alkohol": "Unverträglichkeit gegenüber Alkohol",
+ "Verpflichtungen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held muss Anweisungen desjenigen befolgen, dem er verpflichtet ist, oder mit den Konsequenzen leben. Ein Held kann mehreren Institutionen oder Personen verpflichtet sein, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Verpflichtungsstufe).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Verpflichtungen": "Verpflichtungen",
+ "Verstümmelt-Einarmig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tEiner der beiden Arme des Charakters fehlt mindestens bis zum Ellbogen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einarmig": "Verstümmelt: Einarmig",
+ "Verstümmelt-Einäugig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tEines der beiden Augen des Helden ist blind oder er hat es verloren. Fernkampfangriffe sind dadurch um 4 erschwert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einäugig": "Verstümmelt: Einäugig",
+ "Verstümmelt-Einbeinig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tDer Held hat nur ein Bein, bzw. es ist unterhalb des Knies amputiert. Der Geschwindigkeit-Grundwert ist halbiert. Krücken und einfache Prothesen wie ein Holzbein helfen gegen die Verminderung der Geschwindigkeit nicht.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einbeinig": "Verstümmelt: Einbeinig",
+ "Verstümmelt-Einhändig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tDem Abenteurer fehlt eine Hand.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einhändig": "Verstümmelt: Einhändig",
+ "Verstümmelt-Einohrig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tEines der Ohren ist abgeschnitten oder verkrüppelt. Proben auf Sinnesschärfe auf Hören sind für den Helden grundsätzlich um 1 erschwert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einohrig": "Verstümmelt: Einohrig",
+ "Verweichlicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei der Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten bekommt die Heldin eine Erschwernis von 2.
\n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 133",
+ "Verweichlicht": "Verweichlicht",
+ "Wahrer-Name-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wenn ein Zauberer einen Zauberspruch gegen ein Ziel einsetzt, dessen Wahren Namen er kennt (und der über diesen Nachteil verfügt), verschlechtert sich die Seelenkraft und die Zähigkeit des Ziels um 4, womit es leichter zu verzaubern ist.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Wahrer-Name": "Wahrer Name",
+ "Wilde-Magie-Regel-Pub": "\n\t\t\t\t\t\tRegel: 19er werden bei Fertigkeitsproben auf Zauber und Rituale in Hinsicht auf die Bestimmung eines Patzers wie eine 20 behandelt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Wilde-Magie": "Wilde Magie",
+ "Zauberanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Gegen Magie sind Seelenkraft und Zähigkeit um 1 pro Stufe schlechter als üblich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Zauberanfällig": "Zauberanfällig",
+ "Zerbrechlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Erschwernisse durch den Zustand Schmerz werden wie bei einer Stufe höher behandelt. Die Handlungsunfähigkeit tritt somit bereits bei Stufe III ein.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Zerbrechlich": "Zerbrechlich",
+ "Allgemeine SF": "Allgemeine SF",
+ "Abrichter": "Abrichter",
+ "Abrollen": "Abrollen",
+ "Ackerbau": "Ackerbau",
+ "Anführer": "Anführer",
+ "Anpeitscher": "Anpeitscher",
+ "Analytiker": "Analytiker",
+ "Archivar": "Archivar",
+ "Athlet": "Athlet",
+ "Bauchreden": "Bauchreden",
+ "Bine-Maschores": "Bine Maschores",
+ "Bildhauerei": "Bildhauerei",
+ "Bootsbauer": "Bootsbauer",
+ "Buchdrucker": "Buchdrucker",
+ "Diener": "Diener",
+ "Dokumentenfälscher": "Dokumentenfälscher",
+ "Drohgebärden": "Drohgebärden",
+ "Dschungelkundig": "Dschungelkundig",
+ "Eis-und-Schneekundig": "Eis- und Schneekundig",
+ "Eiserner-Wille": "Eiserner Wille",
+ "Ermutigender-Gesang": "Ermutigender Gesang",
+ "Fächersprache": "Fächersprache",
+ "Fallen-entschärfen": "Fallen entschärfen",
+ "Falschspielen": "Falschspielen",
+ "Faszinierender-Gesang": "Faszinierender Gesang",
+ "Feuerschlucker": "Feuerschlucker",
+ "Fischer": "Fischer",
+ "Freiklettern": "Freiklettern",
+ "Füchsisch": "Füchsisch",
+ "Gestählter-Wille": "Gestählter Wille",
+ "Gebirgskundig": "Gebirgskundig",
+ "Gift-melken-Landtiere": "Gift melken (Land- und Lufttiere)",
+ "Gift-melken-Wassertiere": "Gift melken (Wassertiere)",
+ "Gildenrecht": "Gildenrecht",
+ "Glasbläserei": "Glasbläserei",
+ "Guter-Gardist-böser-Gardist": "Guter Gardist, böser Gardist",
+ "Hauswirtschaft": "Hauswirtschaft",
+ "Hehlerei": "Hehlerei",
+ "Heraldik": "Heraldik",
+ "Höhlenkundig": "Höhlenkundig",
+ "Iglubau": "Iglubau",
+ "Instrumente-bauen": "Instrumente bauen",
+ "Jäger": "Jäger",
+ "Kalligraphie": "Kalligraphie",
+ "Kapellmeister": "Kapellmeister",
+ "Kartographie": "Kartographie",
+ "Kohlezeichnungen": "Kohlezeichnungen",
+ "Konditor": "Konditor",
+ "Kristallzucht": "Kristallzucht",
+ "Kulturlandkundig": "Kulturlandkundig",
+ "Kupferstich": "Kupferstich",
+ "Kutschenbauer": "Kutschenbauer",
+ "Leg-ga-Leg": "Leg-ga-Leg",
+ "Leibdiener": "Leibdiener",
+ "Liebling-der-Massen": "Liebling der Massen",
+ "Lippenlesen": "Lippenlesen",
+ "Meereskundig": "Meereskundig",
+ "Meister-der-Improvisation": "Meister der Improvisation",
+ "Möbel-herstellen": "Möbel herstellen",
+ "Navigation": "Navigation",
+ "Ölmalerei": "Ölmalerei",
+ "Opernsänger": "Opernsänger",
+ "Orientierung-unter-Tage": "Orientierung unter Tage",
+ "Ortskenntnis": "Ortskenntnis",
+ "Provozieren": "Provozieren (EM)",
+ "Prunkkleidung-herstellen": "Prunkkleidung herstellen",
+ "Pyromantiker": "Pyromantiker",
+ "Rahjasutra-Kenntnisse": "Rahjasutra-Kenntnisse",
+ "Rosstäuscher": "Rosstäuscher",
+ "Rüstungsbau": "Rüstungsbau",
+ "Sammler": "Sammler",
+ "Schiffsbau": "Schiffsbau",
+ "Schmerzen-unterdrücken": "Schmerzen unterdrücken",
+ "Schmuck-herstellen": "Schmuck herstellen",
+ "Schnapsbrennerei": "Schnapsbrennerei",
+ "Schnellschreiber": "Schnellschreiber",
+ "Schriftstellerei": "Schriftstellerei",
+ "Seile-herstellen": "Seile herstellen",
+ "Skifahren": "Skifahren",
+ "Smutje": "Smutje",
+ "Stellmacherei": "Stellmacherei",
+ "Steppenkundig": "Steppenkundig",
+ "Sumpfkundig": "Sumpfkundig",
+ "Tätowierer": "Tätowierer",
+ "Tierstimmen-imitieren": "Tierstimmen imitieren",
+ "Töpferei": "Töpferei",
+ "Verführungskunst": "Verführungskunst",
+ "Viehzucht": "Viehzucht",
+ "Waffenbau": "Waffenbau",
+ "Waldkundig": "Waldkundig",
+ "Wandmalerei": "Wandmalerei",
+ "Wettervorhersage": "Wettervorhersage",
+ "Wüstenkundig": "Wüstenkundig",
+ "Zahlenmystik": "Zahlenmystik",
+ "Berufsgeheimnisse": "Berufsgeheimnisse",
+ "Antidot": "Antidot",
+ "Algebra": "Algebra",
+ "Arax": "Arax",
+ "Aussatz": "Aussatz",
+ "Bannstaub": "Bannstaub",
+ "Blaue-Keuche": "Blaue Keuche",
+ "Blutiger-Rotz": "Blutiger Rotz",
+ "Boltan": "Boltan",
+ "Brabacudagift": "Brabacudagift",
+ "Die-böse-Eins": "Die böse Eins",
+ "Drachenschuppen": "Drachenschuppen",
+ "Drehleier": "Drehleier",
+ "Droler-Spitze": "Drôler Spitze",
+ "Dumpfschädel": "Dumpfschädel",
+ "Dunkle-Pforten": "Dunkle Pforten",
+ "Durch-den-Efferdwall-und-zurück": "Durch den Efferdwall und zurück",
+ "Efferd-und-Kerkersieche": "Efferd- und Kerkersieche",
+ "Elfenbogen": "Elfenbogen",
+ "Fätelungstechnik": "Fätelungstechnik",
+ "Feuerwerk": "Feuerwerk",
+ "Filigranes-Kettenknüpfen": "Filigranes Kettenknüpfen",
+ "Flinker-Difar": "Flinker Difar",
+ "Garadan": "Garadan",
+ "Gefäße-des-Rohal": "Gefäße des Rohal",
+ "Geometrie": "Geometrie",
+ "Gilbe": "Gilbe",
+ "Glas": "Glas",
+ "Heiltrank": "Heiltrank",
+ "Inrahspiel": "Inrahspiel",
+ "Inseln-im-Nebel": "Inseln im Nebel",
+ "Iryanleder": "Iryanleder",
+ "Jahresfieber": "Jahresfieber",
+ "Kelmon": "Kelmon",
+ "Kukris": "Kukris",
+ "Landsegler": "Landsegler",
+ "Lehmbacktechnik": "Lehmbacktechnik",
+ "Liebestrunk": "Liebestrunk",
+ "Lutanas": "Lutanas",
+ "Magierphilosophie": "Magierphilosophie",
+ "Mantikorgift": "Mantikorgift",
+ "Mandragora": "Mandragora",
+ "Meister-der-Brabacudaküche": "Meister der Brabacudaküche",
+ "Morfugift": "Morfugift",
+ "Menacoriten": "Menacoriten",
+ "Myranor-Geographie": "Myranor-Geographie",
+ "Omrais": "Omrais",
+ "Orkischer-Kalender": "Orkischer Kalender",
+ "Pastillen-gegen-Schmerzen": "Pastillen gegen Schmerzen",
+ "Pelura": "Pelura",
+ "Pentagramm": "Pentagramm",
+ "Porzellan": "Porzellan",
+ "Rascher-Wahn": "Rascher Wahn",
+ "Rote-und-Weiße-Kamele": "Rote und Weiße Kamele",
+ "Schaumkuss": "Schaumkuss",
+ "Schlacht-von-Jergan": "Schlacht von Jergan",
+ "Schlaftrunk": "Schlaftrunk",
+ "Schokolade": "Schokolade",
+ "Schwarze-Wut": "Schwarze Wut",
+ "Spinett": "Spinett",
+ "Standharfe": "Standharfe",
+ "Sumpffieber": "Sumpffieber",
+ "Sunsura": "Sunsura",
+ "Tollwut": "Tollwut",
+ "Tulmadron": "Tulmadron",
+ "Tulmadron-Abbau": "Tulmadron-Abbau",
+ "Uhrwerk": "Uhrwerk",
+ "Unauer-Porzellan": "Unauer Porzellan",
+ "Unsichtbarkeitselixier": "Unsichtbarkeitselixier",
+ "Uthuria-Geographie": "Uthuria-Geographie",
+ "Verwandlungselixier": "Verwandlungselixier",
+ "Vinsalter-Ei": "Vinsalter Ei",
+ "Vorfahren-der-Mittelländer": "Vorfahren der Mittelländer",
+ "Waffenbalsam": "Waffenbalsam",
+ "Wahrscheinlichkeitsrechnung": "Wahrscheinlichkeitsrechnung",
+ "Weg-durch-die-Sargasso-See": "Weg durch die Sargasso-See",
+ "Willentrunk": "Willenstrunk",
+ "Wundfieber": "Wundfieber",
+ "Wurara": "Wurara",
+ "Zähigkeitstrunk": "Zähigkeitstrunk",
+ "Zaubertrank": "Zaubertrank",
+ "Zeitalterforschung": "Zeitalterforschung",
+ "Zorganpocken": "Zorganpocken",
+ "Zwergische-Tresore": "Zwergische Tresore",
+ "Schicksalspunkte-SF": "Schicksalspunkte-SF",
+ "Attacke-verbessern": "Attacke verbessern",
+ "Ausweichen-verbessern": "Ausweichen verbessern",
+ "Eigenschaften-verbessern": "Eigenschaft verbessern",
+ "Empathie": "Empathie",
+ "Fernkampf-verbessern": "Fernkampf verbessern",
+ "Fleischwunde": "Fleischwunde",
+ "Höhere-Prophezeiung": "Höhere Prophezeiung",
+ "Parade-verbessern": "Parade verbessern",
+ "Magiegespür": "Magiegespür",
+ "Prophezeiung": "Prophezeiung",
+ "Wachsamkeit": "Wachsamkeit",
+ "Aktivierung": "Aktivierung",
+ "Tierkunde": "Tierkunde",
+ "Fischen-und-Angeln": "Fischen & Angeln",
+ "Brett-und-Glückspiel": "Brett- & Glücksspiel",
+ "Geographie": "Geographie",
+ "Geschichtswissen": "Geschichtswissen",
+ "Götter-und-Kulte": "Götter & Kulte",
+ "Magiekunde": "Magiekunde",
+ "Mechanik": "Mechanik",
+ "Rechnen": "Rechnen",
+ "Spährenkunde": "Sphärenkunde",
+ "Sternkunde": "Sternkunde",
+ "Alchimie": "Alchimie",
+ "Boote-und-Schiffe": "Boote & Schiffe",
+ "Fahrzeuge": "Fahrzeuge",
+ "Heilkunde-Gift": "Heilkunde Gift",
+ "Heilkunde-Krankheiten": "Heilkunde Krankheiten",
+ "Holzbearbeitung": "Holzbearbeitung",
+ "Lebensmittelbearbeitung": "Lebensmittelbearbeitung",
+ "Lederbearbeitung": "Lederbearbeitung",
+ "Metallbearbeitung": "Metallbearbeitung",
+ "Steinbearbeitung": "Steinbearbeitung",
+ "Stoffbearbeitung": "Stoffbearbeitung",
+ "Bewegungsunfähig": "Bewegungsunfähig",
+ "Bewusstlos": "Bewusstlos",
+ "Brennend": "Brennend",
+ "Eingeengt": "Eingeengt",
+ "Fixiert": "Fixiert",
+ "Handlungsunfähig": "Handlungsunfähig",
+ "Krank": "Krank",
+ "Liegend": "Liegend",
+ "Raserei": "Raserei",
+ "Überrascht": "Überrascht",
+ "Übler-Geruch": "Übler Geruch",
+ "Unsichtbar": "Unsichtbar",
+ "Vergiftet": "Vergiftet",
+ "Versteinert": "Versteinert",
+ "Zustände": "Zustände",
+ "Stufe-1": "Stufe I
(-1)",
+ "Stufe-2": "Stufe II
(-2)",
+ "Stufe-3": "Stufe III
(-3)",
+ "Stufe-4": "Stufe IV
(Handlungsunfähig)",
+ "Betäubung": "Betäubung",
+ "Entrückt": "Entrückt",
+ "Furcht": "Furcht",
+ "Paralyse": "Paralyse",
+ "Schmerz": "Schmerz",
+ "Verwirrung": "Verwirrung",
+ "Abzüge-gesamt": "Abzüge gesamt:",
+ "Abzüge-effektiv-ohne-BE": "Abzüge effektiv ohne BE:",
+ "max-5": "(max. -5)\n\t\t\t\t\n\t\t\t",
+ "Abzüge-effektiv-abzgl-BE": "Abzüge effektiv abzgl. BE:",
+ "Abzüge-effektiv-inkl-BE": "Abzüge effektiv inkl. BE:",
+ "Körper": "Körper",
+ "Gesellschaft": "Gesellschaft",
+ "Natur": "Natur",
+ "Wissen": "Wissen",
+ "Handwerk": "Handwerk",
+ "Sprachen": "Sprachen",
+ "Gaben": "Gaben",
+ "MU": "MU",
+ "KL": "KL",
+ "IN": "IN",
+ "CH": "CH",
+ "FF": "FF",
+ "GE": "GE",
+ "KO": "KO",
+ "KK": "KK",
+ "BE": "BE",
+ "Talent": "Talent",
+ "Eigenschaften": "Eigenschaften",
+ "FW": "FW",
+ "Info": "Info Weitere Mod. & Regeln
+: Erleichterung
-: Erschwernis
AG: Neues Anwendungsgebiet
EM: Neue Einsatzmöglichkeit
QS: Erhöhung der QS
BG: Berufsgeheimnis",
+ "Text": "Proben",
+ "Klettern": "Klettern",
+ "Ja": "Ja",
+ "Werkzeuge-Minus": "Werkzeuge (-)",
+ "Fettleibig-Minus-Auto": "Fettleibig (-) (automatisch berechnet)",
+ "Freiklettern-Plus": "Freiklettern (+)",
+ "Körperbeherrschung": "Körperbeherrschung",
+ "Schlangenmensch-Plus": "Schlangenmensch (+)",
+ "Skifahren-AG": "Skifahren (AG)",
+ "Abrollen-QS": "Abrollen (QS)",
+ "Athlet-QS": "Athlet (QS)",
+ "Kraftakt": "Kraftakt",
+ "Schwimmen": "Schwimmen",
+ "Selbstbeherrschung": "Selbstbeherrschung",
+ "Nein": "Nein",
+ "Schmerzen-unterdrücken-EM": "Schmerzen unterdrücken (EM)",
+ "Hart-im-Nehmen-Plus": "Hart im Nehmen (+)",
+ "Sinnesschärfe": "Sinnesschärfe",
+ "Evtl": "Evtl.",
+ "Lippenlesen-AG": "Lippenlesen (AG)",
+ "Fuchssinn-AG": "Fuchssinn (AG)",
+ "Heraus-Sinn-Gehör-Plus": "Herausragender Sinn: Gehör (+)",
+ "Heraus-Sinn-Geruch-Geschmack-Plus": "Herausragender Sinn: Geruch & Geschmack (+)",
+ "Heraus-Sinn-Sicht-Plus": "Herausragender Sinn: Sicht (+)",
+ "Heraus-Sinn-Tastsinn-Plus": "Herausragender Sinn: Tastsinn (+)",
+ "Zwergennase-Plus": "Zwergennase (+)",
+ "Eing-Sinn-Gehör-Minus": "Eingeschränkter Sinn Gehör (-)",
+ "Eing-Sinn-Geruch-Geschmack-Minus": "Eingeschränkter Sinn Geruch & Geschmack (-)",
+ "Eing-Sinn-Sicht-Minus": "Eingeschränkter Sinn Sicht (-)",
+ "Eing-Sinn-Tastsinn-Minus": "Eingeschränkter Sinn Tastsinn (-)",
+ "Verstümmelt-Einäugig-Minus": "Verstümmelt: Einäugig (-)",
+ "Verstümmelt-Einohrig-Minus": "Verstümmelt: Einohrig (-)",
+ "Verbergen": "Verbergen",
+ "Einschüchtern": "Einschüchtern",
+ "Sozialer-Stand-Plus": "Sozialer Stand (+)",
+ "Basiliskentöter-Plus": "Basiliskentöter (+)",
+ "Drachentöter-Plus": "Drachentöter (+)",
+ "Sprachfehler-Minus": "Sprachfehler (-)",
+ "Anpeitscher-EM": "Anpeitscher (EM)",
+ "Drohgebärden-EM": "Drohgebärden (EM)",
+ "Provozieren-EM": "Provozieren (EM)",
+ "Guter-Gardist-böser-Gardist-QS": "Guter Gardist, böser Gardist (QS)",
+ "Willenskraft": "Willenskraft",
+ "Kulturkunde-Plus-Minus": "Kulturkunde (+/-)",
+ "Gestählter-Wille-QS": "Gestählter Wille (QS)",
+ "Stg": "Stg.",
+ "Fw": "Fw",
+ "Anmerkung": "Anmerkung",
+ "Proben": "Proben",
+ "Fliegen": "Fliegen",
+ "Gaukeleien": "Gaukeleien",
+ "Bauchreden-AG": "Bauchreden (AG)",
+ "Feuer-schlucken-AG": "Feuer schlucken (AG)",
+ "Feuerwerk-AG": "Feuerwerk (AG)",
+ "Reiten": "Reiten",
+ "Raubtiergeruch-MaxQS": "Raubtiergeruch (max. 1 QS)",
+ "Singen": "Singen",
+ "Wohlklang-Plus": "Wohlklang (+)",
+ "Operngesang-AG": "Operngesang (AG)",
+ "Zweistimmiger-Gesang-AG": "Zweistimmiger Gesang (AG)",
+ "Ermutigender-Gesang-EM": "Ermutigender Gesang (EM)",
+ "Faszinierender-Gesang-EM": "Faszinierender Gesang (EM)",
+ "Tanzen": "Tanzen",
+ "Taschendiebstahl": "Taschendiebstahl",
+ "Zechen": "Zechen",
+ "Bekehren-und-Überzeugen": "Bekehren & Überzeugen",
+ "Drachentöter-Plusrac": "Drachentöter (+)",
+ "Geborener-Redner-Plus": "Geborener Redner (+)",
+ "Vertrauenerweckend-Plus": "Vertrauenerweckend (+)",
+ "Stigma-Minus": "Stigma (-)",
+ "Übler-Geruch-Minus": "Übler Geruch (-)",
+ "Liebling-der-Massen-QS": "Liebling der Massen (QS)",
+ "Betören": "Betören",
+ "Angenehmer-Geruch-Plus": "Angenehmer Geruch (+)",
+ "Gutaussehend-Plus": "Gutaussehend (+)",
+ "Hässlich-Minus": "Hässlich (-)",
+ "Rahjasutra-Kenntnisse-QS": "Rahjasutra-Kenntnisse (QS)",
+ "Verführungskunst-QS": "Verführungskunst (QS)",
+ "Anpeitscher-EMi": "Anpeitscher (EM)",
+ "Etikette": "Etikette",
+ "Heraldik-EM": "Heraldik (EM)",
+ "Farbenblind-Minus": "Farbenblind (-)",
+ "Dienen-und-Gehorchen-AG": "Dienen & Gehorchen (AG)",
+ "Leibdiener-EM": "Leibdiener (EM)",
+ "Gassenwissen": "Gassenwissen",
+ "Sozialer-Stand-Minus": "Sozialer Stand (+)",
+ "Basiliskentöter-Minus": "Basiliskentöter (-)",
+ "Drachentöter-Minus": "Drachentöter (-)",
+ "Soziale-Anpassungsfähigkeit-Plus": "Soziale Anpassungsfähigkeit (+)",
+ "Ortskenntnis-Plus": "Ortskenntnis (+)",
+ "Unscheinbar-Plus": "Unscheinbar (+)",
+ "Menschenkenntnis": "Menschenkenntnis",
+ "Überreden": "Überreden",
+ "Anführer-EM": "Anführer (EM)",
+ "Feenfreund-QS": "Feenfreund (QS)",
+ "Verkleiden": "Verkleiden",
+ "Fährtensuchen": "Fährtensuchen",
+ "Dschungelkundig-Plus": "Dschungelkundig (+)",
+ "Eis-und-Schneekundig-Plus": "Eis- und Schneekundig (+)",
+ "Gebirgskundig-Plus": "Gebirgskundig (+)",
+ "Höhlenkundig-Plus": "Höhlenkundig (+)",
+ "Kulturlandkundig-Plus": "Kulturlandkundig (+)",
+ "Meereskundig-Plus": "Meereskundig (+)",
+ "Steppenkundig-Plus": "Steppenkundig (+)",
+ "Sumpfkundig-Plus": "Sumpfkundig (+)",
+ "Waldkundig-Plus": "Waldkundig (+)",
+ "Wüstenkundig-Plus": "Wüstenkundig (+)",
+ "Fesseln": "Fesseln",
+ "Seile-herstellen-AG": "Seile herstellen (AG)",
+ "Fischer-QS": "Fischer (QS)",
+ "Brabacudagift-BG": "Brabacudagift (BG)",
+ "Orientierung": "Orientierung",
+ "Orientierung-unter-Tage-Plus": "Orientierung unter Tage (+)",
+ "Richtungssinn-Plus": "Richtungssinn (+)",
+ "Pflanzenkunde": "Pflanzenkunde",
+ "Sammler-QS": "Sammler (QS)",
+ "Ackerbau-EM": "Ackerbau (EM)",
+ "Jäger-QS": "Jäger (QS)",
+ "Tierfreund-QS": "Tierfreund (QS)",
+ "Abrichten-EM": "Abrichten (EM)",
+ "Gift-melken-Landtiere-EM": "Gift melken (Land - und Lufttiere) (EM)",
+ "Gift-melken-Wassertiere-EM": "Gift melken (Wassertiere) (EM)",
+ "Tierstimmen-imitieren-EM": "Tierstimmen imitieren (EM)",
+ "Mantikorgift-BG": "Mantikorgift (BG)",
+ "Morfugift-BG": "Morfugift (BG)",
+ "Wildnisleben": "Wildnisleben",
+ "Wettervorhersage-AG": "Wettervorhersage (AG)",
+ "Iglubau-EM": "Iglubau (EM)",
+ "Falschspielen-EM": "Falschspielen (EM)",
+ "Boltan-BG": "Boltan (BG)",
+ "Die-böse-Eins-BG": "Die böse Eins (BG)",
+ "Garadan-BG": "Garadan (BG)",
+ "Inrahspiel-BG": "Inrahspiel (BG)",
+ "Rote-und-Weiße-Kamele-BG": "Rote und Weiße Kamele (BG)",
+ "Pelura-BG": "Pelura (BG)",
+ "Pentagramm-BG": "Pentagramm (BG)",
+ "Schlacht-von-Jergan-BG": "Schlacht von Jergan (BG)",
+ "Kartographie-AG": "Kartographie (AG)",
+ "Myranor-Geographie-BG": "Myranor-Geographie (BG)",
+ "Uthuria-Geographie-BG": "Uthuria-Geographie (BG)",
+ "Vorfahren-der-Mittelländer-BG": "Vorfahren der Mittelländer (BG)",
+ "Zeitalterforschung-BG": "Zeitalterforschung (BG)",
+ "Magierphilosophie-BG": "Magierphilosophie (BG)",
+ "Kriegskunst": "Kriegskunst",
+ "Analytiker-EM": "Analytiker (EM)",
+ "Dunkle-Pforten-BG": "Dunkle Pforten (BG)",
+ "Gefäße-des-Rohal-BG": "Gefäße des Rohal (BG)",
+ "Uhrwerk-BG": "Uhrwerk (BG)",
+ "Vinsalter-Ei-BG": "Vinsalter Ei (BG)",
+ "Zwergische-Tresore-BG": "Zwergische Tresore (BG)",
+ "Zahlenmystik-AG": "Zahlenmystik (AG)",
+ "Algebra-BG": "Algebra (BG)",
+ "Geometrie-BG": "Geometrie (BG)",
+ "Wahrscheinlichkeitsrechnung-BG": "Wahrscheinlichkeitsrechnung (BG)",
+ "Rechtskunde": "Rechtskunde",
+ "Gildenrecht-AG": "Gildenrecht (AG)",
+ "Sagen-und-Legenden": "Sagen & Legenden",
+ "Inseln-im-Nebel-BG": "Inseln im Nebel (BG)",
+ "Menacoriten-BG": "Menacoriten (BG)",
+ "Orkischer-Kalender-BG": "Orkischer Kalender (BG)",
+ "Meister-der-Improvisation-Plus": "Meister der Improvisation (+)",
+ "Antidot-BG": "Antidot (BG)",
+ "Feuerwerk-BG": "Feuerwerk (BG)",
+ "Glas-BG": "Glas (BG)",
+ "Heiltrank-BG": "Heiltrank (BG)",
+ "Liebestrunk-BG": "Liebestrunk (BG)",
+ "Porzellan-BG": "Porzellan (BG)",
+ "Unauer-Porzellan-BG": "Unauer Porzellan (BG)",
+ "Unsichtbarkeitselixier-BG": "Unsichtbarkeitselixier (BG)",
+ "Verwandlungselixier-BG": "Verwandlungselixier (BG)",
+ "Waffenbalsam-BG": "Waffenbalsam (BG)",
+ "Willenstrunk-BG": "Willenstrunk (BG)",
+ "Zaubertrank-BG": "Zaubertrank (BG)",
+ "Navigation-AG": "Navigation (AG)",
+ "Durch-den-Efferdwall-und-zurück-BG": "Durch den Efferdwall und zurück (BG)",
+ "Weg-durch-die-Sargasso-See-BG": "Weg durch die Sargasso-See (BG)",
+ "Landsegler-BG": "Landsegler (BG)",
+ "Handel": "Handel",
+ "Bine-Maschores-AG": "Bine Maschores (AG)",
+ "Hehlerei-AG": "Hehlerei (AG)",
+ "Rosstäuscher-EM": "Rosstäuscher (EM)",
+ "Verwalten-EM": "Verwalten (EM)",
+ "Arax-BG": "Arax (BG)",
+ "Kelmon-BG": "Kelmon (BG)",
+ "Kukris-BG": "Kukris (BG)",
+ "Mandragora-BG": "Mandragora (BG)",
+ "Omrais-BG": "Omrais (BG)",
+ "Sunsura-BG": "Sunsura (BG)",
+ "Tulmadron-BG": "Tulmadron (BG)",
+ "Wurara-BG": "Wurara (BG)",
+ "Aussatz-BG": "Aussatz (BG)",
+ "Blaue-Keuche-BG": "Blaue Keuche (BG)",
+ "Blutiger-Rotz-BG": "Blutiger Rotz (BG)",
+ "Dumpfschädel-BG": "Dumpfschädel (BG)",
+ "Efferd-und-Kerkersieche-BG": "Efferd- und Kerkersieche (BG)",
+ "Flinker-Difar-BG": "Flinker Difar (BG)",
+ "Gilbe-BG": "Gilbe (BG)",
+ "Jahresfieber-BG": "Jahresfieber (BG)",
+ "Lutanas-BG": "Lutanas (BG)",
+ "Rascher-Wahn-BG": "Rascher Wahn (BG)",
+ "Schwarze-Wut-BG": "Schwarze Wut (BG)",
+ "Sumpffieber-BG": "Sumpffieber (BG)",
+ "Tollwut-BG": "Tollwut (BG)",
+ "Wundfieber-BG": "Wundfieber (BG)",
+ "Zorganpocken-BG": "Zorganpocken (BG)",
+ "Heilkunde-Seele": "Heilkunde Seele",
+ "Heilkunde-Wunden": "Heilkunde Wunden",
+ "Boote-bauen-AG": "Boote bauen (AG)",
+ "Kutschen-bauen-AG": "Kutschen bauen (AG)",
+ "Instrumente-bauen-AG": "Instrumente bauen (AG)",
+ "Räder-herstellen-AG": "Räder herstellen (AG)",
+ "Rüstungsherstellung-AG": "Rüstungsherstellung (AG)",
+ "Schiffe-bauen-AG": "Schiffe bauen (AG)",
+ "Schmuck-herstellen-AG": "Schmuck herstellen (AG)",
+ "Waffenherstellung-AG": "Waffenherstellung (AG)",
+ "Drehleier-BG": "Drehleier (BG)",
+ "Elfenbogen-BG": "Elfenbogen (BG)",
+ "Spinett-BG": "Spinett (BG)",
+ "Standharfe-BG": "Standharfe (BG)",
+ "Smutje-Plus": "Smutje (+)",
+ "Schnapsbrennen-AG": "Schnapsbrennen (AG)",
+ "Konditor-EM": "Konditor (EM)",
+ "Meister-der-Brabacudaküche-BG": "Meister der Brabacudaküche (BG)",
+ "Schaumkuss-BG": "Schaumkuss (BG)",
+ "Schokolade-BG": "Schokolade (BG)",
+ "Drachenschuppen-BG": "Drachenschuppen (BG)",
+ "Iryanleder-BG": "Iryanleder (BG)",
+ "Malen-und-Zeichnen": "Malen & Zeichnen",
+ "Dokumente-fälschen-AG": "Dokumente fälschen (AG)",
+ "Drucken-AG": "Drucken (AG)",
+ "Kalligraphie-AG": "Kalligraphie (AG)",
+ "Kohlezeichnungen-AG": "Kohlezeichnungen (AG)",
+ "Kupferstich-anfertigen-AG": "Kupferstich anfertigen (AG)",
+ "Ölgemälde-malen-AG": "Ölgemälde malen (AG)",
+ "Tätowieren-AG": "Tätowieren (AG)",
+ "Wandmalerei-AG": "Wandmalerei (AG)",
+ "Zauberzeichen-malen-AG": "Zauberzeichen malen (AG)",
+ "Rüstungsherstellung": "Rüstungsherstellung (AG)",
+ "Fätelungstechnik-BG": "Fätelungstechnik (BG)",
+ "Filigranes-Kettenknüpfen-BG": "Filigranes Kettenknüpfen (BG)",
+ "Lehmbacktechnik-BG": "Lehmbacktechnik (BG)",
+ "Musizieren": "Musizieren",
+ "Dirigieren-AG": "Dirigieren (AG)",
+ "Schlösserknacken": "Schlösserknacken",
+ "Fallen-entschärfen-AG": "Fallen entschärfen (AG)",
+ "Glasbläserei-AG": "Glasbläserei (AG)",
+ "Kristalle-züchten-AG": "Kristalle züchten (AG)",
+ "Töpferarbeiten-AG": "Töpferarbeiten (AG)",
+ "Bildhauerei-EM": "Bildhauerei (EM)",
+ "Tulmadron-Abbau-BG": "Tulmadron-Abbau (BG)",
+ "Prunkkleidung-herstellen-BG": "Prunkkleider herstellen (AG)",
+ "Droler-Spitze-BG": "Drôler Spitze (BG)",
+ "---": "---",
+ "Alaani": "Alaani",
+ "Angram": "Angram",
+ "Asdharia": "Asdharia",
+ "Atak": "Atak",
+ "Aureliani": "Aureliani",
+ "Bosparano": "Bosparano",
+ "Fjarningsch": "Fjarningsch",
+ "Garethi": "Garethi",
+ "Goblinisch": "Goblinisch",
+ "Isdira": "Isdira",
+ "Mohisch": "Mohisch",
+ "Nujuka": "Nujuka",
+ "Ogrisch": "Ogrisch",
+ "Oloarkh": "Oloarkh",
+ "Ologhaijan": "Ologhaijan",
+ "Rabensprache": "Rabensprache",
+ "Rogolan": "Rogolan",
+ "Rssahh": "Rssahh",
+ "Ruuz": "Ruuz",
+ "Saga-Thorwalsch": "Saga-Thorwalsch",
+ "Thorwalsch": "Thorwalsch",
+ "Tulamidya": "Tulamidya",
+ "Ur-Tulamidya": "Ur-Tulamidya",
+ "Zelemja": "Zelemja",
+ "Zhayad": "Zhayad",
+ "Zyklopäisch": "Zyklopäisch",
+ "MS": "MS",
+ "Schriften": "Schriften",
+ "Altes-Alaani": "Altes Alaani",
+ "Angram-Bilderschrift": "Angram-Bilderschrift",
+ "Chrmk": "Chrmk",
+ "Chuchas": "Chuchas",
+ "Geheiligte-Glyphen-von-Unau": "Geheiligte Glyphen von Unau",
+ "Hjaldingsche-Runen": "Hjaldingsche Runen",
+ "Imperiale-Zeichen": "Imperiale Zeichen",
+ "Isdira-und-Asdharia-Zeichen": "Isdira- und Asdharia-Zeichen",
+ "Kusliker": "Kusliker Zeichen",
+ "Nanduria-Zeichen": "Nanduria-Zeichen",
+ "Rogolan-Runen": "Rogolan-Runen",
+ "Thorwalsche-Runen": "Thorwalsche Runen",
+ "Trollische-Raumbilderschrift": "Trollische Raumbilderschrift",
+ "Tulamidya-Zeichen": "Tulamidya-Zeichen",
+ "Ur-Tulamidya-Zeichen": "Ur-Tulamidya-Zeichen",
+ "Zhayad-Zeichen": "Zhayad-Zeichen",
+ "Gaben-und-inoffizielle-Talente": "Gaben und inoffizielle Talente",
+ "Gaben-Erklärung": "hier können eigene/inoffizielle Talente nach eigenen Vorgaben eingegeben werden welche man haben möchte, aber im Grundregelwerk von DSA5 aber nicht existieren",
+ "Probe": "Probe",
+ "R": "R",
+ "Roll": "Roll",
+ "A": "A",
+ "B": "B",
+ "C": "C",
+ "D": "D",
+ "E": "E",
+ "Ausrüstung": "Ausrüstung",
+ "Nahkampf": "Nahkampf",
+ "Fernkampf": "Fernkampf",
+ "Kampftechniken": "Kampftechniken",
+ "INI": " INI",
+ "RS": "RS",
+ "GS": " GS",
+ "LE": " LE",
+ "WS": " WS",
+ "Schips": " Schips",
+ "beritten": "beritten",
+ "Reittier-GS": " Reittier GS ",
+ "Nahkampfwaffen": "Nahkampfwaffen",
+ "Waffe": "Waffe",
+ "KT": "KT",
+ "Leiteigenschaft-Schadensbonus": "Leiteig. + Schadensb.",
+ "Trefferpunkte": "Trefferpunkte",
+ "AT-PA-Mod": "AT/PA Mod",
+ "Reichweite": "Reichweite",
+ "Verschleiß": "Verschleiß",
+ "Dolche": "Dolche",
+ "Fechtwaffen": "Fechtwaffen",
+ "Hiebwaffen": "Hiebwaffen",
+ "Kettenwaffen": "Kettenwaffen",
+ "Lanzen": "Lanzen",
+ "Raufen": "Raufen",
+ "Schwerter": "Schwerter",
+ "Stangenwaffen": "Stangenwaffen",
+ "Zweihandhiebwaffen": "Zweihandhiebwaffen",
+ "Zweihandschwerter": "Zweihandschwerter",
+ "W6-Plus": "W6+",
+ "kurz": "kurz",
+ "mittel": "mittel",
+ "lang": "lang",
+ "IV": "IV",
+ "Angriff": "Angriff",
+ "AT-PA": "AT/PA",
+ "Schilde": "Schilde",
+ "Schild": "Schild",
+ "Strukturpunkte": "Strukturp.",
+ "Schadensberechnung": "Schadensb.",
+ "klein": "klein",
+ "groß": "groß",
+ "Waffen-in-der-Nebenhand": "Waffen in der Nebenhand",
+ "Fernkampfwafen": "Fernkampfwaffen",
+ "Kampftechnik": "Kampftechnik",
+ "Ladezeit": "Ladezeit",
+ "Munition": "Munition",
+ "Armbrüste": "Armbrüste",
+ "Blasrohre": "Blasrohre",
+ "Bögen": "Bögen",
+ "Feuerspeien": "Feuerspeien",
+ "Schleudern": "Schleudern",
+ "Wurfwaffen": "Wurfwaffen",
+ "FK": "FK",
+ "Rüstung": "Rüstung",
+ "Art": "Art",
+ "Zusätzliche-Abzüge": "Zus. Abz.",
+ "Reise-Schlacht": "Reise, Schlacht,...",
+ "Aktiv": "Aktiv",
+ "Normale-Kleidung": "Normale Kleidung",
+ "Schwere-Kleidung": "Schwere Kleidung",
+ "Stoffrüstung": "Stoffrüstung",
+ "Lederrüstung": "Lederrüstung",
+ "Kettenrüstung": "Kettenrüstung",
+ "Schuppenrüstung": "Schuppenrüstung",
+ "Plattenrüstung": "Plattenrüstung",
+ "Attacke": "Attacke",
+ "Attacke:": "Attacke:",
+ "AT-Patzer": "AT-Patzer",
+ "Nebenhand-AT:": "Nebenhand-AT:",
+ "Beidhändiger-Kampf": "Beidhändiger Kampf",
+ "Passierschlag:": "Passierschlag:",
+ "Pikenwall": "Pikenwall",
+ "Schild-AT:": "Schild-AT:",
+ "Trefferpunkte:": "Trefferpunkte:",
+ "W-Plus": "W+",
+ "x2": "x2",
+ "Nebenhand-TP:": "Nebenhand-TP:",
+ "Schild-TP:": "Schild-TP:",
+ "Waffenparade:": "Waffenparade:",
+ "2.": "2.",
+ "3.": "3.",
+ "1/2": "1/2",
+ "Patzer": "Patzer",
+ "Schildparade:": "Schildparade:",
+ "PA-Patzer": "PA-Patzer",
+ "Ausweichen:": "Ausweichen:",
+ "Verteidigung:": "Verteidigung:",
+ "+/-": "+/-",
+ "Basismanöver": "Basismanöver",
+ "TP-Plus": "TP+",
+ "Finte:": "Finte:",
+ "-": "-",
+ "Präziser-Stich:": "Präziser Stich:",
+ "Unterlaufen:": "Unterlaufen:",
+ "Wuchtschlag:": "Wuchtschlag:",
+ "Passiv": "Passiv",
+ "AT": "AT",
+ "PA": "PA",
+ "TP": "TP",
+ "Drachentöter:": "Drachentöter:",
+ "Einhändiger-Kampf:": "Einhändiger Kampf:",
+ "Hass-auf:": "Hass auf...:",
+ "Mächtiger-Schlag:": "Mächtiger Schlag:",
+ "Schilddeckung:": "Schilddeckung:",
+ "Verkürzte-Waffenführung:": "Verkürz. Waffenführ.:",
+ "Verteidigungshaltung:": "Verteidigungshaltung:",
+ "ZH-Reiterkampf:": "ZH Reiterkampf:",
+ "Spezialmanöver": "Spezialmanöver",
+ "AT-auf-ungeschütze-Stellen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Wenn die AT des Wesens gelingt und die Verteidigung des Ziels misslingt, kann Rüstungsschutz, der durch Kleidung und Rüstungen zustande gekommen ist, ignoriert werden. Gegen diesen Angriff kann man sich normal verteidigen. Die Attacke ist um 2 erschwert. Magischer, karmaler oder natürlicher Rüstungsschutz kann nicht umgangen werden und schützt weiterhin.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9",
+ "AT-auf-ungeschütze-Stellen": "AT auf ungesch. Stellen",
+ "Anspringen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Gegen diesen Angriff kann man sich normal verteidigen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP anstelle des eigentlichen Schadens. Die Kreatur sitzt zudem auf ihrem Opfer und genießt eine Vorteilhafte Position (siehe Regelwerk Seite 238). Um das Wesen herunterzubekommen, ist eine Vergleichsprobe auf Kraftakt (Heben & Stemmen) notwendig, die um je volle 50 Stein Gewicht der Kreatur um 1 erschwert ist. Dies kostet eine Aktion. Will der Held gleichzeitig auch noch aufstehen, so ist die Probe um zusätzlich 3 Punkte erschwert. Ein misslungener Angriff bedeutet, dass dem Gegner ein Passierschlag zusteht. Die Attacke ist um 4 erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: -4
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9",
+ "Anspringen": "Anspringen:",
+ "Betäubungsschlag-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Gelingt die um 2 erschwerte AT und misslingt die Verteidigung, richtet der Angriff 1W3 TP an. Außerdem muss der Getroffene eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um die Anzahl der angerichteten TP ablegen (egal ob Schaden verursacht wurde oder nicht). Bei Misslingen erleidet er 1 Stufe Betäubung. Das Manöver lässt sich nur gegen Kulturschaffende und Tiere der Größenkategorie des Helden oder kleiner anwenden. Ja, das bedeutet, dass ein Betäubungsschlag gegen Ungeheuer wirkungslos ist.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152",
+ "Betäubungsschlag": "Betäubungsschlag",
+ "Entwaffnen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Um dem Gegner mit diesem Manöver eine Waffe (ausgenommen Schilde) aus der Hand zu schlagen, ist eine um 4, gegen Zweihandwaffen sogar um 6 erschwerte Attacke nötig. Gegen diesen Angriff kann eine reguläre Verteidigung durchgeführt werden. Misslingt diese, wird die Waffe fallen gelassen. Der Angriff verursacht 1W3 TP. Um eine Waffe wieder aufzuheben, muss der Held die Regeln für Aufheben von Gegenständen im Kampf befolgen.
\n\t\t\t\t\t\t\t\t\tErschwernis: –4/–6
\n\t\t\t\t\t\t\t\t\tKampftechnik: Fechtwaffen, Hiebwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 247",
+ "Entwaffnen:": "Entwaffnen:",
+ "EH": "EH",
+ "ZH": "ZH",
+ "Festnageln-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ein Festnageln-Manöver kann nur gegen Gegner durchgeführt werden, die den Status Liegend aufweisen. Gelingt die um 4 erschwerte AT und misslingt die Verteidigung, so ist das Opfer festgenagelt. Die Heldin kann mit der verwendeten Waffe nicht mehr parieren, sie kann nur noch ausweichen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass die Spielerin würfeln muss. Jede KR richtet der Angriff +1 TP an (in der 1. KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert und behält den Status Liegend. Solange das Opfer festgenagelt ist, kann es sich nicht verteidigen. Die Angreiferin kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen die Heldin gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln-Manöver kann nur gegen Ziele der Größenkategorie klein oder mittel angewandt werden.
\n\t\t\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152",
+ "Festnageln": "Festnageln",
+ "Flugangriff-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ist der Flugangriff erfolgreich, steigen die TP um 2. Das Manöver Flugangriff kann nur durchgeführt werden, wenn der Angreifer eine Anflugstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Gegen diesen Angriff kann man sich normal verteidigen. Misslingt der Flugangriff, darf der Verteidiger einen Passierschlag ausführen. Sollte der Flugangriff gelungen sein, so ist eine Attacke gegen das Flugwesen durch den Angegriffenen in dieser KR um 6 erschwert, da das Wesen am Gegner vorbeifliegt. Am Ende der KR hat sich das Flugwesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon, ob es mit dem Flugangriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden. Die Attacke ist um 2 erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9",
+ "Flugangriff": "Flugangriff:",
+ "Gezielter-Angriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Mit diesem Manöver kann man gezielt eine Trefferzone angreifen. Dazu ist eine Attacke nötig, die entsprechend dem Zonenaufschlag erschwert ist.
\n\t\t\t\t\t\t\t\t\tErschwernis: je nach Zone
\n\t\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152",
+ "Gezielter-Angriff": "Gezielter Angriff",
+ "Humanoid-klein-groß": "Humanoid, klein bis groß",
+ "Kopf": "Kopf",
+ "Torsp": "Torso",
+ "Arme": "Arme",
+ "Beine": "Beine",
+ "Ins-Auge-und-durch-die-Hand": "Ins Auge und durch die Hand",
+ "Auge-": "Auge",
+ "Fuss": "Fuss",
+ "Hals": "Hals",
+ "Hand": "Hand",
+ "Drachen": "Drachen",
+ "Bauch": "Bauch",
+ "Flügel": "Flügel",
+ "Halsansatz": "Halsansatz",
+ "Schwanz": "Schwanz",
+ "Krakonier": "Krakonier",
+ "Nervenzentrum": "Nervenzentrum",
+ "Riesenhirschkäfer": "Riesenhirschkäfer",
+ "Gelenkansätze": "Gelenkansätze",
+ "Haltegriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu ist eine erfolgreiche Raufenattacke nötig. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. So lange der Gegner festgehalten wird, leidet er unter dem Status Fixiert und Eingeengt. Um sich aus dem Haltegriff zu lösen, ist eine vergleichende Probe auf Kraftakt (Ziehen & Zerren) nötig. Der Haltende kann sich nicht verteidigen, so lange er seinen Gegner festhält. Für den Haltegriff muss der Angreifer beide Hände frei haben. Der Haltegriff kann nur gegen Gegner gleicher oder kleinerer Größenkategorie verwendet werden.
\n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248",
+ "Haltegriff": "Haltegriff",
+ "Hammerschlag-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke für den Hammerschlag ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Schwerter, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248",
+ "Hammerschlag": "Hammerschlag",
+ "Herunterstoßen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Gelingt dem Helden eine um 4 erschwerte Attacke und misslingt die Verteidigung des Gegners, erleidet dieser minimalen Waffenschaden (wie gewürfelt 1 bei den TP, Bonus durch Schadensschwelle zählt mit) und droht vom Reittier zu stürzen. Er muss sofort eine Probe auf Reiten (Kampfmanöver) erschwert um 2 ablegen, bei Misslingen stürzt der Reiter von seinem Reittier und erleidet Sturzschaden (siehe Regelwerk Seite 340).
\n\t\t\t\t\t\t\t\t\tErschwernis: -4
\n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 153",
+ "Herunterstoßen": "Herunterstoßen",
+ "Klammergriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Dem Wesen muss eine AT mit seinem Fangarm (Tentakel, Arm, Körper, etc.) gelingen. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. Solange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Ab der nächsten KR muss das Wesen keine AT mehr würfeln, sondern erzeugt durch Quetschen SP in Höhe der ausgewürfelten TP des Angriffs. Alternativ kann das Wesen 1 Aktion aufwenden, um das Opfer zu seinem Maul zu heben. In der folgenden KR kann das Wesen dann zubeißen, so es über eine Biss-Attacke verfügt. Diese Biss-Attacke gelingt gegen einen festgehaltenen Gegner. Die Verteidigung des Angreifers sinkt für den Rest der KR, in welcher der Biss stattfindet, auf 0. Der Klammergriff kann nur gegen Gegner kleinerer Größenkategorien eingesetzt werden. Um sich aus dem Klammergriff zu lösen, ist eine gelungene Vergleichsprobe auf Kraftakt (Ziehen & Zerren) nötig. Mittels einer freien Aktion kann der Klammernde den Gehaltenen loslassen. Sollte der Klammernde sein Opfer angehoben haben, stürzt es und erleidet den Status Liegend, sofern ihm nicht eine Probe auf Körperbeherrschung (Kampfmanöver) gelingt. Der Angriff ist um 4 erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: -4
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9",
+ "Klammerangriff": "Klammerangriff",
+ "Klingensturm-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Abenteurerin vermag in 1 Aktion zwei einzelne Attacken zu schlagen. Beide Attacken sind um jeweils 2 erschwert. Der zweite Angriff bekommt einen Malus von –2 TP. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP. Die Angriffe können sich gegen verschiedene Ziele innerhalb der Angriffsdistanz richten. Wird ein Klingensturm mit einem Basismanöver kombiniert, muss dieses für beide Attacken identisch sein. Sollte der Heldin während der ersten AT ein Patzer unterlaufen, verfällt die zweite AT. Das Klingensturm-Manöver kann nicht zusammen mit einem Schild, einer Parierwaffe oder einer weiteren Einhandwaffe kombiniert werden. Der Bonus durch die SF Einhändiger Kampf kann beim Einsatz des Klingensturm benutzt werden.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154",
+ "Klingensturm": "Klingensturm",
+ "1-Angriff": "1. Angriff",
+ "2-Angriff": "2. Angriff",
+ "Lanzenangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Möchte der Reiter einen Gegner mit einer Lanze angreifen, muss dazu der Befehl Lanzenangriff erteilt werden. Der Lanzenangriff kann nur im Galopp ausgeführt werden. Nach der Probe auf Reiten wird eine Attacke auf Lanzen ausgeführt (dies kostet keine zusätzliche Aktion, sondern ist Teil des Befehls). Pferd und Reiter verringern ihre Geschwindigkeit nach erfolgtem Angriff nicht automatisch. Außerdem kann ein solcher Angriff nicht mit einer Waffe pariert werden, nur eine Parade mit einem Schild oder Ausweichen sind möglich. Bei einer gelungenen Attacke und einer gelungenen Parade mit dem Schild oder einem unverteidigten Treffer lässt der Angreifer die Lanze los, um nicht vom Aufprall aus dem Sattel gehoben zu werden. Ist der Lanzenangriff erfolgreich, steigen die TP um 2 + GS/2 des Reittiers.
\n\t\t\t\t\t\t\t\t\tKampftechnik: Lanzen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248",
+ "Lanzenangriff": "Lanzenangriff",
+ "Riposte-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Nach einer erfolgreichen Parade, die für den Kämpfer um 2 erschwert ist, kann er sofort einen Passierschlag gegen seinen Angreifer ausführen. Das Manöver Riposte muss vor dem Attackewurf des Angreifers angesagt werden. Nach der Riposte kann der Kämpfer keine weiteren Verteidigungen in dieser KR mehr durchführen. Eine Riposte kann nicht mit einem Basismanöver kombiniert werden.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
\n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249",
+ "Riposte": "Riposte",
+ "Rundumschlag": "\n \t\t\t\t\t\t\t\t\tRegel: Die angegriffenen Gegner dürfen auf den Angriff getrennt reagieren. Die erste Attacke ist um 2, die zweite um 6 und die dritte um 10 erschwert. Wenn die Verteidigung der Gegner misslingt, wird für jeden Gegner einzeln Schaden ausgewürfelt. Rundumschlag I erlaubt den Angriff auf zwei Gegner, Rundumschlag II den Angriff auf drei Gegner. Ein Patzer bei einem der Angriffe bedeutet, dass keine weiteren Attacken des Rundumschlags in dieser KR ausgeführt werden können.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –6 (zweite Attacke); –10 (dritte Attacke)
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Schilde, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249",
+ "Rundumschlag-gegen": "Rundumschlag gg.",
+ "1-Gegner": "1. Gegner",
+ "2-Gegner": "2. Gegner",
+ "3-Gegner": "3. Gegner",
+ "Schildspalter-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu wird eine Attacke gegen den Schild durchgeführt, gegen die der Gegner mit einer Parade mit dem Schild oder Ausweichen verteidigen darf. Für eine Parade mit dem Schild kann der Parade-Bonus des Schildes nicht genutzt werden. Misslingt die Parade oder das Ausweichen, wird der Schaden von den Strukturpunkten des Schildes abgezogen. Fallen diese auf 0, ist der Schild zerstört. Dieses Spezialmanöver kann nur gegen Schildkämpfer eingesetzt werden.
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249",
+ "Schildspalter": "Schildspalter",
+ "Schwanz-Tentakelschwung-Regel": "\n\t\t\t\t\t\t\t\tRegel: Ist das angreifende Wesen mindestens eine Größenkategorie größer als seine Ziele, kann es mit einem Schwanz- oder Tentakelschwung mehrere Gegner zu Fall bringen. Diesem Angriff kann man nur ausweichen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Durch den Fall erleidet man 1W3 SP. Ein solcher Angriff kann nur gegen Ziele neben oder hinter (Schwanz) bzw. vor (Tentakel) dem angreifenden Wesen ausgeführt werden. Die Attacke ist um 2 pro Ziel erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2 pro Ziel
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10",
+ "Schwanz-Tentakelschwung": "Schwanz- oder Tentakelschwung:",
+ "1-Ziel": "1 Ziel",
+ "2-Ziele": "2 Ziele",
+ "3-Ziele": "3 Ziele",
+ "4-Ziele": "4 Ziele",
+ "Schwitzkasten-Regel": "\n\t\t\t\t\t\t\t\t\tRegel: Um einen Feind in den Schwitzkasten zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Schwitzkasten. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Schwitzkasten, erleidet er jede KR 1 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, die erschwert ist um die SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Schwitzkasten ist, stehen ihm zwei Optionen offen: \n\t\t\t\t\t\t\t\t\t
• Schwitzkasten aufsprengen: Er kann versuchen, den Schwitzkasten zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. War der Widersacher erfolgreich, enden der Schwitzkasten und der Haltegriff. \n\t\t\t\t\t\t\t\t\t
• Angreifen: Er kann die Heldin angreifen. \n\t\t\t\t\t\t\t\t\t
Solange der Schwitzkasten aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
\n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154",
+ "Schwitzkasten": "Schwitzkasten",
+ "Sturmangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Das Manöver Sturmangriff kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 4 Schritt hat und über eine GS von mindestens 4 verfügt. Die Bewegung ist Teil der Aktion, mit der man angreift. Ist der Sturmangriff erfolgreich, steigen die TP um 2 und die halbe GS des Angreifers. Dieser Angriff kann regulär abgewehrt werden. Sollte der Sturmangriff misslingen, erhält der Verteidiger die Gelegenheit für einen Passierschlag. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249",
+ "Sturmangriff": "Sturmangriff",
+ "Todesstoß-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke für den Todesstoß ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250",
+ "Todesstoß": "Todesstoß",
+ "Trampeln-Regel": "\n\t\t\t\t\t\t\t\tRegel: Nur Wesen, die im Vergleich zum Gegner eine höhere Größenkategorie aufweisen, können einen Trampel-Angriff durchführen. Ausschließlich Gegner mit dem Status Liegend oder Wesen, deren Größenkategorie kleiner ist als die des angreifenden Wesens, können zertrampelt werden. Der Angreifer kann eine Trampel-Attacke durchführen. Hierdurch erleidet er jedoch einen zusätzlichen Abzug von 2 Punkten auf seine Verteidigung in der laufenden KR.
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10",
+ "Trampeln": "Trampeln:",
+ "Überrennen-Regel": "\n\t\t\t\t\t\t\t\tRegel: Das Manöver Überrennen kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Dieser Angriff kann regulär abgewehrt werden. Sollte das Überrennen misslingen, erhält der Verteidiger Gelegenheit für einen Passierschlag, dieser ist aber zusätzlich um 4 erschwert. Ist das Überrennen-Manöver erfolgreich, so ist eine Attacke gegen das Wesen durch den Angegriffenen in dieser KR um 2 erschwert. Am Ende der KR ist das Wesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon es mit dem Angriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10",
+ "Überrennen": "Überrennen:",
+ "Verbeißen-Regel": "\n\t\t\t\t\t\t\t\tRegel: Das Wesen führt einen Biss-Angriff aus. Kann der gelungene Angriff nicht verteidigt werden, so hat sich die Kreatur festgebissen. In den nachfolgenden KR gelingt die Biss-Attacke des Wesens automatisch, ohne dass der Meister würfeln muss. Jede weitere KR richtet der Verbeißen-Angriff +1 TP an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert, es sei denn, bei der Kreaturenbeschreibung steht extra dabei, dass der Status entfällt. Die Verteidigung des Angreifers sinkt, während es durch den Biss am Gegner hängt, auf 0. Das Wesen kann am Ende einer KR entscheiden loszulassen (was eine freie Aktion kostet). Dieser Angriff ist um 2 erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10",
+ "Verbeißen": "Verbeißen:",
+ "Vorstoß-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Mit dieser Sonderfertigkeit kann man seinen Attackewert für die aktuelle Kampfrunde um 2 erhöhen. Dafür kann man diese Kampfrunde keine Verteidigung mehr ausführen. Ein Vorstoß muss am Anfang der Runde angesagt werden. Der Vorstoß kann nicht im Status Liegend ausgeführt werden.
\n\t\t\t\t\t\t\t\t\tErleichterung: +2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Kettenwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250",
+ "Vorstoß": "Vorstoß",
+ "Wurf-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu muss er ihn zuerst in einen Haltegriff bekommen (siehe Sonderfertigkeit Haltegriff). So lange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Hält er seinen Gegner, muss er eine um 2 erschwerte Raufenattacke ausführen. Gelingt diese und kann der Gegner sich nicht erfolgreich verteidigen, geht der Gegner zu Boden und erleidet den Status Liegend. Der Wurf selbst verursacht 1W3 TP, ein möglicher darauf folgender Sturz beispielsweise von einer Klippe oder in ein Feuer unter Umständen deutlich mehr.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250",
+ "Wurf": "Wurf",
+ "Zu-Fall-Bringen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke ist um 4 erschwert. Gegen diesen Angriff kann verteidigt werden. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP.
\n\t\t\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250",
+ "Zu-Fall-Bringen": "Zu Fall bringen",
+ "Kampfstile": "Kampfstile",
+ "Adersin-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Gegner des Schwertgesellen ist durch den ständigen Wechsel zwischen Ein- und Zweihandnutzung der Waffe so überrascht, dass seine Verteidigung um 1 gesenkt wird. Obwohl der Anderthalbhänder bei diesem Stil gelegentlich in nur einer Hand geführt wird, kann er nicht zusammen mit einem Schild, einer Parierwaffe oder einer Einhandwaffe kombiniert werden. Selbst wenn der Anderthalbhänder teilweise einhändig geführt wird, kann die SF Einhändiger Kampf nicht genutzt werden.
\n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter (nur Anderthalbhänder)
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156",
+ "Adersin-Stil": "Adersin-Stil",
+ "Baburin-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Eine Kriegerin aus Baburin kann mittels 1 freien Aktion im Kampf eine Probe auf Kriegskunst ablegen. Sie muss vor dem Ablegen der Probe einen Gegner in Sichtreichweite bestimmen. Gelingt die Probe, so bekommt sie für die laufende KR einen Bonus von +1 AT, +1 Verteidigung und +1 Fernkampf gegen den benannten Widersacher.
\n\t\t\t\t\t\t\t\tKampftechnik: alle
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156",
+ "Baburin-Stil": "Baburin-Stil:",
+ "Baliho-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT und Verteidigung um jeweils 1 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
\n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156",
+ "Baliho-Stil": "Baliho-Stil:",
+ "Bornländisches-Raufen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kennerinnen der SF Bornländisches Raufen erhöhen ihren Schaden bei allen waffenlosen Angriffen um +1 TP.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157",
+ "Bornländisches-Raufen": "Bornländisches Raufen:",
+ "Cendrasch-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Gegen Gegner der Größenkategorie groß und riesig erhalten Krieger des Cendrasch-Stils einen Bonus von +1 auf ihre Verteidigung.
\n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Zweihandhiebwaffen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157",
+ "Cendrasch-Stil": "Cendrasch-Stil:",
+ "Dajin-Buskur-Regel": "\n \t\t\t\t\t\t\t\tRegel: Sollte der Dajin-Buskur auf seiner Position verharren (sprich: er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet) und greift er den Feind an, der ihn in dieser KR zuerst angegriffen hat, so erhält er gegen diesen einen Bonus von +1 AT und +1 TP.
\n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157",
+ "Dajin-Stil": "Dajin-Stil:",
+ "Elenvina-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei der SF Anführer muss die Elenviner Kriegerin nur 1 freie Aktion statt einer regulären Aktion aufwenden.
\n\t\t\t\t\t\t\t\tKampftechnik: alle
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157",
+ "Elenvina-Stil": "Elenvina-Stil:",
+ "Fedorino-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: In KR, in denen der Held keine Spezialmanöver einsetzt, verfügt er über eine um 2 erhöhte Verteidigung. Will der Abenteurer von dem Bonus auf seine Verteidigung profitieren und eine Verteidigung einsetzen, so darf er in dieser KR auch weiterhin keine Spezialmanöver einsetzen. Der Bonus ist mit dem der Verteidigungshaltung kumulativ.
\n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158",
+ "Fedorino-Stil": "Fedorino-Stil:",
+ "Gladiatoren-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wer den Gladiatoren-Stil beherrscht, kann immer, wenn er mittels Raufen-AT Trefferpunkte verursacht, versuchen, die Zuschauer für sich zu gewinnen. Die Spielerin legt dazu eine Probe auf Überreden (Manipulieren) ab. Gelingt die Probe, so erhält ihre Heldin einen Bonus von +2 AT für die laufende und die folgende KR. Die Wirkung der gelungenen Probe ist nicht kumulativ, die Abenteurerin bekommt also nicht einen Bonus von +4, wenn sie die Probe nochmals ablegt, und auch der Zeitraum der Wirkung verlängert sich nicht. Die Heldin bekommt den Bonus nur, wenn eine ausreichende Menge an Zuschauern vorhanden ist. Zuschauer dürfen nicht selbst in den Kampf involviert sein. Was eine ausreichende Menge an Zuschauern ist, entscheidet der Meister. Dies kann je nach Situation unterschiedlich sein und reicht von 2 Zuschauern in einer Gasse bis hin zu hunderten Menschen in einer Arena. Wer den Gladiatoren-Stil einsetzt, richtet allerdings –2 TP bei Raufen-AT an. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158",
+ "Gladiatoren-Stil": "Gladiatoren-Stil:",
+ "Hammerfaust-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Held, der diesen Stil beherrscht, richtet bei Lebewesen +1 TP an. Waffenlose Angriffe verdoppeln ihre TP gegen Objekte. Sollte ein Kenner dieser SF also 7 TP Strukturschaden auswürfeln, so richtet er stattdessen 14 TP Strukturschaden an.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158",
+ "Hammerfaust-Stil": "Hammerfaust-Stil:",
+ "Hruruzat-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei einem erfolgreichen Angriff mit Raufen würfelt die Spielerin für die Trefferpunkte statt 1W6 mit 2W6. Das höhere Ergebnis der einzelnen Würfel wird gewertet. Sollte der Spieler einen Pasch gewürfelt haben, so werden die Ergebnisse der beiden Würfel addiert und bilden zusammen die TP.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158",
+ "Hruruzat": "Hruruzat:",
+ "Hylailos-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Krieger von Hylailos vermag selbst wuchtige Waffen schnell und präzise zu führen. Dadurch verbessern sich PA-Abzüge von AT/PA-Modifikatoren bei Waffen der Kampftechnik Stangenwaffen um 1. Maximal ist dadurch ein Abzug von 0 erreichbar.
\n\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Hylailos-Stil": "Hylailos-Stil:",
+ "Marwan-Sahib-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Marwan Sahib-Balayanim können es ihren Feinden in enger Umgebung noch schwerer machen: Gegner mit dem Status Eingeengt die gegen einen Balayan kämpfen, erleiden jeweils eine Erschwernis von 2 auf AT und PA zusätzlich zu den übrigen Erschwernissen durch Eingeengt. Dies gilt auch für Schilde. Widersacher, die den Marwan Sahib-Stil verwenden, erleiden die Erschwernis nicht. Ein Kämpfer mit kurzer Waffe würde gegen den Balayan also eine Erschwernis von –2 auf AT/PA erleiden, ein Kämpfer mit mittlerer Waffe –6 auf AT/PA, vorausgesetzt, er hat den Status Eingeengt erlitten.
\n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Raufen, Schwerter
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Marwan-Sahib-Stil": "Marwan Sahib-Stil:",
+ "Mengbilla-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Diese SF sorgt dafür, dass die Heldin die Auswirkungen der höchsten Stufe des Zustands Furcht ignorieren darf. Sie erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn die Abenteurerin also beispielsweise drei Stufen Furcht erlitten hat, gelten für sie nur die Auswirkungen von Stufe II. Bei Furcht Stufe IV wird die Heldin dennoch Handlungsunfähig.
\n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Mengbilla-Stil": "Mengbilla-Stil:",
+ "Mercenario-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Anwender des Mercenario-Stils können einen Schwertknauf, eine Dolchscheide oder einen anderen vergleichbaren Gegenstand im waffenlosen Kampf nutzen und diesen mit ihren Angriffen und ihrer Abwehr kombinieren. Der Feind erleidet bei jeder gelungenen Raufen-PA 1 SP, egal ob er selbst oder der Mercenario-Anwender erfolgreich pariert hat. Beim Ausweichen entsteht dieser Schaden nicht.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Mercenario-Stil": "Mercenario-Stil:",
+ "Prem-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Für eine Kriegerin aus Prem sinken die Erschwernisse beim Kampf im Wasser (siehe Regelwerk Seite 239) um bis zu 4. Bei bestätigten Patzern im Nahkampf erleidet sie nur 1W6 SP. \n \t\t\t\t\t\t\t\t
• Spielst du mit der Optionalregel der Patzertabelle, dann können Krieger mit diesem Stil stattdessen das Ergebnis des Wurfs auf die Tabelle um eine Auswirkungskategorie nach oben oder unten verändern (bis hin zum Tabellenergebnis 2 bzw. 12).
\n\t\t\t\t\t\t\t\tKampftechnik: alle
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Prem-Stil": "Prem-Stil:",
+ "Ritter-des-Alten-Wegs-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT um 2 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
\n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160",
+ "Ritter-des-Alten-Wegs": "Ritter des Alten Wegs",
+ "Rondras-Trutz-Stil-Regel": "Rondras Trutz",
+ "Unauer-Schule-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Kämpfer der Unauer Schule erhält einen Bonus von +2 auf seine Verteidigung. Allerdings muss er an Ort und Stelle verharren und darf sich nicht von seiner Position wegbewegen (sprich: Er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet). Wer Unauer Schule mit Verteidigungshaltung kombiniert, kann seinen Verteidigungswert um insgesamt +6 erhöhen, aber er darf sich nicht bewegen.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160",
+ "Unauer-Schule": "Unauer Schule:",
+ "Zyklopäisches-Ringen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wendet die Heldin das Manöver Haltegriff an, ist eine Verteidigung des Gegners gegen diesen Angriff um 2 erschwert.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160",
+ "Zyklopäisches-Ringen": "Zyklopäisches Ringen:",
+ "erweiterte-Kampf-Sonderfertigkeiten": "erw. Kampf-SF",
+ "Aufspießen-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt die um 6 erschwerte AT und misslingt die Verteidigung, so ist das Opfer zu Boden geworfen worden und wurde festgenagelt. Der übliche Schaden von 1W3 TP durch die SF Zu Fall bringen kommt beim Aufspießen nicht zu tragen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass der Spieler würfeln muss. Jede KR richtet der Angriff +1 TP mehr an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Feind erhält den Status Fixiert und Liegend. Der Angreifer kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen den Angreifer gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln- Manöver kann nur gegen gleichgroße oder die nächstkleinere Größenkategorie angewandt werden. Misslingt die AT, so steht dem Gegner ein Passierschlag zu.
\n\t\t\t\t\t\t\tErschwernis: –6
\n\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160",
+ "Aufspießen": "Aufspießen",
+ "Binden-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt der Heldin eine um 2 erschwerte PA, bekommt sie für ihre nächste Aktion einen Bonus von +4 AT gegen den Feind, gegen den sie das Binden-Manöver ausgeführt hat. Dieser Angriff muss in ihrer nächsten Aktion, also entweder in dieser oder der nachfolgenden KR ausgeführt werden. Diese Aktion darf nicht hinausgezögert werden. Der Bonus entfällt, wenn die Abenteurerin einen anderen Gegner angreift oder zu parieren versucht. Das gleiche gilt, wenn der Widersacher nicht mit der gebundenen Waffe, sondern mit einer anderen angreift. Das Binden einer zweihändig geführten Waffe ist um 4 erschwert, nicht um 2. Nach dem Binden kann der Held keine weiteren Verteidigungen in dieser KR ausführen.
\n\t\t\t\t\t\t\tErschwernis: –2 (einhändige Waffe); –4 (zweihändige Waffe)
\n\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Schwerter, Stangenwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161",
+ "Binden": "Binden",
+ "Breschenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Durch diese SF ist der Held in der Lage, den Befehl Breschenangriff mit seinem Reittier durchzuführen. Dabei werden bis zu drei Ziele getroffen, solange diese maximal einen halben Schritt auseinander stehen. Die Attacken sind für jedes Ziel um 2 erschwert (für den ersten Gegner also um 2, für den zweiten Gegner um 4 und für den dritten Gegner um 6). Die Trefferpunkte werden für jeden Feind einzeln ausgewürfelt und jeder Angegriffene kann sich einzeln gegen den Breschenangriff verteidigen. Sollte während der ersten oder zweiten AT ein Patzer unterlaufen, verfallen die restlichen Attacken.
\n\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –4 (zweite Attacke); –6 (dritte Attacke)
\n\t\t\t\t\t\t\t\tKampftechnik: –
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161",
+ "Breschenangriff": "Breschenangriff",
+ "Frontalangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Der Frontalangriff ist ein eigener Befehl, der den Befehl Niederreiten mit einem normalen Lanzenangriff kombiniert. Der ausgewählte Gegner muss sich sowohl gegen die Attacke durch das Niederreiten des Pferds als auch anschließend mit der Attacke durch den Lanzenangriff des Reiters auseinandersetzen. Beide AT sind um 4 erschwert. Dieser Angriff lässt sich nur gegen Gegner mit der Größenkategorie des Reiters oder kleiner einsetzen.
\n\t\t\t\t\t\t\t\tErschwernis: -4
\n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161",
+ "Frontalangriff": "Frontalangriff:",
+ "Fussfeger-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt der Heldin eine um 4 erschwerte AT und misslingt die Verteidigung des Gegners, fällt dieser zu Boden und erhält den Status Liegend. Schaden wird dabei nicht angerichtet.
\n\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Fussfeger": "Fußfeger",
+ "Haltegriff-brechen-Regel": "\n \t\t\t\t\t\t\tRegel: Verfügt der Abenteurer über die Sonderfertigkeit Haltegriff brechen, so kann er sich leichter aus einem Haltegriff und allen Manövern befreien, die ihre Wirkung über einen Haltegriff beziehen, etwa den Schwitzkasten und den Würgegriff. Vergleichsproben auf Kraftakt (Ziehen & Zerren), um sich aus dem Griff zu befreien, sind für den Helden um 2 erleichtert.
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Haltegriff-brechen": "Haltegriff brechen",
+ "Handkantenschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Handkantenschlag auszuführen, muss der Held zunächst in der KR 1 freie Aktion nutzen, um sich zu konzentrieren. Danach kann er einen Handkantenschlag gegen einen Gegner oder ein Objekt ausführen. Sollte der Angriff erfolgreich sein, so erhöht sich der Schaden um +2 TP gegen Lebewesen und um +4 TP gegen Objekte. Die AT ist um 2 erschwert.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Handkantenschlag": "Handkantenschlag",
+ "Hohe-Klinge-Regel": "\n \t\t\t\t\t\t\tRegel: Das Manöver Hohe Klinge muss am Anfang der KR angesagt werden. Der Abenteurer bekommt einen Bonus von +1 AT und +1 TP, allerdings ist seine Verteidigung bis zum Ende der KR halbiert.
\n \t\t\t\t\t\t\tKampftechnik: Fechtwaffen, Schwerter, Zweihandschwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Hohe-Klinge": "Hohe Klinge",
+ "Kopfstoß-Regel": "\n \t\t\t\t\t\t\tRegel: Der Gegner muss bei einer gelungenen und unverteidigten AT des Helden eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei Misslingen erleidet er 1 Stufe Betäubung. Dafür erleidet der Widersacher nur die halben TP des Angriffs. Ist der Angriff gelungen und unverteidigt, erleidet der Angreifer 1 SP. Das Manöver lässt sich nur gegen Kulturschaffende der Größenkategorie mittel anwenden.
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Kopfstoß": "Kopfstoß",
+ "Mächtiger-Lanzenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Mit dem Mächtigen Lanzenangriff kann die Heldin +2 TP gegen Wesen erzielen, die als Ungeheuer klassifiziert sind, sofern sie die Größenkategorie groß oder riesig aufweisen. Ansonsten funktioniert dieses Manöver wie der normale Lanzenangriff.
\n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Mächtiger-Lanzenangriff": " Mäch. Lanzenangriff",
+ "Mächtiger-Rundumschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Wer über den Mächtigen Rundumschlag verfügt, bekommt folgende Boni bei der Ausführung eines gewöhnlichen Rundumschlags dazu: Bei der ersten Attacke +1 TP; bei der zweiten Attacke nur noch eine Erschwernis von 4; bei der dritten Attacke nur noch eine Erschwernis von 8. Zusätzlich kann der Rundumschlag (wie der Mächtige Rundumschlag) mit Stangenwaffen ausgeführt werden.
\n\t\t\t\t\t\t\tErschwernis: 0 (erster Gegner), -4 (zweiter Gegner), -8 (dritter Gegner)
\n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Mächtiger-Rundumschlag": " Mäch. Rundumschlag ",
+ "Meisterlicher-Wurf-Regel": "\n \t\t\t\t\t\t\tRegel: Die Heldin kann gegen eine Raufen-AT eine Raufen-PA einsetzen, um einen meisterlichen Wurf anzusetzen. Diese PA ist um 4 erschwert. Gelingt sie, dann erhält der Feind den Status Liegend, aber keinen Schaden. Ein meisterlicher Wurf kann nur gegen Gegner der Größenkategorie der Heldin oder kleiner eingesetzt werden. Die Abenteurerin muss beim Einsatz des meisterlichen Wurfs unbewaffnet sein, sie darf also keine Waffen in den Händen tragen.
\n\t\t\t\t\t\t\tErschwernis: –4 (für die Parade)
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163",
+ "Meisterlicher-Wurf": "Meisterlicher Wurf",
+ "Schildstoß-Regel": "\n \t\t\t\t\t\t\tRegel: Nach einer erfolgreichen und unparierten Schild-AT stolpert der Getroffene 1W3 Schritte zurück. Für den Verteidiger ist eine gelungene Vergleichsprobe auf Körperbeherrschung (Balance) gegen Kraftakt (Drücken & Verbiegen) notwendig, um nicht den Status Liegend zu erhalten. Jede Netto-QS des Angreifers treibt zudem den Verteidiger um 1 Schritt nach hinten. Der Verteidiger erhält bei einer unverteidigten Attacke mit dem Schildstoß TP/2 des Schilds als Schaden.
\n\t\t\t\t\t\t\tKampftechnik: Schilde
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163",
+ "Schildstoß": "Schildstoß",
+ "Schwinger-Regel": "\n \t\t\t\t\t\t\tRegel: Der Held muss eine um 2 erschwerte AT ausführen. Bei einem Treffer erleidet der Gegner +1 TP. Entstehen so 4 oder mehr SP, muss der Gegner eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei deren Misslingen erleidet er eine Stufe Betäubung. In jedem Fall gilt, dass bis zum Ende der nächsten KR der Abenteurer eine Erschwernis von 2 auf seine Verteidigung bekommt.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163",
+ "Schwinger": "Schwinger",
+ "Sprungangriff-Regel": "\n \t\t\t\t\t\t\tRegel: Mit 1 freien Aktion kann ein Spieler vor einer AT eine Probe auf Körperbeherrschung (Springen) ablegen. Der Abenteurer braucht für das Manöver einen Abstand zum Gegner von Mindestens 2 Schritt und kann bis zu GS/2 Schritt auf ihn zuspringen. Jede QS, die der Spieler dabei erzielt, kann er auf AT und TP verteilen. Dabei darf kein Bonus mehr als +3 betragen. Ein weiterer Sprungangriff kann erst zwei KR später wieder ausgeführt werden. Der Held muss also eine KR auf dieses Manöver verzichten. Sollte die AT misslingen, steht dem Verteidiger ein Passierschlag zu.
\n\t\t\t\t\t\t\tKampftechnik: Schwerter, Stangenwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164",
+ "Sprungangriff": "Sprungangriff",
+ "Sprungtritt-Regel": "\n \t\t\t\t\t\t\tRegel: Die AT für einen Sprungtritt ist für die Heldin um 2 erschwert, dafür erhöhen sich die TP um 1W6. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164",
+ "Sprungtritt": "Sprungtritt",
+ "Tiefschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Tiefschlag auszuführen, muss dem Abenteurer eine um 4 erschwerte AT gelingen. Bei einem unverteidigten gelungenen Angriff bekommt er einen Bonus von +2 TP. Erleidet der Gegner mindestens 5 SP, so muss er eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren), erschwert um 2 ablegen, sonst bekommt er 1 Stufe Betäubung.
\n\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165",
+ "Tiefschlag": "Tiefschlag",
+ "Tod-von-links-Regel": "\n \t\t\t\t\t\t\tRegel: Mit der SF Tod von Links verfällt der PA-Bonus einer Parierwaffe, dafür bekommt die Heldin einen Bonus von +2 TP für die Parierwaffe. Zu Beginn jeder KR kann entschieden werden, ob Tod von Links genutzt wird oder der übliche Bonus der Parierwaffe zählt.
\t\t\t\t\t\t\t\n \t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken, die mit einhändigen Waffen ausgeführt werden
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164",
+ "Tod-von-links": "Tod von Links:",
+ "Vorbeiziehen-Regel": "\n \t\t\t\t\t\t\tRegel: Um an einem Gegner vorbeizuziehen, muss eine um 4 erschwerte AT gelingen. Gelingt sie, gleich ob verteidigt oder nicht, so genießt der Held bis zum Ende der nächsten KR die vorteilhafte Position gegenüber dem Feind (siehe Regelwerk Seite 238), gegen den er das Manöver eingesetzt hat. Eine gelungene und unverteidigte AT verursacht wie üblich Schaden. Bei einer unverteidigten AT kann sein Gegner außerdem bis zum Ende der nächsten KR keine Manöver einsetzen.
\n\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164",
+ "Vorbeiziehen": "Vorbeiziehen",
+ "Waffenwurf-Regel": "\n \t\t\t\t\t\t\tRegel: Mit dieser SF kann eine Abenteurerin eine Nahkampfwaffe, die sich eigentlich nicht als Wurfwaffe eignet, auf einen Gegner werfen und ihn erheblich verletzen. Der Angriff wird wie ein regulärer Fernkampfangriff ausgeführt. Als Kampftechnik kommt dabei Wurfwaffen zum Einsatz. Neben allen üblichen Modifikatoren eines solchen Angriffs gilt für die geworfene Nahkampfwaffe eine zusätzliche Erschwernis von 4. Die geworfene Waffe muss einer der folgenden Kampftechniken angehören: Dolche, Fechtwaffen, Hiebwaffen, Schwerter, Stangenwaffen. Der Schaden entspricht dem regulären Schaden der Waffe. Ein Bonus durch die Schadensschwelle kommt aber nicht hinzu.
\n\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\tKampftechnik: Wurfwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165",
+ "Waffenwurf": "Waffenwurf:",
+ "Weiter-Schwung-Regel": "\n \t\t\t\t\t\t\tRegel: Bei Einsatz des um 2 erschwerten Manövers gilt der Held bis zum Ende der KR in einer Nahkampfreichweite, die eine Stufe höher ist, als die eigentliche Reichweite seiner Waffe. Zudem erhält er einen Bonus von +1 TP.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165",
+ "Weiter-Schwung": "Weiter Schwung",
+ "Wundmühle-Regel": "\n \t\t\t\t\t\t\tRegel: Die Spielerin sagt vor der Reaktion ihrer Heldin an, dass sie ein Windmühlen-Manöver durchführen will. Die PA ist dabei um 2 erschwert. Die Abenteurerin muss in dieser KR noch 1 Aktion zur Verfügung haben, die im Anschluss an das Manöver direkt für eine AT eingesetzt wird. Es macht also bei diesem Manöver Sinn, bei hoher Initiative abzuwarten, bis der Gegner angreift. Gelingt der Heldin die PA, so führt sie sofort eine AT gegen den gleichen Gegner mit einem Bonus von +4 TP aus. Alle weiteren Verteidigungen in dieser KR entfallen für die Abenteurerin. Die nach der PA folgende AT kann nicht mit einem Spezialmanöver, wohl aber mit einem Basismanöver kombiniert werden. Das Windmühlen-Manöver kann nur gegen Angriffe mit Kampftechniken ausgeführt werden, mit denen man das Manöver auch ausführen kann (also beispielsweise nicht gegen Dolche oder Fechtwaffen).
\n\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
\n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165",
+ "Wundmühle": "Windmühle",
+ "Würgegriff-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Gegner in den Würgegriff zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Würgegriff. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Würgegriff, erleidet er jede KR 1W6 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, erschwert um die halben SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Würgegriff ist, stehen ihm zwei Optionen offen:
\n \t\t\t\t\t\t\t• Würgegriff aufsprengen: Er kann versuchen, den Würgegriff zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. Ist der Gegner erfolgreich enden der Würgegriff und der Haltegriff.
\n \t\t\t\t\t\t\t• Angreifen: Er kann die Heldin angreifen. Solange der Würgegriff aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 166",
+ "Würgegriff": "Würgegriff",
+ "SP": "SP",
+ "Zertrümmern-Regel": "\n\t\t\t\t\t\t\t
\n \t\t\t\t\t\t\t\n \t\t\t\t\t\t\tRegel: Bei Angriffen gegen Objekte erhält der Held +1W6 TP zu seinem üblichen Schaden hinzu.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 166
Bei Patzer: +1W3 SP",
+ "Ballistischer-Schuss:": "Ballistischer Schuss:",
+ "Berechnung-nurErschwernis-weit-plus-50": "Berechnung: nur Erschwernis
Manuell: Reichweite 'weit' bei Bögen: +50%",
+ "Eisenhagel:": "Eisenhagel:",
+ "Gezielter-Schuss:": "Gezielter Schuss:",
+ "Torso": "Torso",
+ "Auge": "Auge",
+ "Präziser-Schuss-Wurf:": "Präziser Schuss/Wurf:",
+ "Wuchtiger-Wurf:": "Wuchtiger Wurf:",
+ "Gesamt:": "Gesamt:",
+ "Leiteigenschaft": "Leiteigenschaft: ",
+ "Steigerungsfaktor": "Steigerungsfaktor",
+ "Kampftechnikwert": "Kampftechnikwert",
+ "AT-FK": "AT/FK",
+ "Kampfsonderfertigkeiten": "Kampfsonderfertigkeiten",
+ "Allgemeine-Kampf-SF": "Allgemeine Kampf-SF",
+ "Armbrust-überdrehen": "Armbrust überdrehen",
+ "Auf-Distanz-halten-1": "Auf Distanz halten I",
+ "Keine-Automatische-Berechnung": "Keine Automatische Berechnung",
+ "Auf-Distanz-halten-2": "Auf Distanz halten II",
+ "Aufmerksamkeit": "Aufmerksamkeit",
+ "Ballistischer-Schuss": "Ballistischer Schuss",
+ "Belastungsgewöhnung1": "Belastungsgewöhnung I",
+ "Berechnung-Belastung": "Berechnung: Nur BE
Sollten zusätzliche Abzüge ignoriert werden, muss bei der Rüstung dafür der Haken entfernt werden",
+ "Belastungsgewöhnung2": "Belastungsgewöhnung II",
+ "Beidhändiger-Kampf1": "Beidhändiger Kampf I",
+ "Mit-Berechnungen-implementiert": "Mit Berechnungen implementiert",
+ "Beidhändiger-Kampf2": "Beidhändiger Kampf II",
+ "Berittener-Kampf": "Berittener Kampf",
+ "Berittener-Flugkampf": "Berittener Flugkampf",
+ "Berittener-Schütze": "Berittener Schütze",
+ "Beschützer": "Beschützer",
+ "Blindkampf1": "Blindkampf I",
+ "Blindkampf2": "Blindkampf II",
+ "Einhändiger-Kampf": "Einhändiger Kampf",
+ "Eisenhagel1": "Eisenhagel I",
+ "Eisenhagel2": "Eisenhagel II",
+ "Entwaffnen": "Entwaffnen",
+ "Feindgespür": "Feindgespür",
+ "Finte1": "Finte I",
+ "Finte2": "Finte II",
+ "Finte3": "Finte III",
+ "Gezielter-Schuss": "Gezielter Schuss",
+ "Kampf-im-Wasser": "Kampf im Wasser",
+ "Kampfstil-Kombination": "Kampfstil-Kombination",
+ "Kampfreflexe1": "Kampfreflexe I",
+ "Kampfreflexe2": "Kampfreflexe II",
+ "Kampfreflexe3": "Kampfreflexe III",
+ "Klingenfänger": "Klingenfänger",
+ "Kreuzblock": "Kreuzblock",
+ "Meister-der-improvisierten-Waffen": "Meister der improvisierten Waffen",
+ "Berechnung-Impro-Waffen": "Keine Berechnung möglich. Aktuell gibt es keine Möglichkeit Waffen als improvisiert zu makieren.",
+ "Meisterliches-Ausweichen": "Meisterliches Ausweichen",
+ "Meisterparade": "Meisterparade",
+ "Präziser-Schuss-Wurf1": "Präziser Schuss/Wurf I",
+ "Präziser-Schuss-Wurf2": "Präziser Schuss/Wurf II",
+ "Präziser-Schuss-Wurf3": "Präziser Schuss/Wurf III",
+ "Präziser-Stich1": "Präziser Stich I",
+ "Präziser-Stich2": "Präziser Stich II",
+ "Präziser-Stich3": "Präziser Stich III",
+ "Rundumschlag1": "Rundumschlag I",
+ "Rundumschlag2": "Rundumschlag II",
+ "Scharfschütze1": "Scharfschütze I",
+ "Scharfschütze2": "Scharfschütze II",
+ "Schnellladen-Armbrust": "Schnellladen (Armbrust)",
+ "Schnellladen-Bogen": "Schnellladen (Bogen)",
+ "Schnellladen-Schleudern": "Schnellladen (Schleudern)",
+ "Schnellladen-Wurfwaffen": "Schnellladen (Wurfwaffen)",
+ "Schnellziehen": "Schnellziehen",
+ "Unterlaufen1": "Unterlaufen I",
+ "Unterlaufen2": "Unterlaufen II",
+ "Verbessertes-Ausweichen1": "Verbessertes Ausweichen I",
+ "Verbessertes-Ausweichen2": "Verbessertes Ausweichen II",
+ "Verbessertes-Ausweichen3": "Verbessertes Ausweichen III",
+ "Verbessertes-Unterlaufen": "Verbessertes Unterlaufen",
+ "Verteidigungshaltung": "Verteidigungshaltung",
+ "Verteilter-Eisenhagel": "Verteilter Eisenhagel",
+ "Wuchtschlag1": "Wuchtschlag I",
+ "Wuchtschlag2": "Wuchtschlag II",
+ "Wuchtschlag3": "Wuchtschlag III",
+ "Zweihändiger-Reiterkampf": "Zweihändiger Reiterkampf",
+ "Kampfstile-Erweiterte-Kampfsonderfertigkeiten": "Kampfstile / erw. Kampf-SF",
+ "Berechnung-Adersin-Stil": "Berechnung: SF Einhändiger Kampf ist nicht möglich
Manuell: Gegner erhält -1 VT",
+ "-Binden": " - Binden",
+ "-Verkürzte-Waffenführung": " - Verkürzte Waffenführung",
+ "-Windmühle": " - Windmühle",
+ "-Aufspießen": " - Aufspießen",
+ "-Fahrender-Schütze": " - Fahrender Schütze",
+ "-Wuchtiger-Wurf": " - Wuchtiger Wurf",
+ "-Breschenangriff": " - Breschenangriff",
+ "-Schildstoß": " - Schildstoß",
+ "-Haltegriff-brechen": " - Haltegriff brechen",
+ "-Kopfstoß": " - Kopfstoß",
+ "-Tiefschlag": " - Tiefschlag",
+ "-Mächtiger-Rundumschlag": " - Mächtiger Rundumschlag",
+ "Berechnung-Mächtiger-Rundschlag": "Mit Berechnungen implementiert
Zusatz Schaden bei 1. Gegner muss manuell berechnet werden",
+ "-Weiter-Schwung": " - Weiter Schwung",
+ "-Zertrümmern": " - Zertrümmern",
+ "-Hohe-Klinge": " - Hohe Klinge",
+ "-Schilddeckung": " - Schilddeckung",
+ "-Waffenwurf": " - Waffenwurf",
+ "-Tod-von-links": " - Tod von Links",
+ "-Vorbeiziehen": " - Vorbeiziehen",
+ "-Sprungtritt": " - Sprungtritt",
+ "-Berechnung-Hammerfaust-Stil": "Berechnung: SF Einhändiger Kampf ist nicht möglich
Manuell: Gegner erhält -1 VT",
+ "-Meisterlicher-Wurf": " - Meisterlicher Wurf",
+ "-Schwinger": " - Schwinger",
+ "Berechnung-Hruruzat": "Berechnung: kleinerer der beiden wird automatisch abgezogen
Manuell: Bei einem Pasch muss der abgezogene Wert draufgerechnet werden",
+ "-Fußfeger": " - Fußfeger",
+ "-Handkantenschlag": " - Handkantenschlag",
+ "-Sprungangriff": " - Sprungangriff",
+ "Berechnung-Marwan-Sahib-Stil": "Berechnung: Malus für den Gegner
keine Automatische Berechnung",
+ "-Keine-Automatische-Berechnung": "Keine Automatische Berechnung",
+ ".Zertrümmern": " - Zertrümmern",
+ "Berechnung-Marcenario-Stil": "Malus für den Gegner, keine automatische Berechnung möglich",
+ "Berechnung-Prem-Stil": "Mit Berechnungen implementiert
Patzer-Änderungen müssen manuell abgehandelt werden",
+ "Ritter-des-Alten-Wegs-stil": "Ritter des Alten Wegs-Stil:",
+ "-Frontalangriff": " - Frontalangriff",
+ "-Mächtiger-Lanzenangriff": " - Mächtiger Lanzenangriff",
+ "Rondras-Trutz-Stil": "Rondras Trutz-Stil:",
+ "-Würgegriff": " - Würgegriff",
+ "Berechnung-Zyklopäisches-Ringen": "Malus für den Gegner
Keine Automatische Berechnung",
+ "Tier-SF": "Tier-SF",
+ "Angriff-auf-ungeschützte-Stellen": "Angriff auf ungeschützte Stellen:",
+ "Klammergriff": "Klammergriff:",
+ "Mächtiger-Schlag": "Mächtiger Schlag:",
+ "Unterwasserkampf": "Unterwasserkampf:",
+ "Zaubertricks": "Zaubertricks",
+ "Zauber": "Zauber",
+ "Rituale": "Rituale",
+ "Stabzauber": "Stabzauber",
+ "Flüche": "Flüche",
+ "Elfenlieder": "Elfenlieder",
+ "Zauberzeichen": "Zauberzeichen",
+ "AsP": "AsP",
+ "Tradition": "Tradition: ",
+ "Gildenmagier": "Gildenmagier",
+ "Hexe": "Hexe",
+ "Goblinzauberinnen": "Goblinzauberinnen",
+ "Zibilja": "Zibilja",
+ "Leiteigenschaft:": "Leiteigenschaft: ",
+ "Zaubertrick": "Zaubertrick",
+ "Wirkungsdauer": "Wirkungsdauer",
+ "ZK": "ZK",
+ "Merkmal": "Merkmal",
+ "Abkühlung": "Abkühlung",
+ "Berührung": "Berührung",
+ "sofort": "sofort",
+ "Objekt": "Objekt",
+ "Aranische-Rasur": "Aranische Rasur",
+ "Kulturschaffende": "Kulturschaffende",
+ "Verwandlung": "Verwandlung",
+ "8-Schritt": "8 Schritt",
+ "1-Aktion": "1 Aktion",
+ "Zone": "Zone",
+ "Illusion": "Illusion",
+ "Beruhigung": "Beruhigung",
+ "1-Stunde": "1 Std",
+ "Heilung": "Heilung",
+ "Blütenduft": "Blütenduft",
+ "selbst": "selbst",
+ "1-Minute": "1 Minute",
+ "Duft": "Duft",
+ "5-Minuten": "5 Minuten",
+ "Ehrfürchtiges-Verhalten": "Ehrfürchtiges Verhalten",
+ "30-Sekunden": "30 Sekunden",
+ "Einfluss": "Einfluss",
+ "Feenfüße": "Feenfüße",
+ "16-Schritt": "16 Schritt",
+ "Objekte": "Objekte",
+ "Telekinese": "Telekinese",
+ "Feuerfinger": "Feuerfinger",
+ "Glücksgriff": "Glücksgriff",
+ "Hellsicht": "Hellsicht",
+ "Grußworte": " Grußworte",
+ "Guten-Morgen": "Guten Morgen",
+ "4-Schritt": "4 Schritt",
+ "Haarpracht": "Haarpracht",
+ "Handwärmer": "Handwärmer",
+ "Heller-Stern": "Heller Stern",
+ "5-Sekunden": "5 Sekunden",
+ "Hintergrundmusik": "Hintergrundmusik",
+ "Insektenbann": "Insektenbann",
+ "6-Stunden": "6 Stunden",
+ "Lockruf": "Lockruf",
+ "Tiere": "Tiere",
+ "Luftstoß": "Luftstoß",
+ "Nagellack": "Nagellack",
+ "Ordentlich": "Ordentlich",
+ "Regenbogenaugen": "Regenbogenaugen",
+ "Rohrstock": "Rohrstock",
+ "Sandfigur": "Sandfigur",
+ "1-Schritt": "1 Schritt",
+ "Schlangenhände": "Schlangenhände",
+ "Schminken": "Schminken",
+ "Schnipsen": "Schnipsen",
+ "Objekt-und-Wesen": "Objekt und Wesen",
+ "Selbstarchivierung": "Selbstarchivierung",
+ "Signatur": "Signatur",
+ "Tätowierung": "Tätowierung",
+ "Trocken": "Trocken",
+ "Objekt-und-Kulturschaffende": "Objekt und Kulturschaffende",
+ "Unheimliches-Lachen": "Unheimliches Lachen",
+ "Wasserhöhe": "Wasserhöhe",
+ "Weisheit-des-Leytfadens": "Weisheit des Leytfadens",
+ "max-10-Sekunden": "max. 10 Sekunden",
+ "Zauberfeder": "Zauberfeder",
+ "10-Minuten": "10 Minuten",
+ "Zaubermodifikationen-1-je-4": "Zaubermodifikationen (1 je 4 in FW)",
+ "+": "+",
+ "Zauberdauer-in-Aktionen": "Zauberdauer in Aktionen",
+ "Reichweite-in-Schritt": "Reichweite in Schritt",
+ "Kosten": "Kosten",
+ "Speziell": "Speziell",
+ "Geste-weglassen": "Geste weglassen",
+ "Formel-weglassen": "Formel weglassen",
+ "Fremdtradition": "Fremdtradition",
+ "Aufrechterhalten": "Aufrechterhalten",
+ "Gefühle": "Gefühle",
+ "Zauberpatzer": "Zauberpatzer",
+ "Summe": "Summe",
+ "Zaubermodifikationen": "Zaubermodifikationen",
+ "Gesamt": "Gesamt",
+ "Zauberspruch": "Zauberspruch",
+ "Ablativum": "Ablativum",
+ "Ablativum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unsichtbare Kuppel um den Magier herum, die sich mit ihm bewegt und darin Befindliches vor Zaubern schützt. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Die Kuppel verfügt über einen Radius von 3 Schritt und eine Schildstärke in Höhe von QS x 3. Wird ein freundlicher oder feindlicher Zauber gegen ein unter der Kuppel befindliches Ziel gerichtet, vermindert die Schildstärke dessen QS. Sinkt diese dadurch auf 0, tritt kein Effekt ein. Die Schildstärke wird jedoch im Rahmen dieses Prozesses verbraucht (–1 QS je aufgehaltener QS), und der Ablativum endet vorzeitig, sobald seine QS unter 1 fällt.
\n \t\t\t\t\t\t\tSollte ein Flächenzauber, beispielsweise der Ignisphaero, teilweise den Schild des Ablativum berühren, wird die Schildstärke um die QS des Flächenzaubers vermindert. Wirkt ein Zauber über mehrere KR, so wird die Schildstärke jede KR um die QS vermindert. Sollte ein Zauber mehr QS aufweisen als der Ablativum, dringt der Zauber mit den überzähligen QS durch den Schild. Die gesamten QS des Zaubers werden aber wie üblich von der Schildstärke abgezogen.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114",
+ "Abvenenum": "Abvenenum",
+ "Abvenenum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Bis zu 5 Stein an Getränken und Speisen werden von allen Giften und Krankheitskeimen befreit, deren Stufe die QS nicht übersteigt. Ist bereits jemand durch die Speisen oder Getränke vergiftet worden, wirkt der Abvenenum bei ihm nicht mehr.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 1 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114",
+ "Adlerauge": "Adlerauge",
+ "Adlerauge-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Das Talent Sinnesschärfe wird während der Wirkungsdauer um QS +3 des Zaubers erhöht.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Adlerschwinge": "Adlerschwinge",
+ "Adlerschwinge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Fluglebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115",
+ "Aeolito": "Aeolito",
+ "Aeolito-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Aeolito erschafft einen stürmischen Wind, der beim Ziel je nach QS Schaden und den Status Liegend verursacht.
\n \t\t\t\t\t\t\tQS 1: 1W6 TP
\n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
\n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, Liegend
\n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, Liegend, 1 Schritt zurückgeworfen
\n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, Liegend, 2 Schritt zurückgeworfen
\n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, Liegend, 3 Schritt zurückgeworfen
\n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115",
+ "Affenarme": "Affenarme",
+ "Affenarme-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Die Hände und Füße der Hexe bekommen einen sehr guten Halt und so viel Kraft, um damit besser Klettern zu können. Die Hexe erhält QS/2 Erleichterung für Proben auf Klettern (Baumklettern, Bergsteigen oder Fassadenklettern) und Körperbeherrschung (Balance). Um die Erleichterung nutzen zu können, muss die Hexe barfuß sein, darf keine Handschuhe tragen und auch sonst nichts in den Händen halten (wohl aber weiterhin so etwas wie einen Ring am Finger tragen), ansonsten kommt keine Erleichterung zum Tragen.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 10 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 97",
+ "Affenruf": "Affenruf",
+ "Affenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/CH
\n \t\t\t\t\t\t\tWirkung: Die Hexe ruft mit diesem Zauberspruch bis zu QS x 2 Äffchen herbei, die für sie kämpfen. Es erscheinen maximal so viele Äffchen, wie die Anzahl der Gegner der Hexe beträgt. Die Hexe muss einen Punkt am Boden innerhalb der Reichweite bestimmen, an dem die Tiere dann in einem Radius von QS/2 Schritt erscheinen. Die Hexe kann gezielt Gegner benennen, welche von den Äffchen angegriffen werden. Sie kann jedoch nicht mehrere Tiere auf einen Gegner hetzen. Nach ihrem Erscheinen können die Äffchen sich beliebig weit vom Ort ihrer Herbeirufung wegbewegen. Wenn ein Gegner stirbt, verschwinden die Äffchen nicht, sondern die Hexe kann sie einzeln einem anderen Ziel zuordnen (aber nur ein Äffchen pro Gegner). Die Äffchen sind magische Wesen, die aus Magie erschaffen wurden. Endet die Wirkungsdauer, verschwinden die Äffchen wieder im Nichts.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: bis zum Tod der Tiere, maximal jedoch 20 KR
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR5 - Aventurische Magie II S. 97",
+ "Alpgestalt": "Alpgestalt",
+ "Alpgestalt-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Den Verzauberten befällt Angst und er erhält eine Stufe des Zustands Furcht.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116",
+ "Altisonus": "Altisonus",
+ "Altisonus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Die Stimme des Zauberers wird deutlich lauter und beeindruckender und vermag jede andere in einem Raum zu übertönen. Die Reichweite seiner Stimme verdoppelt sich.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116",
+ "Analys-Arkanstruktur": "Analys Arkanstruktur",
+ "Analys-Arkanstruktur-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Zauberer erhält detaillierte Hinweise, ob das Objekt magisch ist und falls ja, wie seine magische Struktur beschaffen ist. Durch die so gesammelten Informationen kann der Zauberer bei einer Magischen Analyse mehr QS ansammeln als üblich. Jede QS des Analys entspricht der Höhe der maximal ansammelbaren QS der Probe auf Magiekunde (unterschiedliche Anwendungsgebiete) für die Magische Analyse. Hat der Zauberer z. B. 3 QS im Analys erzielt, kann er maximal 3 QS bei der Magischen Analyse erzielen, hat er eine QS von 4, so sind maximal 4 QS bei der Analyse möglich usw. Mehr zur Magischen Analyse siehe VR01 - Regelwerk S. 269.
\n \t\t\t\t\t\t\tZauberdauer: 32 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Wesen, Objekte
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Angst-auslösen": "Angst auslösen",
+ "Angst-auslösen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE
\n \t\t\t\t\t\t\tWirkung: Alle Kulturschaffenden in einem Radius von QS x 2 Schritt um den Zauberer werden von panischer Angst vor ihm erfüllt. Solange sie sich im Wirkungsradius aufhalten, erleiden sie 2 Stufen des Zustands Furcht. Die Opfer müssen den Zauberer nicht sehen, damit der Spruch seine Wirkung entfaltet. Ist ihre SK aber höher als die QS des Zaubers, sind sie von den Auswirkungen nicht betroffen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 KR
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116",
+ "Ängste-lindern": "Ängste lindern",
+ "Ängste-lindern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: je nach QS können mit diesem Zauberspruch Stufen von Furcht augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten die Auswirkungen der höchsten QS.
\n \t\t\t\t\t\t\tQS 1: 1 Stufe Furcht
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht, +1 MU für 1 Minute
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht, +1 MU für 1 Minute
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht, +1 MU für 1 Minute
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht, +1 MU für 1 Minute
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, +2 MU für 1 Minute
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116",
+ "Arachnea": "Arachnea",
+ "Arachnea-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Alle innerhalb von 1 Meile befindlichen Insekten, Käfer und Spinnen der Größenkategorie winzig werden vom Zauberer angezogen und bewegen sich in seine Richtung. Betroffen sind davon nur solche Wesen, die KL (t) statt KL verwenden und deren SK die QS/2 nicht überschreitet. Zudem verlieren die Wesen nicht ihren Selbsterhaltungstrieb, werden sich also beispielsweise nicht durch Feuer bewegen, das den Pfad zum Zauberer versperrt. Sobald sie beim Zauberer angekommen sind, verbleiben sie in seiner unmittelbaren Nähe und folgen ihm, falls er sich fortbewegt. Der Zauber erlaubt dabei keinerlei Kontrolle über die herbeigeeilten Wesen, es ist also gut möglich, dass sie ihn oder auch die anderen eingetroffenen Wesen angreifen.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
\n\t\t\t\t\t\t\tZielkategorie: Zone (50 Schritt mit dem Zauberer als beweglichem Mittelpunkt)
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 98",
+ "Archofaxius": "Archofaxius",
+ "Archofaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt ein Erzstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6 + (QS x 2) Trefferpunkte Schaden. Der Erzstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Erzstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Das Ziel erhält zudem bei 1-3 auf 1W6 1 Stufe des Zustands Belastung, der erst nach 5 Minuten wieder endet.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 117",
+ "Archosphaero": "Archosphaero",
+ "Archosphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
\n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Erzball, der in gerader Linie sein Ziel trifft. Das Treffen ist in der Zauberdauer inbegriffen, der Magier muss also keine zusätzliche Aktion aufwenden. Der Erzball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Erzball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können getroffen werden, wenn der Erzball explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt einen Schritt um das Zentrum der Explosion herum 2W6 + (QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden). Pro Schritt Entfernung von diesem Bereich verringert sich der Schaden um 3 TP. Der Erzball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt weit weg vom Zentrum der Explosion bewegt. Trifft der Erzball sein Ziel, werden die TP durch den RS des Ziels vermindert. Alle getroffenen Ziele erhalten außerdem bei 1-3 auf 1W6
\n \t\t\t\t\t\t\t
\n \t\t\t\t\t\t\t1 Stufe des Zustands Belastung, der erst nach 5 Minuten wieder endet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 117",
+ "Armatrutz": "Armatrutz",
+ "Armatrutz-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Die Haut des Zaubernden verhärtet sich, ohne ihre Flexibilität zu verlieren. So erhält er einen natürlichen Rüstungsschutz, der sich auf getragene Rüstung aufaddiert, ohne die Belastung zu erhöhen. Die Höhe des gewünschten zusätzlichen Rüstungsschutzes muss der Zaubernde vor der Probe festlegen. Maximal ist ein zusätzlicher RS von 3 möglich.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP für RS 1, 8 AsP für RS 2, 16 AsP für RS 3 (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288",
+ "Aromatis-Illusionis": "Aromatis Illusionis",
+ "Aromatis-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber lassen sich beliebige Gerüche und Geschmäcker erzeugen, die jedoch niemals so intensiv sein können, dass sie bei betroffenen Personen Übelkeit hervorrufen könnten. Details zum Thema Illusionen finden sich im VR01 - Regelwerk S. 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone (Radius 3 x 3 Schritt)
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118",
+ "Attributo-CH": "Attributo (CH)",
+ "Attributo-CH-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel charismatischer und ansprechender. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt, bei QS 3 hat der Träger insgesamt CH +2 und SK +1.
\n\t\t\t\t\t\t\tQS 1:b> +1 CH
\n\t\t\t\t\t\t\tQS 2:b> +1 SK
\n\t\t\t\t\t\t\tQS 3:b> +1 CH
\n\t\t\t\t\t\t\tQS 4:b> +1 SK
\n\t\t\t\t\t\t\tQS 5:b> +1 CH
\n\t\t\t\t\t\t\tQS 6:b> +1 SK
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tAnmerkung: Die Verbesserung der CH und SK verändern keine abgeleiteten Werte.
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118",
+ "Attributo-FF": "Attributo (FF)",
+ "Attributo-FF-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel flinker und geschickter. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt FF +2 und FK +1.
\n \t\t\t\t\t\t\tQS 1: +1 FF
\n\t\t\t\t\t\t\tQS 2: +1 FK
\n\t\t\t\t\t\t\tQS 3: +1 FF
\n\t\t\t\t\t\t\tQS 4: +1 FK
\n\t\t\t\t\t\t\tQS 5: +1 FF
\n\t\t\t\t\t\t\tQS 6: +1 FK
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der FF und des FK verändern keine abgeleiteten Werte. Eine Verbesserung der FF erhöht dementsprechend nicht zusätzlich den FW.
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118",
+ "Attributo-KL": "Attributo (KL)",
+ "Attributo-KL-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel klüger und vernünftiger. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KL +2 und SK +1.
\n \t\t\t\t\t\t\tQS 1: +1 KL
\n\t\t\t\t\t\t\tQS 2: +1 SK
\n\t\t\t\t\t\t\tQS 3: +1 KL
\n\t\t\t\t\t\t\tQS 4: +1 SK
\n\t\t\t\t\t\t\tQS 5: +1 KL
\n\t\t\t\t\t\t\tQS 6: +1 SK
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KL und SK verändern keine abgeleiteten Werte. Eine Verbesserung der KL erhöht dementsprechend auch nicht zusätzlich die SK.
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119",
+ "Attributo-KK": "Attributo (KK)",
+ "Attributo-KK-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KK
\n \t\t\t\t\t\t\tWirkung: Durch den Attributo (Körperkraft) kann der Zauberer ein Ziel stärker und zäher machen. Für jede QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KK +2 und ZK +1.
\n \t\t\t\t\t\t\tQS 1: +1 KK
\n\t\t\t\t\t\t\tQS 2: +1 ZK
\n\t\t\t\t\t\t\tQS 3: +1 KK
\n\t\t\t\t\t\t\tQS 4: +1 ZK
\n\t\t\t\t\t\t\tQS 5: +1 KK
\n\t\t\t\t\t\t\tQS 6: +1 ZK
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KK und ZK verändern keine abgeleiteten Werte. Eine Verbesserung der KK erhöht dementsprechend auch nicht zusätzlich die ZK. Eine verbesserte KK kann allerdings z.B. zu mehr TP durch das Überschreiten der Schadensschwelle führen (siehe VR01 - Regelwerk S. 235).
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119",
+ "Aufwecken": "Aufwecken",
+ "Aufwecken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Ein schlafendes Ziel erwacht sofort aus seinen Träumen, und auch der Status Bewusstlos wird durch diesen Zauber aufgehoben. Das Ziel leidet aber danach für 6 – QS KR an 1 Stufe Verwirrung.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119",
+ "Auge-des-Limbus": "Auge des Limbus",
+ "Auge-des-Limbus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KK
\n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft einen Strudel in den angrenzenden Limbus. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS Schritt ausbreitet. Alle darin befindlichen Wesen werden in den Limbus gezogen, und auch unbefestigte Objekte sind betroffen. Jede KR muss eine Probe auf Kraftakt (Ziehen & Zerren) gelingen, ansonsten wird man 2 Schritt näher zum Zentrum gesogen. Sucht man Halt an einem befestigten Gegenstand, ist die Kraftakt-Probe um 1 erleichtert. Wer bei der Öffnung des Strudels direkt im Zentrum steht, kann eine Probe auf Sinnesschärfe (Wahrnehmen) erschwert um 3 ablegen. Bei Gelingen hat man sich intuitiv vom Sog wegbewegt und befindet sich 2 Schritt vom Zentrum entfernt. Wer sich im Radius des Sogs befindet, kann sich nicht normal von dem Zentrum wegbewegen.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Kristallomanten
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 120",
+ "Aureolus": "Aureolus",
+ "Aureolus-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
\n \t\t\t\t\t\t\tWirkung: Das Objekt wird von einem Glanz überzogen, der es wertvoller und prachtvoller erscheinen lässt. Der Glanz stellt jedoch keine Lichtquelle dar. Maximal kann eine Fläche von einem Rechtschritt überzogen werden. Proben auf Handel (Feilschen), um das verzauberte Objekt zu verkaufen, sind um QS/2 Punkte erleichtert. Dem Käufer steht nach dem Ende der Wirkungsdauer eine Probe auf Willenskraft zu. Gelingt die Probe, erkennt er, dass er betrogen wurde. Bei Misslingen empfindet er den Handel vielleicht als schlechtes Geschäft, aber nicht als Betrug. Details zum Thema Illusionen finden sich im VR01 Regelwerk auf S. 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121",
+ "Auris-Illusionis": "Auris Illusionis",
+ "Auris-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber ist die Täuschung des Gehörsinnes möglich. Es lassen sich Geräusche beliebiger Art erzeugen, die von allen Wesen in Hörreichweite wahrgenommen werden können.
\n \t\t\t\t\t\t\t
\n \t\t\t\t\t\t\tDie Lautstärke kann frei gewählt werden, vermag jedoch niemals ein Maß anzunehmen, das Schmerzen oder gar Schaden verursacht. Details zum Thema Illusionen finden sich im VR01 - Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone (Radius von 5 x 5 Schritt)
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121",
+ "Axxeleratus": " Axxeleratus",
+ "Axxeleratus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Die Bewegungen des Verzauberten werden übernatürlich beschleunigt. Dies bringt folgende Erleichterungen: +1 Verteidigung, GS x 2, INI-Basiswert x 2. Gegner können Attacken und Fernkampfangriffe des Beschleunigten schlechter abwehren und erhalten auf Verteidigung eine Erschwernis von 2.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288",
+ "Band-und-Fessel": " Band und Fessel",
+ "Band-und-Fessel-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KK (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel ist während der Wirkungsdauer nicht dazu in der Lage, sich weiter als 7 Schritt von dem Ort zu entfernen, an dem es sich am Ende der Zauberdauer aufhält. Wird es mit Gewalt herausgedrängt, erhält es solange 1 Stufe des Zustands Schmerz pro KR, bis es wieder in den Wirkungsbereich zurückkehrt.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Stunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121",
+ "Balsam-Salabunde": " Balsam Salabunde",
+ "Balsam-Salabunde-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte erhält innerhalb von 6 Minuten nach dem Wirken des Zaubers verlorene LeP in Höhe der verwendeten AsP zurück. Der Zauberer kann maximal so viele AsP einsetzen, wie er FW hat. Für jede QS sinkt die Zeit um 1 Minute. Wird der Zauber vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird der Zauber jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
\n \t\t\t\t\t\tallgemein\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 1 AsP pro LeP, mindestens jedoch 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Bannbaladin": " Bannbaladin",
+ "Bannbaladin-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Dieser ursprünglich elfische Freundschaftszauber weckt in seinem Ziel Sympathien und Freundschaft für den Zaubernden. Die genaue Wirkung ist davon abhängig, wie das Ziel zu dem Zaubernden steht. Pro QS verbessert sich die Verbindung zwischen den beiden um eine Stufe. Ist der Zaubernde dem Ziel vorher unbekannt, bewegt sich die Einstellung des Ziels meist zwischen Stufe 4 (Abneigung) und Stufe 6 (Zuneigung). Vorteile wie Gutaussehend oder Nachteile wie Vorurteile gegenüber dem Zaubernden können diesen ersten Eindruck je nach Situation um eine oder mehr Stufen modifizieren.
\n\t\t\t\t\t\t\tStufe 1: Das Ziel steht dem Zaubernden voller unstillbarem Hass gegenüber.
\n\t\t\t\t\t\t\tStufe 2: Das Ziel ist der erklärte Feind des Zaubernden.
\n\t\t\t\t\t\t\tStufe 3: Das Ziel verspürt dem Zaubernden gegenüber Abscheu und Ablehnung.
\n\t\t\t\t\t\t\tStufe 4: Das Ziel verspürt eine gewisse Abneigung für den Zaubernden.
\n\t\t\t\t\t\t\tStufe 5: Das Ziel ist dem Zaubernden gegenüber neutral.
\n\t\t\t\t\t\t\tStufe 6: Das Ziel verspürt eine gewisse Zuneigung für den Zaubernden.
\n\t\t\t\t\t\t\tStufe 7: Das Ziel empfindet Vertrauen und Freundschaft zum Zaubernden.
\n\t\t\t\t\t\t\tStufe 8: Das Ziel ist dem Zaubernden eng und loyal verbunden.
\n\t\t\t\t\t\t\tStufe 9: Das Ziel ist dem Zaubernden verfallen (geht für ihn jedoch nicht in den Tod).
\n\t\t\t\t\t\t\tDer Zauberspruch verändert nicht das Erinnerungsvermögen. Dem Verzauberten ist nach Ende des Zaubers bewusst, was er empfunden und getan hat. Während der Zauberwirkung mag er sich des Zaubers bewusst sein, das beeinflusst aber seine neue Einstellung nicht. Handlungen des Zauberers hingegen können während der Wirkung das Verhältnis zum Verzauberten positiv oder negativ beeinflussen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288",
+ "Blick-aufs-Wesen": " Blick aufs Wesen",
+ "Blick-aufs-Wesen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Dem Zauberer werden die Werte des Ziels offenbart. Er kann pro erreichter QS eine Kategorie auswählen, die für ihn offengelegt wird: Körperliche Eigenschaften, LE und ZK, Kampftechniken, Körperliche Vor- und Nachteile, Körperliche Sonderfertigkeiten, Kampfsonderfertigkeiten, aktuell vorhandene Zustände und Status, Körpertalente.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121",
+ "Blick-in-die-Gedanken": " Blick in die Gedanken",
+ "Blick-in-die-Gedanken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann die Gedanken des Verzauberten lesen. Er kann nur erkennen, was der Verzauberte gerade denkt, nicht jedoch gezielt in seinen Erinnerungen forschen. Der Verzauberte kann mit einer Erfolgsprobe auf Sinnesschärfe erschwert um QS des Zaubers entdecken, dass etwas Fremdes in seine Gedanken blickt. Mit einer um QS der Zauberprobe erschwerte Probe auf Willenskraft kann er gezielt Gedanken mit irreführenden Informationen aussenden oder seine Gedanken mit nutzlosem Durcheinander, inneren Monologen oder Gesang füllen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers), 4 AsP pro 30 Sekunden
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289",
+ "Blindheit": " Blindheit",
+ "Blindheit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel verliert schlagartig die Fähigkeit, seine Umgebung optisch wahrzunehmen, und es erhält dadurch den Status Blind.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122",
+ "Blitz-dich-find": " Blitz dich find",
+ "Blitz-dich-find-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte wird geblendet. Er erhält eine Stufe des Zustands Verwirrung.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Chamaelioni": " Chamaelioni",
+ "Chamaelioni-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE
\n \t\t\t\t\t\t\tWirkung: Steht der Zauberer still, verschmelzen Körper und Kleidung optisch mit der Umgebung (jedoch nicht Rüstungen , Waffen oder andere Ausrüstung). Eine Entdeckung ist nur dann möglich, wenn eine Vergleichsprobe zwischen Sinnesschärfe (Hinterhalte entdecken, Suchen oder Wahrnehmen) erschwert um QS gegen Verbergen gelingt. Sobald er sich bewegt, verfällt die Tarnung.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Nachtalben u. a.
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122",
+ "Claudibus": " Claudibus",
+ "Claudibus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Durch diesen Zauberspruch verschließen sich Schlösser automatisch und es wird schwerer, sie wieder zu öffnen oder zu knacken. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 30 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekte (Schlösser)
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122",
+ "Corpofesso": " Corpofesso",
+ "Corpofesso-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet schmerzhafte Muskelschwäche. Während der Wirkungsdauer erleidet er den Zustand Schmerz.\n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz, aber nur für 1 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289",
+ "Corpofrigo": " Corpofrigo",
+ "Corpofrigo-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (erschwert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Corpofrigo erzeugt je nach QS Schaden und Stufen von Paralyse.\n\t\t\t\t\t\t\tQS 1: 1W6 TP
\n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
\n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, 1 Stufe Paralyse
\n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, 1 Stufe Paralyse
\n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, 1 Stufe Paralyse
\n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, 2 Stufen Paralyse
\n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch und der Gegner kann weder ausweichen noch parieren.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123",
+ "Dämonenbann": " Dämonenbann",
+ "Dämonenbann-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Dämonisch wird aufgehoben, solange dessen QS nicht höher ist als die QS des Dämonenbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Dämonenbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 287",
+ "Dämonenschild": " Dämonenschild",
+ "Dämonenschild-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unsichtbare, 3 Schritt im Radius messende Kuppel um den Magier herum. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Dämonen können in sie eindringen, aber alle ihre Angriffe (und somit die TP) werden innerhalb des Radius von der Magie der Kuppel absorbiert. Dämonen werden teilweise halbmateriell und schlagen durch ihre Gegner hindurch oder ihre Angriffe werden von der Kuppel aufgesaugt wie Wasser von einem Schwamm. Zu diesem Zweck verfügt die Kuppel über eine Schildstärke in Höhe von AsP + (QS x 3), die TP in gleicher Höhe zu absorbieren vermag. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen und der Zauber endet.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123",
+ "Debilitatio": " Debilitatio",
+ "Debilitatio-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unbewegliche kugelförmige Zone, die darin befindlichen Dämonen und Elementaren eine Erschwernis in Höhe der QS/2 auf alle Proben einbringt. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS x 2 Schritt ausbreitet.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124",
+ "Desintegratus": " Desintegratus",
+ "Desintegratus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KK
\n \t\t\t\t\t\t\tWirkung: Das verzauberte Objekt verliert QS x 10 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfällt das Objekt zu Staub. Um Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffe können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Profane Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124",
+ "Disruptivo": " Disruptivo",
+ "Disruptivo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Dieser Grundzauber der Antimagie beeinträchtigt alle Arten von Zauberei in QS x 2 Schritt Radius um den Zaubernden herum, indem störende Schwingungen in die umgebenden astralen Muster gesendet werden. Alle Proben auf Zaubersprüche, die in dieser Zone gewirkt werden oder dort ihre Wirkung entfalten sollen, sind erschwert. Dies gilt ebenso für Zauber, die der Zaubernde selbst wirkt. Der Zaubernde muss vor dem Wirken festlegen, ob die Zone sich mit ihm mit bewegen oder an Ort und Stelle bleiben soll.\n\t\t\t\t\t\t\tQS 1: Probenerschwernis –1
\n\t\t\t\t\t\t\tQS 2: Probenerschwernis –2
\n\t\t\t\t\t\t\tQS 3: Probenerschwernis –3
\n\t\t\t\t\t\t\tQS 4: Probenerschwernis –4
\n\t\t\t\t\t\t\tQS 5: Probenerschwernis –5
\n\t\t\t\t\t\t\tQS 6: Probenerschwernis –6
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289",
+ "Dunkelheit": " Dunkelheit",
+ "Dunkelheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Um den Zaubernden herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 2 in Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Weder natürliche noch übernatürliche Lichtquellen können diese Dunkelheit erhellen. Für den Zaubernden werden die Sichtverhältnisse durch den Zauber nicht erschwert, bestehende Sichtmodifikatoren gelten allerdings weiterhin. Der Zaubernde muss vor dem Wirken des Zaubers entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP (Aktivierung des Zaubers) + 8 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125",
+ "Duplicatus": " Duplicatus",
+ "Duplicatus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt einen oder mehrere illusionäre Doppelgänger des Ziels, die sich synchron zu ihm bewegen und ständig mit ihm verschmelzen und sich wieder von ihm trennen. Je nach QS erscheinen mehrere Doppelgänger. Der Zaubernde kann sich entscheiden, weniger Doppelgänger als maximal möglich erscheinen zu lassen:\n\t\t\t\t\t\t\tQS 1: 1 Doppelgänger, aber nur 2 Kampfrunden
\n\t\t\t\t\t\t\tQS 2: 1 Doppelgänger
\n\t\t\t\t\t\t\tQS 3: 2 Doppelgänger
\n\t\t\t\t\t\t\tQS 4: 3 Doppelgänger
\n\t\t\t\t\t\t\tQS 5: 4 Doppelgänger
\n\t\t\t\t\t\t\tQS 6: 4 Doppelgänger, aber doppelte Wirkungsdauer
\n\t\t\t\t\t\t\tDa die Doppelgänger nicht vom Zaubernden zu unterscheiden sind, haben Angreifer mit Nah- und Fernkampfangriffen oder Zaubern eine entsprechende Chance, einen der Doppelgänger statt des Zaubernden zu treffen. Sollte der Zaubernde statt eines Doppelgängers getroffen werden, muss er den Angriff parieren oder ihm ausweichen. Flächenangriffe sind hiervon nicht betroffen. Mehr zu den Illusionen und wie man sie durchschaut siehe Seite 259.
\n\t\t\t\t\t\t\t1 Doppelgänger 50 % (1-10 auf W20)
\n\t\t\t\t\t\t\t2 Doppelgänger 33 % (1-7 auf W20)
\n\t\t\t\t\t\t\t3 Doppelgänger 25 % (1-5 auf W20)
\n\t\t\t\t\t\t\t4 Doppelgänger 20 % (1-4 auf W20)
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Doppelgänger (bei Misslingen entsprechend 2 AsP)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 290",
+ "Ecliptifactus": " Ecliptifactus",
+ "Ecliptifactus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Schatten des Zauberers wird durch diesen Zauberspruch belebt und kämpft für ihn. Mit dem Ecliptifactus kann der Magier immer nur einen Schatten heraufbeschwören. Erst nach Ablauf der Wirkungsdauer kann er den Zauber erneut wirken. Der Schatten besitzt die unten aufgeführten Werte. Zusätzlich erhält der Schatten folgende Boni:\n\t\t\t\t\t\t\tQS 1: keine Änderungen
\n\t\t\t\t\t\t\tQS 2: +1 AT, +5 LeP, +1 SK
\n\t\t\t\t\t\t\tQS 3: +1 AT, +1 PA, +1 AW, +1 TP, +5 LeP, +1 SK, Finte I
\n\t\t\t\t\t\t\tQS 4: +2 AT, +1 PA, +1 AW, +1 TP, +1 RS, +10 LeP, +1 SK, Finte I
\n\t\t\t\t\t\t\tQS 5: +2 AT, +2 PA, +2 AW, +1 TP, +1 RS, +10 LeP, +2 SK, Finte I
\n\t\t\t\t\t\t\tQS 6: +3 AT, +2 PA, +2 AW, +2 TP, +1 RS, +15 LeP, +2 SK, Finte I+II
\n\t\t\t\t\t\t\tDer Schatten ist außer durch Zauber mit dem Merkmal Antimagie nicht durch Magie beeinflussbar und erleidet keine Zustände. Sinken seine LeP auf 0, so verliert der Zaubernde schlagartig seine gesamte Astralenergie, davon 2 AsP permanent. Es dauert 7 Wochen, bis der Schatten sich regeneriert hat. Bis dahin besitzt der Zaubernde keinen Schatten und kann den Zauberspruch entsprechend auch nicht anwenden. Der fehlende Schatten wird in vielen Kulturen, besonders in den Ländern der Zwölfgöttergläubigen, als ein Stigma betrachtet. Ein fehlender Schatten wird schnell als ein Anzeichen gesehen, dass man es mit einem Dämonenbündler oder gar einem Geweihten des Namenlosen zu tun hat. Der Held bekommt für die Zeit ohne Schatten den Nachteil Stigma (siehe Regelwerk Seite 178).
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125",
+ "Einflussbann": " Einflussbann",
+ "Einflussbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Einfluss wird aufgehoben, solange dessen QS nicht höher ist als die QS des Einflussbanns. Es ist nicht möglich, den Bann auf die Auswirkungen eines Zaubers anzuwenden, dessen Wirkungsdauer bereits abgelaufen ist oder sofortiger Natur war. Ebenso können keine Zauber mit der Wirkungsdauer permanent gebannt werden. Handelt es sich um einen Zauber der Zielkategorie Zone, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Eisenrost": " Eisenrost",
+ "Eisenrost-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/GE
\n \t\t\t\t\t\t\tWirkung: Metallene Gegenstände verlieren 20 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfrisst der Rost das Objekt so stark, dass es nicht mehr verwendbar ist. Um metallene Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei metallenen Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffen können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen (kann nicht modifiziert werden)
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Profane Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Regelwerk S. 126",
+ "Elementarbann": " Elementarbann",
+ "Elementarbann-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Elementar wird aufgehoben, wenn dessen QS nicht höher als die QS des Elementarbanns ist. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Elementarbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 126",
+ "Elfenstimme": " Elfenstimme",
+ "Elfenstimme-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte akustische Signale, beispielsweise gesprochene Worte oder eine Melodie. Dem Empfänger ist bewusst, dass es sich nicht um natürliche Geräusche handelt. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127",
+ "Erinnerung-verlasse-dich": " Erinnerung verlasse dich",
+ "Erinnerung-verlasse-dich-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um die SK)
\n \t\t\t\t\t\t\tWirkung: Der Zauber unterdrückt alle persönlichen Erinnerungen des Opfers an die letzten QS Minuten. Für die Wirkungsdauer kann es sich an diesen Zeitraum weder erinnern noch Proben auf entsprechend erlangtes Wissen ablegen. Seine Reflexe sind davon jedoch ebenso wenig betroffen wie zuvor erlangtes Wissen und Fähigkeiten, weshalb auf diese uneingeschränkt geprobt werden darf. Allerdings ist das Ziel in den ersten 5 KR etwas desorientiert und erleidet bis zum Ende der 5. KR eine Stufe Verwirrung.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127",
+ "Exposami": " Exposami",
+ "Exposami-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberer kann alle Lebewesen innerhalb der Reichweite des Zauberspruchs spüren, sofern sie mindestens so groß sind wie eine Ratte. Die Auren nimmt der Zauberer als grün-leuchtende Flecken wahr. Er ist jedoch nicht darauf angewiesen diese zu sehen, um Lebewesen zu spüren. Pflanzen, Pilze und Lebewesen, die kleiner als eine Ratte sind, können durch den Zauberspruch nicht erkannt werden. Bauwerke aus den Elementen Erz oder Eis stören die Wirkung des Spruches. Hinter einer Mauer aus Stein oder in einem Iglu kann der Zauberer also keine Lebewesen orten. Der Zauberer kann erkennen, um was für einen Typus von Lebewesen es sich handelt (siehe Regelwerk Seite 355).
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: QS x 20 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 10 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen (außer Pflanzen, Pilze und Wesen, die kleiner als eine Ratte sind)
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127",
+ "Falkenauge": " Falkenauge",
+ "Falkenauge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte baut eine geistige Verbindung zu seinem Ziel auf. Hierdurch wird für den Verzauberten der nächste Fernkampfangriff auf dieses Ziel um QS des Zaubers erleichtert.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: Bis zum nächsten Schuss, maximal QS x 2 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Favilludo": " Favilludo",
+ "Favilludo-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/CH
\n \t\t\t\t\t\t\tWirkung: Das Ziel des Zaubers wird von einem Schwarm tanzender Funken umgeben. Ihre Farbe kann dabei beliebig gewählt werden. Alle Angriffe gegen den Zauberer sind um 1 erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Fischflosse": " Fischflosse",
+ "Fischflosse-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Wasserlebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128",
+ "Flim-Flam": " Flim Flam",
+ "Flim-Flam-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt eine kleine, schwebende Kugel aus Licht. Sie ist entweder stationär oder folgt dem Zaubernden. Dies muss er vor dem Zaubern festlegen, ebenso wie die Farbe des Lichtes. Die maximal erzeugbare Helligkeit variiert je nach QS. Der Zaubernde kann die Helligkeit jedoch nach Wunsch einmalig verringern. Die Zone des Lichts variiert je nach Helligkeit.\n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
\n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
\n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
\n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
\n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
\n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Aktivierung des Zaubers) + 1 AsP pro Stunde
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Foramen": " Foramen",
+ "Foramen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Durch diesen Zauberspruch öffnen sich einfache Schlösser automatisch, bei komplizierten Schlössern wird es leichter, sie zu öffnen. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erleichtert. Sollte der Gesamtmodifikator zum Knacken eines Schlosses dadurch zu einer Erleichterung werden, springt das Schloss augenblicklich auf. Die Erleichterung gilt binnen der Wirkungsdauer sowohl für den Zauberer als auch für andere Personen.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekte (Schlösser)
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128",
+ "Fortifex": " Fortifex",
+ "Fortifex-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Durch den Fortifex entsteht eine durchscheinende, allerdings leicht flimmernde (und damit sichtbare)Wand, die für physische Objekte undurchdringlich ist. Die Wand kann beispielsweise Pfeile, Bolzen, einen Ignifaxius oder Lebewesen aufhalten. Sie schützt nicht vor Hitze, Kälte, Licht, Gasen, körperlosen Wesen oder Zaubern und Liturgien, die keine physische Komponente aufweisen. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen. Von dort aus wirkt gradlinig eine Barriere, die QS x 2 Schritt lang ist. Den exakten Verlauf durch den Mittelpunkt kann der Zauberer festlegen. Die Höhe der Barriere beträgt 3 Schritt. Eine Tiefe besitzt die Wand nicht. Man kann sie nur aufgerichtet platzieren, nicht flach hinlegen oder schräg stellen. Die Wand besitzt 100 Strukturpunkte. Sollten die Strukturpunkte auf 0 oder darunter sinken, löst sie sich auf.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 30 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129",
+ "Fulminictus": " Fulminictus",
+ "Fulminictus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet Schaden, der auf seine Aura einwirkt und eine Reihe kleiner innerer Verletzungen erzeugt. Er erleidet 2W6+(QS x 2) Trefferpunkte. Rüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Gardianum": " Gardianum",
+ "Gardianum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberspruch erschafft eine unsichtbare Kuppel um den Magier herum, die von außen kommende magische Angriffe absorbiert. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nicht so wichtig. Der Radius der Kuppel beträgt 3 Schritt, ihre Schildstärke die investierten AsP + QS x 3. Sie kann ihre Schildstärke in Trefferpunkten an Schaden absorbieren, die von Schaden verursachenden Zaubern erzeugt werden, hält jedoch weder magische Wesen noch magische Waffen ab. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen. Schaden, der nicht mehr absorbiert werden kann, richtet Schaden an. Die Kuppel bewegt sich stets mit dem Zaubernden. Geschützt durch die Wirkung sind auch alle, die innerhalb der Kuppel stehen.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Gedankenbilder": " Gedankenbilder",
+ "Gedankenbilder-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte Bilder, beispielsweise dessen Sinneseindrücke, eine Warnung vor drohender Gefahr oder den Plan für ein gemeinsames Vorgehen. Dem Empfänger ist bewusst, dass ihm diese Bilder eingegeben werden. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129",
+ "Gefunden": " Gefunden",
+ "Gefunden-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Zauberer kann die Richtung bestimmen, in der sich ein Objekt befindet. Er muss dieses insgesamt mindestens einen Monat lang bei sich getragen haben oder über eine magische Verbindung zu ihm verfügen. Ist das Objekt weiter als QS x 3 Schritt von ihm entfernt, scheitert der Zauber.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129",
+ "Große-Gier": " Große Gier",
+ "Große-Gier-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte verspürt eine unbändige Gier nach einem Objekt oder einer Handlung, die der Zaubernde ihm nennt. Er wird alles ihm Mögliche tun, um dieses Ziel zu erreichen, solange er Leib und Leben damit nicht gefährdet. Er erhält eine Schlechte Eigenschaft Gier nach … für die Wirkungsdauer des Zauberspruchs.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung (Reichweite ist nicht modifizierbar)
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Große-Verwirrung": " Große Verwirrung",
+ "Große-Verwirrung-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer dieses Druidenzaubers erleidet je nach QS unterschiedliche Stufen Verwirrung:\n\t\t\t\t\t\t\tQS 1: 1 Stufe Verwirrung, aber nur für 2 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Verwirrung
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Verwirrung
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Verwirrung
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Verwirrung
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Verwirrung, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 KR
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VG02 - Die Streitenden Königreiche S. 164",
+ "Harmlose-Gestalt": " Harmlose Gestalt",
+ "Harmlose-Gestalt-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde nimmt die Gestalt einer unauffälligen Person wie eines Dieners oder eines Bettlers an, die an dem entsprechenden Ort nicht auffällt. Dies umfasst sowohl das Aussehen als auch die passende Stimme, jedoch nicht Kenntnisse wie Sprachen oder angemessenes Verhalten. Größere Gegenstände und Vertrautentiere werden nicht mit dem Zauberspruch verborgen. Der Zauberspruch wirkt intuitiv, daher kann die Hexe nicht explizit festlegen, welches Aussehen sie annimmt. Mehr zu Illusionen und wie man sie durchschaut siehe Regelwerk Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung) + 4 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292",
+ "Haselbusch": " Haselbusch",
+ "Haselbusch-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Zauber regt das Wachstum von Pflanzen an. Der Zauberer muss eine Pflanze oder Pflanzensamen an dem Objekt, das er erklettern will, ablegen und warten. Am Ende der Zauberdauer wächst die Pflanze pro KR 1 Schritt (bis maximal QS x 3 Schritt) hoch und erleichtert Klettern-Proben an der ausgewählten Stelle um QS/2 Punkte.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 2 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Tag
\n\t\t\t\t\t\t\tZielkategorie: Pflanze
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130",
+ "Heilungsbann": " Heilungsbann",
+ "Heilungsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Ein Zauber mit dem Merkmal Heilung wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Heilungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmalige Heilung). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche wirkt er nicht. Wird der Heilungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130",
+ "Hellsichtbann": " Hellsichtbann",
+ "Hellsichtbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Hellsicht wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Hellsichtbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Hellsichtbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130",
+ "Heptagramma": " Heptagramma",
+ "Heptagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Ein niederer Geist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenes als auch um ein freies Geisterwesen handeln. Ebenso ist es möglich, Geister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Geist in das Heptagramm gezogen und wechselt in eines der Totenreiche über. Anschließend kann er nicht mehr eigenständig in der Dritten Sphäre in Erscheinung treten, jedoch weiterhin beschworen werden.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Beseelte, Geister
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131",
+ "Herzschlag-ruhe": " Herzschlag ruhe",
+ "Herzschlag-ruhe-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KK (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Herzschlag des Ziels wird ausgesetzt, wodurch es jede Kampfrunde 1W3 LeP verliert. Mit Hilfe einer Probe auf Selbstbeherrschung erschwert um die QS oder auf Heilkunde Wunden (Stabilisieren) erschwert um QS/2 kann die Wirkung des Zaubers gestoppt werden. Eine Probe zählt als Aktion. Die Heilkunde Wunden- Probe kann sowohl das Opfer des Zaubers selbst als auch eine dritte Person einsetzen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131",
+ "Hexagramma": " Hexagramma",
+ "Hexagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Ein Elementargeist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0).
\n \t\t\t\t\t\t\t
\n\t\t\t\t\t\t\tEs kann sich dabei sowohl um einen beschworenen als auch um einen freien Elementargeist handeln. Ebenso ist es möglich, Elementargeister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird er in das Hexagramm gezogen und wechselt in die Sphäre der Elemente über. Er kann jedoch nach Ablauf von 24 Stunden in die Dritte Sphäre zurückkehren.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Elementare
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131",
+ "Hexengalle": " Hexengalle",
+ "Hexengalle-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Speichel der Hexe verwandelt sich augenblicklich in ätzende Säure, die für die Hexe selbst jedoch harmlos ist. Der Speichel verursacht 1W6+(QS) Trefferpunkte an dem nächsten Ziel, das die Hexe anspuckt. Die Spuckreichweite beträgt 3 Schritt. Die Hexe muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu spucken. Das Spucken ist in der Zauberdauer inbegriffen. Die Spucke trifft automatisch, wenn der Gegner sich nicht verteidigt. Der Spuckangriff zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Trifft die Spucke ihr Ziel, werden die TP durch den RS des Ziels vermindert.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292",
+ "Hexenkrallen": " Hexenkrallen",
+ "Hexenkrallen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Hexe wachsen an beiden Händen scharfe Krallen. Sie verursacht damit 1W6+3 TP im Nahkampf und verwendet dafür die Kampftechnik Raufen. Die Hexe gilt damit weiterhin als unbewaffnet. Hexenkrallen gelten als magische Waffen.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292",
+ "Höllenpein": " Höllenpein",
+ "Höllenpein-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet Schmerzen, die sich oft in Krämpfen manifestieren. Der Höllenpein ersetz bei Folterungen das Talent Einschüchtern (Folter). Das Opfer muss eine Vergleichsprobe mit Selbstbeherrschung (Folter widerstehen) gegen den Höllenpein bestehen, die um die Schmerzstufe des Zauberspruchs erschwert ist (zusätzlich zu allen sonstigen Modifikatoren). Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauber wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT notwendig.
\n\t\t\t\t\t\t\tQS 1: keine zusätzliche Wirkung
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, 0 SP
\n\t\t\t\t\t\t\tQS 3: 1 Stufe Schmerz, 1 SP
\n\t\t\t\t\t\t\tQS 4: 2 Stufen Schmerz, 1 SP
\n\t\t\t\t\t\t\tQS 5: 2 Stufen Schmerz, 2 SP
\n\t\t\t\t\t\t\tQS 6: 3 Stufen Schmerz, 2 SP
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132",
+ "Horriphobus": " Horriphobus",
+ "Horriphobus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Dem Verzauberten gegenüber wirkt der Zaubernde wie eine Angst einflößende Gestalt aus seinen Alpträumen. Die Stärke dieses Eindrucks variiert mit der QS:
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293",
+ "Ignifaxius": " Ignifaxius",
+ "Ignifaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt einen Flammenstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6+(QS x 2) Trefferpunkte Schaden. Der Flammenstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Flammenstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele erhalten bei 1-3 auf 1W6 den Status Brennend.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293",
+ "Ignisphaero": " Ignisphaero",
+ "Ignisphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
\n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Feuerball, der in gerader Linie sein Ziel trifft. Der Treffer des Feuerballs erfolgt am Ende der Zauberdauer, der Magier muss keine zusätzliche Aktion dafür aufwenden. Der Feuerball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Feuerball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können von dem Feuerball getroffen werden, wenn er explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt bis zu einem Schritt vom Zentrum entfernt 2W6+(QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden).
\n\t\t\t\t\t\t\tPro Schritt Entfernung von diesem Bereich verringert sich der Schaden um jeweils 3 TP. Der Feuerball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt vom Zentrum der Explosion entfernt. Trifft der Feuerball sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele fangen bei 1-3 auf 1W6 Feuer.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132",
+ "Ignorantia": " Ignorantia",
+ "Ignorantia-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel ignoriert den Zauberer und seine Handlungen. Dadurch kann dieser unbemerkt an seinem Opfer vorbeilaufen oder vor seinen Augen einen Diebstahl begehen. Interagiert der Zaubernde während der Wirkungsdauer mit dem Opfer oder greift er dieses an, endet der Zauber sofort. Achtet das Ziel explizit auf eine Sache, etwa eine Tür oder einen Gegenstand, bemerkt es alle diesbezüglichen Veränderungen, jedoch ohne die Quelle der Veränderung ausmachen zu können. So bemerkt es z. B. das Öffnen oder Schließen einer bewachten Tür, vermag aber nicht zu sagen, wer genau dafür verantwortlich war.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 133",
+ "Illusionsbann": " Illusionsbann",
+ "Illusionsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Illusion wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Illusionsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Illusionsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133",
+ "Imperavi": " Imperavi",
+ "Imperavi-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel befolgt einen einzigen Befehl des Zauberers, der seinem Selbsterhaltungstrieb nicht offensichtlich zuwiderläuft. Es wird also einen Diebstahl begehen,eine einzige Frage beantworten oder dem Zauberer in einem Kampf beistehen, nicht aber von einer Klippe springen oder seine eigenen Hände verspeisen.
\n \t\t\t\t\t\t\t
Der Zauber kann nicht dazu eingesetzt werden, dass das Opfer während der kompletten Wirkungsdauer Befehle entgegennimmt („Ich befehle dir, allen meinen Befehlen zu gehorchen.“) oder mehrere Fragen wahrheitsgemäß zu beantworten. Auch lange Befehlsketten sind nicht erlaubt („Öffne die Tür, gehe hinein, mache das Licht an und zerschlage die Kiste.“), sondern nur einzelne, knappe Befehle. Der Meister hat hierbei das letzte Wort, ob ein Befehl möglich ist oder nicht.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133",
+ "Impersona": " Impersona",
+ "Impersona-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Zauberer kann sein Gesicht als ein beliebiges anderes erscheinen lassen. Soll es sich dabei um das Gesicht einer speziellen Person handeln, muss der Zauberer diese gut kennen oder während der Zauberdauer sehen können. Körper, Stimme und Kleidung sind nicht vom Zauber betroffen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134",
+ "Incendio": " Incendio",
+ "Incendio-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Incendio lässt das ausgewählte Lebewesen in Flammen aufgehen.
\n\t\t\t\t\t\t\tQS 1: 1W6 TP
\n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
\n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, Brennend auf kleiner Fläche
\n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, Brennend auf kleiner Fläche
\n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, Brennend auf kleiner Fläche
\n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, Brennend auf großer Fläche
\n\t\t\t\t\t\t\tDer Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134",
+ "Invercano": " Invercano",
+ "Invercano-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/FF
\n \t\t\t\t\t\t\tWirkung: Wird der Zauberer Ziel eines Angriffszaubers, kann er diesen mittels Raufen oder seinem Traditionsartefakt auf seinen Gegner zurückwerfen. Hierzu ist eine Parade erforderlich, die um 4 Punkte erschwert ist. Gelingt diese, wird der Zauber auf den Anwender zurückgeworfen und erreicht sein neues Ziel zu Beginn der nächsten Kampfrunde. Als Angriffszauber gelten alle Zauber, die TP oder SP verursachen und bei denen mindestens 1 Würfel geworfen wird. Zauber mit Zonenwirkung können nicht zurückgeworfen werden. Weisen das ursprüngliche und das neue Ziel eine unterschiedliche SK bzw. ZK auf, wird dies ignoriert. Auch die Reichweite spielt für das Zurückwerfen des Zaubers keine Rolle. Jedes Mal, wenn ein Zauber durch einen Invercano zurückgeworfen wird, sinkt seine QS um 1. Sinkt die QS dadurch auf 0, löst sich der Zauber auf.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: selbst
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134",
+ "Invocatio-Minima": " Invocatio Minima",
+ "Invocatio-Minima-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Es manifestiert sich eine Handvoll Substanz aus den Niederhöllen. Meist handelt es sich um Schleim, Säure, schweflige Dämpfe oder flüssiges Feuer. Das genaue Ergebnis der Beschwörung lässt sich nicht beeinflussen. Der Zauberspruch gilt als einfacher und risikoarmer Übungszauber für Beschwörer (Insgesamt erscheint etwa eine Menge von 0,05 l pro QS).
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 1 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293",
+ "Karnifilo": " Karnifilo",
+ "Karnifilo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel erhält den Status Blutrausch.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 KR (statt der üblichen Zeit von 2W20 KR des Status’ Blutrausch)
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Nachtalben u. a.
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135",
+ "Katzenaugen": " Katzenaugen",
+ "Katzenaugen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Die Lichtempfindlichkeit der Augen des Zieles erhöht sich ungemein. So kann es auch in fast völliger Dunkelheit deutlich besser sehen. Pro QS sinkt die Stufe der Sichterschwernis um 1. In völliger Dunkelheit nützt dieser Zauberspruch nichts.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Aktivierung) + 1 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Klarum-Purum": " Klarum Purum",
+ "Klarum-Purum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberspruch hebt die Wirkung eines Giftes auf. Die Giftstufe darf die QS nicht übersteigen, sonst wirkt der Zauber nicht und gilt als misslungen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 3 AsP pro Giftstufe (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135",
+ "Krötensprung": " Krötensprung",
+ "Krötensprung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte kann einmalig unnatürlich weit und hoch springen. Die Weite des Sprungs wird um QS + 3 in Schritt erhöht, die Höhe um QS. Mehr zu den Regeln des Springens siehe Regelwerk Seite 349.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Kusch": " Kusch",
+ "Kusch-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das verzauberte Tier wird von Angst vor dem Zauberer erfüllt. Die genauen Auswirkungen hängen von der QS ab:
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Tiere
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136",
+ "Last-des-Alters": " Last des Alters",
+ "Last-des-Alters-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel altert körperlich stark und wird zu einem Greis. Es wird jedoch nicht an Altersschwäche sterben und erhält am Ende der Wirkungsdauer sein ursprüngliches Alter zurück. Alle körperlichen Handlungen des Opfers sind aufgrund akuter Altersschwäche um QS/2 erschwert (z. B. Körpertalente, Handwerkstalente). Dies umfasst auch Kampfhandlungen und somit AT, PA, AW und FK. Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauberspruch wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT +2 oder eine AT +2 mit dem Traditionsartefakt notwendig.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136",
+ "Lunge-des-Leviatan": " Lunge des Leviatan",
+ "Lunge-des-Leviatan-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann der Zauberer sprinten, ohne dass ihn dies erschöpft. Sein FW in Körperbeherrschung (Laufen) wird für die Wirkungsdauer verdoppelt. Bei Verfolgungsjagden gilt diese Verdopplung jedoch vor der Einberechnung der effektiven GS.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136",
+ "Manifesto": " Manifesto",
+ "Manifesto-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Es manifestiert sich eine Handvoll eines bestimmten Elements nach Wahl des Zaubernden. Es handelt sich um einfache Manifestationen wie eine kleine Flamme, einen Kieselstein oder ein Stück Eis. Elementaristen erlernen diesen Zauberspruch früh in ihrer Ausbildung, um die Grundzüge der Herbeirufung zu erlernen, ohne Elementare zu belästigen (Insgesamt erscheint etwa eine Menge bvon 0,05 l pro QS).
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 1 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Manus-Illusionis": " Manus Illusionis",
+ "Manus-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber ist die Täuschung des Tastsinnes möglich. Die Illusion muss dabei auf eine bereits vorhandene Oberfläche gelegt werden, da sie lediglich die Art des Fühlens ändert, jedoch nicht etwas Fassbares aus dem Nichts zu erschaffen vermag. Nur die Oberfläche fühlt sich anders an, nicht jedoch das gesamte Objekt. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone (max. 3 x 3 Schritt)
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137",
+ "Manus-Miracula": " Manus Miracula",
+ "Manus-Miracula-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann auf QS Schritt Distanz unbelebte Gegenstände verschieben, drehen, verformen und biegen, als würde er sie mit einer Hand ergreifen. Er kann jedoch maximal 1 Kilogramm damit anheben. Bei Proben auf Talente, beispielsweise um mit einem telekinetisch gehaltenen Pinsel etwas zu malen oder mit dem Zauberspruch eine Figur aus Ton zu formen, haben die dazu nötigen körperlichen Eigenschaften einen Wert von QS + 7. Die Werte können auch die des Helden übersteigen. Die Krafteinwirkungen wirken punktuell und recht langsam. Daher können mit den so manipulierten Gegenständen keine Attacken oder Paraden ausgeführt werden.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Memorans": " Memorans",
+ "Memorans-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Durch den Zauberspruch kann sich der Zauberer alles einprägen, was er in den nächsten QS x 5 Minuten wahrnimmt, als besäße er ein fotografisches Gedächtnis. Dies kann ein Gespräch, gelesene Seiten, Wegstrecken, optische Eindrücke oder Gerüche umfassen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende (selbst)
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137",
+ "Menetekel": " Menetekel",
+ "Menetekel-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Zauber ermöglicht es, illusionäre Schriftzüge erscheinen zu lassen. Alles, was der Zauberer sagt, erscheint an einer imaginären Wand von bis zu 10 Rechtschritt Fläche, die sich beliebig in Breite und Länge ausformen kann. Die Buchstaben können in beliebiger Größe und Anzahl dargestellt werden, gelten aber nicht als Sichthindernis. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 30 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137",
+ "Motoricus": " Motoricus",
+ "Motoricus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann unbelebte Gegenstände telekinetisch anheben und bewegen. Sie bewegen sich mit einer Geschwindigkeit von maximal QS + 2 Schritt pro Aktion und dürfen maximal QS x 20 Stein wiegen. Pro 5 Stein Gewicht muss der Zaubernde dafür 1 AsP aufbringen. Befinden sich andere Objekte auf dem zu bewegenden Gegenstand, zählt deren Gewicht mit hinzu. Die Bewegungen des Objekts sind träge, weshalb sie für Angriffe oder Paraden ungeeignet sind. Um ein so bewegtes Objekt durch Festhalten oder Drücken aufzuhalten, ist eine um QS erschwerte Probe auf Kraftakt (Ziehen & Zerren) nötig.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Aktivierung) + Hälfte der notwendigen AsP pro 5 Minuten (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Nebelwand": " Nebelwand",
+ "Nebelwand-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erschafft eine Zone aus dichtem Nebel, der sich von Wind nicht fortwehen lässt. Je investiertem AsP kann er 200 Kubikmeter Nebel erschaffen (was etwa einer kleineren Hütte entspricht). Die Nebelwolke kann nach Belieben geformt werden, ob als kompakte Kugel, als lang gezogenes Band oder gar in Form eines Drachen. Der Nebel erzeugt einen Sichtmodifikator der Stufe 2.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten, danach verweht der Nebel
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295",
+ "Nuntiovolo": " Nuntiovolo",
+ "Nuntiovolo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberer beschwört eine Rauchgestalt in Form eines Vogels oder einer Fledermaus herauf, die ein maximal 250 Gramm wiegendes Objekt an einen vom Zauberer bestimmten Ort bringen kann. Die Entfernung zum Zielort darf höchstens 20 Meilen + 10 Meilen pro 1 AsP betragen. Sobald die Maximalentfernung überschritten wird, löst sich die Gestalt auf und lässt den Gegenstand fallen. Die Kreatur bewegt sich mit einer GS von 10 fort, ohne dabei vom Wetter beeinflusst zu werden. Sie besitzt eine LE in Höhe der QS und verfügt über keinen Verteidigungswert, allerdings ist sie von profanen Waffen nicht zu verletzen.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138",
+ "Objectobscuro": " Objectobscuro",
+ "Objectobscuro-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KO
\n \t\t\t\t\t\t\tWirkung: Das Zielobjekt wird innerhalb von 20 – (QS x 3) Kampfrunden unsichtbar. Während dieser Zeit wird es immer durchscheinender, bis es schließlich nicht mehr zu sehen ist. Objekte und Personen in oder hinter dem Objekt bleiben weiterhin sichtbar. Das verzauberte Objekt darf maximal 5 Stein wiegen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138",
+ "Objectofixo": " Objectofixo",
+ "Objectofixo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KK
\n \t\t\t\t\t\t\tWirkung: Das Zielobjekt wird am Boden befestigt und kann nur mit einer um die QS x 2 erschwerten Probe auf Kraftakt (Drücken & Verbiegen, Stemmen & Heben, Ziehen & Zerren) davon getrennt werden. Ist dies einmal gelungen, endet der Zauber vorzeitig. Das verzauberte Objekt darf maximal 5 Stein wiegen. Bei dem Boden kann es sich auch um andere waagerechte Flächen wie z. B. Tische oder Schiffsplanken handeln. Der gewählte Untergrund ist nicht dagegen gefeit, bewegt zu werden, wodurch eine Befestigung an Sand, lockerer Erde oder kleinen Möbelstücken meist nur wenig Sinn ergibt. Wird das Objekt während der Wirkungsdauer zerstört, haften stattdessen seine Trümmerstücke sowie der eventuell vorhandene Inhalt am Boden. In diesem Fall muss nur für eines der Stücke eine Probe auf Kraftakt gelingen, um den Zauber für alle Teile vorzeitig enden zu lassen.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138",
+ "Objektbann": " Objektbann",
+ "Objektbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Objekt wird aufgehoben, wenn dessen QS nicht höher als die QS des Objektbanns ist. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Objektbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139",
+ "Oculus-Astralis": " Oculus Astralis",
+ "Oculus-Astralis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Die normale Sicht des Zauberers wird um eine astrale Wahrnehmung ergänzt. Sie ist nicht detailreich genug, um magische Analysen vorzunehmen, der Zauberer kann jedoch mittels magischer Unsichtbarkeit verborgene Dinge oder Personen erkennen. Auch die Orientierung an magisch durchdrungenen Orten, beispielsweise dem Limbus, ist dank dieser Astralsicht erleichtert oder überhaupt erst möglich. Während er diese Sicht einsetzt, erleidet der Zauberer einen Modifikator von –2 auf alle Talentproben.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139",
+ "Oculus-Illusionis": " Oculus Illusionis",
+ "Oculus-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Die normale Sicht des Zauberers wird um eine astrale Wahrnehmung ergänzt. Sie ist nicht detailreich genug, um magische Analysen vorzunehmen, der Zauberer kann jedoch mittels magischer Unsichtbarkeit verborgene Dinge oder Personen erkennen. Auch die Orientierung an magisch durchdrungenen Orten, beispielsweise dem Limbus, ist dank dieser Astralsicht erleichtert oder überhaupt erst möglich. Während er diese Sicht einsetzt, erleidet der Zauberer einen Modifikator von –2 auf alle Talentproben.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139",
+ "Odem-Arcanum": " Odem Arcanum",
+ "Odem-Arcanum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
\n \t\t\t\t\t\t\tWirkung: Mit diesem Zauberspruch lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers Analys beeinflusst werden. Der Zauberer kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
\n\t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
\n\t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
\n\t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 1 erleichtert.
\n\t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 2 erleichtert.
\n\t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2.
\n\t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 3 erleichtert.
\n\t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim Analys. Wer also QS 4 beim Odem erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden Analys (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5). Mehr zur Magischen Analyse siehe Regelwerk Seite 269.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Minute
\n\t\t\t\t\t\t\tZielkategorie: Wesen, Objekt
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295",
+ "Orcanofaxius": " Orcanofaxius",
+ "Orcanofaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt ein Luftstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6 + (QS x 2) Trefferpunkte Schaden. Der Luftstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Luftstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Das Ziel wird zudem bei 1-3 auf 1W6 umgestoßen und erhält den Status Liegend.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139",
+ "Orcanosphaero": " Orcanosphaero",
+ "Orcanosphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
\n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Sturmball, der in gerader Linie sein Ziel trifft. Das Treffen ist in der Zauberdauer inbegriffen, der Magier muss also keine zusätzliche Aktion aufwenden. Der Sturmball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Sturmball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können getroffen werden, wenn er explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt einen Schritt um das Zentrum der Explosion herum 2W6 + (QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden). Pro Schritt Entfernung von diesem Bereich verringert sich der Schaden um 3 TP. Der Sturmball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt weit weg vom Zentrum der Explosion bewegt. Trifft der Sturmball sein Ziel, werden die TP durch den RS des Ziels vermindert. Alle getroffenen Ziele werden außerdem bei 1-3 auf 1W6 umgestoßen und erhalten den Status Liegend.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 140",
+ "Pentagramma": " Pentagramma",
+ "Pentagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Ein niederer Dämon wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenen als auch um einen freien Dämon handeln. Ebenso ist es möglich, Dämonen zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Dämon in das Pentagramm gezogen und wird zurück in die Siebte Sphäre gezwungen.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 140",
+ "Paralysis": " Paralysis",
+ "Paralysis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Körper des Verzauberten versteift und verhärtet sich. Wird er vollständig paralysiert (Stufe IV), verwandelt sich sein Körper in eine unzerstörbare Substanz, ohne sein Gewicht zu verändern. Ein so versteinerter Körper ist durch gewöhnliche Waffen, Feuer oder Stürze nicht zu verletzen. Das Opfer kann sich nicht bewegen, fühlen oder hören, aber innerhalb seines Sichtfeldes sehen. Die Wirkung von Giften und Krankheiten kommt zum Stillstand.
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Paralyse, aber nur für 2 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Paralyse
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Paralyse
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Paralyse
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Paralyse
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Paralyse, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296",
+ "Penetrizzel": " Penetrizzel",
+ "Penetrizzel-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann durch feste Materie blicken. Pro QS kann der Zaubernde 20 Halbfinger durchblicken. Magiestörendes Material kann die Probe erschweren (z. B. Eisen –1, Koschbasalt –4). Magische Objekte können nicht durchblickt werden. Herrscht auf der anderen Seite des Hindernisses Dunkelheit oder Nebel, wirkt sich dies ganz normal auf die Sicht des Zaubernden aus.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Minute
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296",
+ "Physiostabilis": " Physiostabilis",
+ "Physiostabilis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Mittels dieses Zauberspruchs wird kurzfristig die Widerstandskraft gegen körperliche Beeinflussungen gestärkt. Die Zähigkeit des Verzauberten verbessert sich um QS/2.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 141 ",
+ "Plumbumbarum": " Plumbumbarum",
+ "Plumbumbarum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel erleidet einen Abzug in Höhe der QS des Zaubers auf seine AT.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 141",
+ "Projectimago": " Projectimago",
+ "Projectimago-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberer projiziert ein optisches Ebenbild seiner selbst an einen gewünschten Ort (inklusive Kleidung und Gegenständen, die er am Körper trägt). Für die dortigen Beobachter sieht es so aus, als stünde eine reale Person vor ihnen, die alle Handlungen vollzieht, die der Zauberer durch Bewegung vorgibt. Dreht er sich also im Kreis und springt in die Luft, wird die Projektion das Gleiche tun. Der Ort der Erscheinung darf maximal 5 Meilen + 1 Meile pro vom Zauberer zusätzlich freiwillig investierten AsP entfernt sein, und dieser muss ihn schon einmal aufgesucht haben oder ihn sehen können. Eine Übertragung der Sinne findet nicht statt, der Zauberer kann also im Normalfall nur vermuten, wie die Reaktionen am Zielort ausfallen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP + 1 AsP pro zusätzlicher Meile
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142 ",
+ "Psychostabilis": " Psychostabilis",
+ "Psychostabilis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Mittels dieses Zauberspruchs wird kurzfristig die Resistenz gegen geistige Beeinflussung gestärkt. Die Seelenkraft verbessert sich um QS/2.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296",
+ "Radau": " Radau",
+ "Radau-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Besen oder ein anderer Stab oder Stock nach Wahl des Zaubernden greift von sich aus einen von der Hexe bestimmten Gegner innerhalb von 8 Schritt an (nach dem Wirken des Zaubers können Ziel und Besen sich weiter entfernen). Er gilt während des Zaubers als unzerbrechlich und magisch und schlägt eine Attacke pro Runde zu. Er kann dabei keine Kampfmanöver ausführen. Seine Werte sind INI 12+1W6, AT 10+(QS), TP 1W6+3, GS 12. Sollte der Besen vor Ablauf der Wirkungsdauer den Gegner getötet haben oder keinen Gegner mehr vor sich haben, dann greift er ein weiteres zufälliges Opfer innerhalb von 16 Schritt an (eventuell auch die Hexe selbst). Ist kein Opfer in dieser Reichweite, endet der Zauber. Um den Besen festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt der Stab über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296",
+ "Reflectimago": " Reflectimago",
+ "Reflectimago-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Zauberer überzieht die glatte Fläche eines Objekts mit einer maximal 2 Rechtschritt messenden spiegelnden Oberfläche. Dabei handelt es sich jedoch nicht um einen echten Spiegel, sondern eine Illusion, man kann das Objekt also nicht dazu verwenden, um z. B. Sonnenstrahlen zu bündeln oder jemanden zu blenden. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142",
+ "Regeneratio": " Regeneratio",
+ "Regeneratio-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Der Zauberer regeneriert jede Kampfrunde LeP in Höhe der QS/2. Maximal kann der Zauberspruch FW Kampfrunden aufrechterhalten werden.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro KR (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 143",
+ "Respondami": " Respondami",
+ "Respondami-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte muss auf QS Fragen wahrheitsgemäß antworten. Die Fragen müssen mit Ja oder Nein zu beantworten sein. Auf andere Fragen kann der Verzauberte schweigen. Das Opfer ist sich während der Wirkung des Zaubers bewusst, was es sagt. Das Opfer muss die Sprache des Zauberers verstehen und sprechen können, ansonsten kann es ihm nicht antworten.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297",
+ "Salander": " Salander",
+ "Salander-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Mit diesem Zauberspruch wird ein Lebewesen in ein anderes, kleineres und leichteres Lebewesen verwandelt. Bei sehr massiven Änderungen (Mammut zu Maus) ist die Probe um bis zu 3 erschwert. Es kann nur in Lebewesen verwandelt werden, die dem Zaubernden bekannt sind. Das Ziel behält einen kleinen Teil seiner geistigen Fähigkeiten und Erinnerungen, übernimmt jedoch die körperlichen Fähigkeiten der neuen Gestalt. Zudem behält es seine Lebensenergie und seinen natürlichen Rüstungsschutz, weshalb ein in einen Löwenzahn verwandelter Krieger kaum auszureißen ist. Das Ziel kann nicht in magische oder übernatürliche Lebewesen verzaubert werden. Ausrüstung wird nicht mitverwandelt. Verwandelte können sich nach dem Ende der Wirkungsdauer bruchstückhaft an die Zeit als Tier oder Pflanze erinnern. Details zum Thema Verwandlung finden sich im Abschnitt Verwandlungsregeln im Regelwerk auf Seite 258.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297",
+ "Sanftmut": " Sanftmut",
+ "Sanftmut-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das verzauberte Tier wird friedfertig und lässt sich ohne Schwierigkeiten von dem Zauberer anfassen. Der Zauberspruch lässt sich nur auf Tiere anwenden.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Tiere
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297",
+ "Sapefacta": " Sapefacta",
+ "Sapefacta-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Innerhalb eines Radius von QS Schritt um den Zauberer werden Lebewesen und ihre am Körper getragene Kleidung von jeglichem Schmutz befreit. Dies kann durch Verschmutzung verursachte Erschwernisse bei Gesellschaftstalenten, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen), nach Meisterentscheid reduzieren. Tätowierungen und ähnliche permanente Veränderungen sind nicht von der Zauberwirkung betroffen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Satuarias-Herrlichkeit": " Satuarias Herrlichkeit",
+ "Satuarias-Herrlichkeit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt subtile Veränderungen seines Körpers, die ihn begehrlicher wirken lassen. Haar und Teint werden verbessert, die Zähne aufgehellt und begradigt und die gesamte Statur dem gewünschten Schönheitsideal angepasst. Proben auf das Talent Betören (Anbändeln, Liebeskünste) und Überreden (Schmeicheln) sind um QS erleichtert. Je nach Situation können andere Gesellschaftstalente auf die gleiche Weise erleichtert werden. Auf Wesen mit anderem Schönheitsideal wirkt die Veränderung nicht.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297",
+ "Schmerzen-lindern": " Schmerzen lindern",
+ "Schmerzen-lindern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Je nach QS können mit diesem Zauberspruch Stufen von Schmerz augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten jeweils die Auswirkungen der höchsten QS.
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, +1 KO für 1 Minute
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz, +1 KO für 1 Minute
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz, +1 KO für 1 Minute
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz, +1 KO für 1 Minute
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, +2 KO für 1 Minute
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 243",
+ "Schwarz-und-Rot": " Schwarz und Rot",
+ "Schwarz-und-Rot-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO (modifiziert um ZK
\n \t\t\t\t\t\t\tWirkung: Das Ziel verliert am Ende jeder Stunde LeP in Höhe der QS.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 8 Stunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 144",
+ "Schwarzer-Schrecken": " Schwarzer Schrecken",
+ "Schwarzer-Schrecken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel erhält 1 Stufe des Zustands Furcht, wenn es während der Wirkungsdauer etwas Schwarzes sieht. Dunkelheit zählt hierbei nicht als Schwarz.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Nachtalben, Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Sensibar": " Sensibar",
+ "Sensibar-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann die Gefühle des Verzauberten ergründen. Der Zauber offenbart nur die Gefühle selbst, nicht jedoch deren Grund oder Ursprung. Für den Zaubernden sind Proben auf Menschenkenntnis (Lügen durchschauen oder Motivation erkennen) gegen das Ziel des Sensibar um die erreichte QS erleichtert. Der Verzauberte kann bemerken, dass etwas Fremdes in seinen Geist blickt. Hierzu muss ihm eine Erfolgsprobe auf Sinnesschärfe erschwert um die QS des Zaubers gelingen. Er kann aber auch dann nicht zweifelsfrei sagen, wer dafür verantwortlich ist. Mit einer Probe auf Willenskraft, ebenfalls erschwert um die QS des Zaubers, kann er seine Gefühle gezielt unterdrücken. Ist der Verzauberte emotional stark aufgewühlt, ist dies jedoch nach Meisterentscheid um bis zu 3 Punkte zusätzlich erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers), 4 AsP pro Minute
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 167",
+ "Silentium": " Silentium",
+ "Silentium-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erschafft eine kugelförmige Zone, in der keine Geräusche mehr übertragen werden. Der Radius der Zone beträgt QS x 3 in Schritt. Die Zone entsteht mit dem Zaubernden als Mittelpunkt. Er kann sich vor der Fertigkeitsprobe entscheiden, ob sie sich mit ihm mit bewegt oder an Ort und Stelle verbleiben soll. In letzterem Falle darf er sich maximal QS x 3 Schritt von der Zone entfernen, ansonsten endet der Zauber.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298",
+ "Skelettarius": " Skelettarius",
+ "Skelettarius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberer erhebt die körperlichen Überreste eines verstorbenen Wesens kurzfristig zum Untoten. Er kann mit dem Zauberspruch einfache Mumien, Skelette und Zombies erwecken, jeweils maximal bis zur Größenkategorie mittel. Die Erschaffung funktioniert nach den gleichen Regeln wie die Beschwörung. Das untote Wesen verrichtet 1 + QS Dienste und kann wie Dämonen und Elementare verbessert werden (siehe Regelwerk Seite 263). Es ist zu den gleichen Diensten wie Dämonen und Untote in der Lage.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende (Verstorbene)
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 145",
+ "Solidirid": " Solidirid",
+ "Solidirid-Regel": "\n \t\t\t\t\t\t\tProbe: Probe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Von den Füßen des Zauberers ausgehend erscheint eine Brücke aus mattem Licht. Ihre maximale Länge beträgt QS x 5 Schritt, die maximale Breite 1 Schritt. Sie ist entweder waagerecht oder leicht gewölbt, muss aber an keiner Stelle den Boden berühren. Wird sie auf ihrer gesamten Fläche mit einem höheren Gewicht als 500 Stein belastet, bricht sie zusammen und der Zauber endet vorzeitig. Das Gleiche geschieht, wenn sie mit Waffengewalt zerstört wird, wobei sie insgesamt 50 Strukturpunkte aufweist.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Somnigravis": " Somnigravis",
+ "Somnigravis-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zauberspruch betäubt den Bezauberten. Erreicht er so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298",
+ "Spinnenlauf": " Spinnenlauf",
+ "Spinnenlauf-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Hände und Füße des Verzauberten erhalten die Eigenschaft, sich auch an den glattesten Oberflächen festsaugen zu können. So kann er glatte Felswände und Mauern überwinden und an Decken Halt finden. Das Gewicht des Verzauberten ändert sich nicht. Daher kann es bei verputzten Wänden passieren, dass sich der Putz an Händen und Füßen unter der Belastung von der Mauer löst. Der Verzauberte muss sich mindestens mit drei Gliedmaßen festhalten. Für jeweils 2 QS kann es eine Gliedmaße weniger sein bis zu einem Minimum von einer Gliedmaße.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298",
+ "Spurlos": " Spurlos",
+ "Spurlos-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde hinterlässt keine Spuren mehr. Er knickt keine Grashalme um und erzeugt keine Fußabdrücke auf weichem Boden. Selbst verräterische Gerüche hinterlässt er nicht. Um Spuren des Zaubernden zu finden oder zu verfolgen, sind Proben auf Fährtensuchen um QS erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299",
+ "Taubheit": " Taubheit",
+ "Taubheit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel kann nichts mehr hören und erhält dadurch den Status Taub.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146",
+ "Telekinesebann": " Telekinesebann",
+ "Telekinesebann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Telekinese wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Bewegungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Telekinesebann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146",
+ "Tiergedanken": " Tiergedanken",
+ "Tiergedanken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann in den Gedanken und Erinnerungen eines Tieres lesen. Dabei erhält er Zugriff auf Erinnerungen, die maximal QS Tage zurückliegen dürfen. Je nach Intelligenz, Erinnerungsvermögen und Lebenswandel des Tieres wird er z. B. bei einem Goldfisch nur wenig erfahren, bei einem Affen hingegen verhältnismäßig viel. Um die Gedankenwelt des Tieres zu verstehen, ist eine Probe auf Tierkunde erforderlich. Der Meister kann je nach erreichter QS der Tierkunde-Probe detaillierter berichten, was der Zaubernde gesehen und richtig interpretiert hat.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers), + 2 AsP pro 30 Sekunden
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Tiere
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147",
+ "Transversalis": " Transversalis",
+ "Transversalis-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Mittels dieses Zaubers kann ein Held sich und maximal QS x 5 Stein Gegenstände (Kleidung, Waffen usw.) an einen anderen Ort teleportieren. Je näher Gegenstände am Körper liegen (meist die Kleidung), desto eher reisen sie mit dem Zaubernden mit. Sie reisen entweder am Stück mit oder bleiben zurück, werden jedoch nicht zerteilt. Die exakte Auswahl trifft der Meister. Der Held muss schon einmal an dem Zielort des Zaubers gewesen sein oder ihn sehen können. Der Ort darf maximal QS x 3 Meilen vom Zaubernden entfernt sein. Wenn er ihn nur sieht, ist die Probe um 2 erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP + 1 AsP pro Meile (nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekt, Wesen
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299",
+ "Verwandlungsbann": " Verwandlungsbann",
+ "Verwandlungsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Verwandlung wird aufgehoben, solange dessen QS nicht höher ist als die QS des Verwandlungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Verwandlungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147",
+ "Visibili": " Visibili",
+ "Visibili-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte wird innerhalb von 20 – (QS x 3) Kampfrunden unsichtbar. Während dieser Zeit wird er immer durchscheinender, bis er schließlich nicht mehr zu sehen ist. Die Unsichtbarkeit gilt nur für ihn selbst, nicht für Kleidung oder Ausrüstungsgegenstände. Substanzen, die länger als 20 Sekunden im Körper verbleiben, werden auch unsichtbar. Substanzen, die den Körper verlassen, werden entsprechend nach 20 Sekunden wieder sichtbar. Während der Wirkungsdauer erhält der Verzauberte den Status Unsichtbar.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299",
+ "Vogelzwitschern": " Vogelzwitschern",
+ "Vogelzwitschern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Innerhalb von QS x 2 Schritt um sich herum kann der Zauberer jedes beliebige Geräusch durch ein anderes ersetzen. Die Lautstärke bleibt dabei jedoch unverändert. Eine Stimme kann so etwa deutlich höher oder das Auftreten mit dem Fuß wie leiser Donner oder Fanfarenschall klingen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147",
+ "Wasseratem": " Wasseratem",
+ "Wasseratem-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte kann sowohl normale Luft als auch Wasser atmen. Er kann grundsätzlich 1 Minute pro QS unter Wasser atmen + je nach AsP-Einsatz.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Wolfstatze": " Wolfstatze",
+ "Wolfstatze-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Landtier seiner Wahl, das jedoch weder fliegen, noch im Wasser leben darf (also keine Vögel, Fische usw.) und maximal die Größenkategorie klein aufweist. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 148",
+ "ZD": "ZD",
+ "Asp.": "Asp.",
+ "RW": "RW",
+ "WD": "WD",
+ "Analys": "Analys",
+ "Attributo-Charisma": "Attributo (Charisma)",
+ "Attributo-Fingerfertigkeit": "Attributo (Fingerfertigkeit)",
+ "Attributo-Klugheit": "Attributo (Klugheit)",
+ "Attributo-Körperkraft": "Attributo (Körperkraft)",
+ "Ritualmod-1-je-4-in-FW": "Ritualmod. (1 je 4 in FW)",
+ "RD-in-Min-Std": "RD in Min/Std",
+ "5M": "5M",
+ "30M": "30M",
+ "2S": "2S",
+ "8S": "8S",
+ "16S": "16S",
+ "32S": "32S",
+ "RW-in-Schritt": "RW in Schritt",
+ "Ritualplatz": "Ritualplatz",
+ "Heiligtum-magischer-Ort": "Heiligtum / mag. Ort",
+ "falscher-Ritualplatz": "falscher Ritualplatz",
+ "Zeit": "Zeit",
+ "Passend": "Passend",
+ "Unpassend": "Unpassend",
+ "Passende-Kleidung": "Passende Kleidung",
+ "Geeignete-Gerätschaften": "Geeignete Gerätschaften",
+ "Ritualmodifikationen": "Ritualmodifikationen",
+ "Ritual": "Ritual",
+ "Accuratum": "Accuratum",
+ "Accuratum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Ein Satz Kleidung wird nach Wünschen des Zauberers abgeändert. Dies betrifft Schnitt und Farbe, nicht jedoch Menge und Art des Materials. Auf diesem Wege sind sowohl das simple Flicken zerrissener Hosen wie auch die Umwandlung eines Stoffballens oder einer schlichten Kutte in eine deutlich prächtigere Robe möglich. Die Kleidung kann nach Meisterentscheid Erschwernisse bei Gesellschaftstalenten ausgleichen, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen).
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149",
+ "Arcanovi": "Arcanovi",
+ "Arcanovi-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Details zur Verzauberung stehen im Abschnitt Die Artefakte im Detail im Regelwerk ab Seite 266.
\n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: geweihte Objekte, profane Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Aufmerksamer-Wächter": "Aufmerksamer Wächter",
+ "Aufmerksamer-Wächter-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Tiergeist stößt einen Warnruf aus, wenn sich etwas nähert, das er als Gefahr betrachtet. Seine Sinnesschärfe entspricht QS x 3, seine Eigenschaften denen eines typischen Exemplars der Tierart.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Sichtweite des Tieres
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
\n\t\t\t\t\t\t\tZielkategorie: profane Objekte (Tierbild)
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Goblinzauberinnen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VA004 - Theaterritter Teil 1 - Der weisse See S. 61",
+ "Caldofrigo": "Caldofrigo",
+ "Caldofrigo-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Mittels Caldofrigo kann die Temperatur eines maximal truhengroßen Objekts verändert werden. Es kann abgekühlt oder erwärmt werden und zwar in einem Spielraum von +/–100 Grad Celsius der Ausgangstemperatur. Der Zauberer muss hierzu die gewünschte Gradzahl festlegen und kann nicht beliebig während der Wirkungsdauer die Temperatur ändern. Die Temperaturveränderung funktioniert außerdem immer nur in eine Richtung. Sollte ein Held mit einem Gegenstand in Berührung kommen, der extrem heiß ist (oder kalt; dabei einfach analog dieselben Regeln verwenden), gelten die Regeln für Brennende Personen (siehe Regelwerk Seite 341). Nach dem Ende der Wirkungsdauer nimmt das Objekt wieder seine ursprüngliche Temperatur an. Durch große Temperaturänderungen entsteht bei den meisten Objekten ein Schaden von 1W6 Strukturpunkten. Bei welchen Temperaturen dies der Fall ist, entscheidet der Meister.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekt (profane Objekte bis zur Größe einer Truhe)
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149",
+ "Dschinnenruf": "Dschinnenruf",
+ "Dschinnenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein Dschinn des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Dschinnen finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
\n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Elementare
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Elementarer-Diener": "Elementarer Diener",
+ "Elementarer-Diener-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein Elementargeist des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Elementargeistern finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Elementare
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Hagelschlag-und-Sturmgebrüll": "Hagelschlag und Sturmgebrüll",
+ "Hagelschlag-und-Sturmgebrüll-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Der Zauberer erschafft um sich herum eine Zone von QS x 50 Schritt Radius, innerhalb der er Bewölkung, Niederschlag und Windgeschwindigkeit um insgesamt QS Stufen senken oder anheben kann. Mit einer QS von 5 ist es beispielsweise möglich, die Windgeschwindigkeit um 2 Stufen zu verändern und den Niederschlag um 3. Bei Temperaturen unter dem Gefrierpunkt fällt der Niederschlag als Schnee oder Hagel zu Boden. Die Stufe des Niederschlags darf die Stufe der Bewölkung nicht überschreiten.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149",
+ "Hartes-Schmelze": "Hartes schmelze",
+ "Hartes-Schmelze-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Das Ritual raubt einem Objekt seine Festigkeit und macht einen harten Gegenstand weich und formbar. Dies erlaubt sowohl künstlerische Gestaltungen, ermöglicht aber auch das Erschaffen von Löchern oder das Abtrennen einzelner Teile. Der Zauberer kann z. B. Türen wie Knetmasse zusammenrollen oder ein Schloss aus der Tür entfernen. Dabei ist zu beachten, dass der Meister entscheidet, welche Gegenstände miteinander verbunden sind. Ein Schloss gehört zu einer Tür, eine Tür aber nicht zu einer Wand. Der Zauber ist kein Ersatz für Handwerkstalente, man kann damit beispielsweise nicht Metall verformen, um eine scharfe Schwertklinge zu erhalten. Am Ende der Wirkungsdauer wird der Gegenstand augenblicklich wieder hart.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 2/4/8/16 AsP für einen Gegenstand von der Größe einer Tasse/Truhe/Tür/Burgtor (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekt (profane Objekte bis zur Größe einer Truhe)
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150",
+ "Invocatio-Maior": "Invocatio Maior",
+ "Invocatio-Maior-Regel": "\n\t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein zuvor ausgewählter gehörnter Dämon mit maximal fünf Hörnern erscheint. Die Ritualprobe ist um die Beschwörungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
\n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Invocatio-Minor": "Invocatio Minor",
+ "Invocatio-Minor-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein zuvor ausgewählter niederer Dämon erscheint. Die Ritualprobe ist um die Anrufungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Leidensbund": "Leidensbund",
+ "Leidensbund-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Zauberer kann den erlittenen LeP-Verlust von einer anderen Person auf sich selbst übertragen. Dadurch werden die Wunden des Ziels geheilt und entstehen dafür beim Zaubernden. Maximal können auf diesem Wege QS x 3 verlorene LeP übertragen werden, wobei sich der Zauberer auch für weniger entscheiden kann. Auch ist keine Übertragung möglich, die beim Zauberer zu einem LeP-Stand führen würde, der bei 0 oder darunter liegt. Die Wirkung des Zaubers setzt erst nach Ende der Ritualdauer ein, es ist daher mit diesem Ritual nicht möglich, Sterbende von der Schwelle des Todes zu retten.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150",
+ "Magischer-Raub": "Magischer Raub",
+ "Magischer-Raub-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann der Zauberer auf die AsP des Ziels zugreifen. Das Opfer kann sich nach Ende der Zauberdauer beliebig weit vom Zauberer entfernt haben. Die Verbindung endet nur dann automatisch, wenn das Opfer sich nicht mehr in der gleichen Sphäre wie der Zauberer aufhält. Wirkt der Zauberer Magie, während die Verbindung besteht, werden die benötigten AsP auf seinen Wunsch hin aus dem Vorrat des Opfers verbraucht. Sind alle AsP des Opfers aufgebraucht, muss der Zauberer alle weiteren Kosten selbst aufbringen. Der Verbrauch von pAsP kann jedoch nicht auf das Ziel übertragen werden. Maximal kann durch den Zauber 1 Ziel beraubt werden.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 30 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151",
+ "Memorabia-Falsifir": "Memorabia Falsifir",
+ "Memorabia-Falsifir-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zauberer entfernt Erinnerungen aus dem Gedächtnis des Ziels. Dabei kann er jedoch keine bestimmte Erinnerung festlegen, sondern lediglich einen Zeitraum von maximal QS x 3 Tagen ab einem von ihm gewünschten Anfangszeitpunkt.
\n \t\t\t\t\t\t\tZauberdauer: 2 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151",
+ "Movimento": "Movimento",
+ "Movimento-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann sich der Zauberer beliebig lange im Dauerlauf fortbewegen, ohne dass ihn dies erschöpft. Die Reisestrecke erhöht sich um QS x 10 % für eine Tagesleistung Fußmarsch (siehe Strategische Bewegung im Regelwerk auf Seite 248).
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 8 Stunden (Wirkungsdauer nicht modifizierbar)
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151",
+ "Orvai-Kurims-Kriegstrommel": "Orvai Kurims Kriegstrommel",
+ "Orvai-Kurims-Kriegstrommel-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO
\n \t\t\t\t\t\t\tWirkung: Der Klang der Trommel versetzt Angehörige der Spezies in Raserei, aus deren Haut das Trommelfell gefertigt wurde. Wenn ihnen keine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS des Rituals gelingt, erhalten alle Kulturschaffenden oder Tiere den Status Blutrausch (siehe Regelwerk Seite 35). Der Wirkungsradius beträgt 16 Schritt. Zum Schlagen der Trommel benötigt man 1 Aktion, der Blutrausch dauert für 2W20+QS KR an.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Tagen
\n\t\t\t\t\t\t\tZielkategorie: profane Objekte (Trommeln)
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Goblinzauberinnen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 9, Der grüne Zug Seite 15",
+ "Ruf-des-Bienenstocks": "Ruf des Bienenstocks",
+ "Ruf-des-Bienenstocks-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Durch Berührung einer Münze oder Ware, die gegen das gesuchte Objekt getauscht wurde, erfährt man Richtung und Entfernung des Objekts in Tagesreisen. Jedes angefangene Jahr, in dem die Zibilja (oder ihre Sippe) das Objekt vorher besaß, erleichtert die Probe um 1, jedes angefangene Jahr nach dem Verkauf erschwert sie um 1 (insgesamt maximal +/–5).
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: FW x 50 Meilen
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: profane Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Zibilja
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 51",
+ "Ruhe-Körper": " Ruhe Körper",
+ "Ruhe-Körper-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO
\n \t\t\t\t\t\t\tWirkung: Die während der nächsten Regenerationsphase zurückgewonnenen LeP erhöhen sich um die doppelte QS. Zudem verläuft der Schlaf ruhig und traumlos, solange äußere Einflüsse dem nicht entgegenwirken. Der Zauber kann nicht verhindern, dass Gifte und Krankheiten in der Regenerationsphase wirken.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152",
+ "Unberührt-von-Satinav": "Unberührt von Satinav",
+ "Unberührt-von-Satinav-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Ein maximal 5 Stein wiegendes Objekt ist während der Wirkungsdauer vor Verfall geschützt. Die Zeit kann ihm nichts anhaben und es wird also weder verrotten, verrosten noch verfallen. Dies gilt auch in widrigen Umgebungen, etwa überdurchschnittlich feuchten oder heißen Gegenden. Vor gewaltsamen Einflüssen wie Waffenschaden, Feuer oder Säure bietet die Verzauberung jedoch keinen Schutz.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Wochen
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Zeit
\n\t\t\t\t\t\t\tVerbreitung: Kristallomanten
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152",
+ "Widerwille": "Widerwille",
+ "Widerwille-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE
\n \t\t\t\t\t\t\tWirkung: Personen mit SK 2 oder schlechter ignorieren ein vom Zauberer bestimmtes Objekt, selbst wenn es sich direkt vor ihnen befindet. Kommt es zu einer Interaktion mit dem Opfer, etwa wenn dieses mit einem bislang ignorierten Schwert angegriffen wird, endet die Wirkung jedoch. Ein einfaches Berühren oder Ertasten reicht hierfür aber nicht aus. Der Zauberer selbst nimmt das Objekt immer wahr, auch wenn der Zauber wirkt. Es können lediglich kleinere Gegenstände bis zur Größe einer Zweihandwaffe oder eines Seils verzaubert werden, nicht jedoch Truhen, Türen oder gar ganze Gebäude.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 153",
+ "Wirbelform": "Wirbelform",
+ "Wirbelform-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Innerhalb eines Radius von QS Schritt vermag der Zauberer alle Materie des Elements Luft zu verformen, solange sie nicht Teil eines Wesens ist. Auf diesem Weg kann eine Zone erschaffen werden, in der ein Sturm nicht wütet, aber auch die Formung von Rauch und Dampf ist möglich. Der Prozess geht dabei nur langsam vonstatten. Soll die Luft in eine bestimmte Richtung geformt werden, dauert dies 1 KR pro Schritt Fortbewegung. Am Ende der Wirkungsdauer ist das Verformte wieder den normalen Gesetzen der Natur ausgeliefert.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 10 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 137",
+ "Xenographus": "Xenographus",
+ "Xenographus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Liest der Zauberer einen Text, erhält er ein Gefühl für die Bedeutung des Niedergelegten, selbst wenn er die Schrift oder Sprache nicht beherrscht. Damit ist es ihm möglich, jeden Text zu verstehen, jedoch lediglich auf dem Niveau einer Person, die die entsprechende Sprache auf Stufe II beherrscht. Die Wirkung umfasst lediglich das geschriebene Wort, nicht jedoch das gesprochene. Ebenso bietet das Ritual keine Hilfestellung bei Schwierigkeiten, die nicht sprachlicher Natur sind, etwa wenn der Text verschlüsselt, in Rätseln verfasst, unleserlich oder unzusammenhängend geschrieben wurde. Das Erlernen einer Sprache oder einer Schrift ist auf diesem Wege nicht möglich, da lediglich die Gesamtbedeutung eines Textes erfasst werden kann, nicht jedoch die Bedeutung einzelner Elemente.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 153",
+ "Zauberklinge-Geisterspeer": "Zauberklinge Geisterspeer",
+ "Zauberklinge-Geisterspeer-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Mit diesem Ritual lassen sich arkane Kräfte in eine Waffe binden. Diese gilt dann als magische Waffe. Die Kosten des Rituals sind abhängig von der Größe der Waffe. Die Wirkungsdauer lässt sich auf QS x 30 Jahre erhöhen. In diesem Falle verfünffachen sich die AsP-Kosten, wobei 1/20 hiervon permanent verloren gehen.
\n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: abhängig von der Waffe (nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: FP in Tage
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 301",
+ "Allgemeine-Magie-SF": "Allgemeine Magie-SF",
+ "Aura-verbergen": "Aura verbergen",
+ "Aura-verbergen-Tooltip": "Publikation: VR01 - Regelwerk S.284",
+ "Abgeschwächter-Zauber": "Abgeschwächter Zauber",
+ "Abgeschwächter-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Adaption-Zauber": "Adaption (Zauber)",
+ "Adaption-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Alchimieverstärkung": "Alchimieverstärkung",
+ "Alchimieverstärkung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Astrale-Meditation": "Astrale Meditation",
+ "Astrale-Meditation-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Aurapanzer": "Aurapanzer",
+ "Aurapanzer-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Eisen-und-Stahlverzauberung": "Eisen- und Stahlverzauberung",
+ "Eisen-und-Stahlverzauberung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92",
+ "Entschwörung-Dämon": "Entschwörung (Dämonen)",
+ "Entschwörung-Dämon-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92",
+ "Entschwörung-Elementare": "Entschwörung (Elementare)",
+ "Entschwörung-Elementare-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92",
+ "Entschwörung-Geister": "Entschwörung (Geister)",
+ "Entschwörung-Geister-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92",
+ "Flugsalbe": "Flugsalbe",
+ "Flugsalbe-Tooltip": "Publikation: VR01 - Regelwerk S.281",
+ "Merkmalskenntnis": "Merkmalskenntnis",
+ "Merkmalskenntnis-Tooltip": "Publikation: VR01 - Regelwerk S.285",
+ "Starke-Zaubertricks": "Starke Zaubertricks",
+ "Starke-Zaubertricks-Tooltip": "Publikation: VR01 - Regelwerk S.285",
+ "Verbotene-Pforten": "Verbotene Pforten",
+ "Verbotene-Pforten-Tooltip": "Publikation: VR01 - Regelwerk S.285",
+ "Vertrautenbindung": "Vertrautenbindung",
+ "Vertrautenbindung-Tooltip": "Publikation: VR01 - Regelwerk S.279",
+ "Zauberzeichen-Tooltip": "Publikation: VR01 - Regelwerk S.285",
+ "Bindung-des-Stabes": "Bindung des Stabes",
+ "Bindung-des-Stabes-Regel": "\n \t\t\t\t\tWirkung: Die Bindung des Stabes ist der erste Stabzauber, der auf einen Magierstab gewirkt wird. Mit ihm wird der Stab an den Magier gebunden. Zudem wird er unzerbrechlich, auch wenn er die Flexibilität des Holzes bewahrt. Einzig elementares Feuer, das heißer brennt als ein Drachenodem oder ein IGNIFAXIUS, oder aber gezielte Antimagie können ihn zerstören. Der Stab gilt von nun an als magische Waffe und kann nicht durch andere Mittel wie den ARCANOVI mit weiteren Zaubern belegt werden. Ein Magier kann immer nur einen Magierstab besitzen.
\n \t\t\t\t\t
\n \t\t\t\t\tDas Binden eines Stabes kostet den Magier einmalig 2 permanente AsP. Der Magier kann sich entscheiden, seine Verbindung zum Stab zu lösen, beispielsweise um einen neuen Stab an sich zu binden. Nach dem Tod eines Magiers verliert der Stab nach 24 Stunden die permanent gespeicherten AsP und jegliche Magie.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 0 Punkte
\n\t\t\t\t\tBindungskosten: 2 permanente AsP
\n\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276",
+ "Doppeltes-Maß": "Doppeltes Maß",
+ "Doppeltes-Maß-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann auf seine doppelte Länge verlängert werden, ohne dass er merklich an Dicke einbüßt. Die Wirkung hält an, solange der Magier Körperkontakt mit dem Stab hält. Ein mittlerer Stab wird so lang, dass er unter Stangenwaffen fällt und die Reichweite lang erhält, der lange Stab wird so lang, dass er als Waffe nicht mehr zu benutzen ist. Ein kurzer Stab erhält die Reichweite mittel.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 2 Punkte
\n\t\t\t\t\tBindungskosten: 1 AsP
\n\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\tAP-Wert: 5 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276",
+ "Ewige-Flamme": "Ewige Flamme",
+ "Ewige-Flamme-Regel": "\n \t\t\t\t\tWirkung: Das Ende des Stabes kann nun willentlich entzündet werden und brennt wie eine Fackel. Das Feuer hat die natürliche Helligkeit und Hitze einer solchen Flamme, zehrt den Stab jedoch nicht auf. Im Kampf eingesetzt bietet die ewige Flamme keinen besonderen Vorteil. Die Wirkung des Stabzaubers endet automatisch, wenn der Magier schläft, den Status Bewusstlos erleidet oder spätestens nach 1 Stunde.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 2 Punkte
\n\t\t\t\t\tBindungskosten: 1 AsP
\n\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Flammenschwert": "Flammenschwert",
+ "Flammenschwert-Regel": "\n \t\t\t\t\tWirkung: Mit diesem Stabzauber kann der Magier seinen Stab in ein heiß brennendes Flammenschwert oder, je nach Region, in einen Flammensäbel verwandeln. Dieses Flammenschwert gilt als magische Waffe und richtet wie jedes Feuer zusätzlichen Schaden an Wesen an, die feuerempfindlich sind. Es verursacht 1W6+7 Trefferpunkte. Der Stab muss eine Mindestlänge von einem Schritt besitzen, um in ein Flammenschwert verzaubert werden zu können. Die übrigen Werte entsprechen denen eines Langschwertes.
\n\t\t\t\t\t
\n\t\t\t\t\tDer Magier kann das Schwert auf zwei Varianten einsetzen:
\n\t\t\t\t\t
\n\t\t\t\t\t1. Er kann es wie ein normales Schwert mit der Kampftechnik Schwerter führen. Bei einem Patzer verwandelt sich das Flammenschwert zurück in den Stab. Pro Kampfrunde kostet diese Variante nach der Aktivierung 1 AsP.
\n\t\t\t\t\t2. Er kann es per Telekinese fliegen und kämpfen lassen. Hierbei werden die Kampftechnik Schwerter und der entsprechende Attackewert des Magiers für Attacken verwendet. Es bewegt sich mit Geschwindigkeit 8. Der Magier muss sich zur Kontrolle des Schwertes konzentrieren. Das Flammenschwert kontrolliert fliegen zu lassen, ist eine länger dauernde Handlung.
\n\t\t\t\t\t
\n\t\t\t\t\tWenn sich das Schwert weiter als 32 Schritt weg vom Magier bewegt, bricht der Stabzauber ab und das Schwert verwandelt sich wieder zurück. Pro Kampfrunde kostet diese Variante nach der Aktivierung 2 AsP.
\n\t\t\t\t\t
\n\t\t\t\t\tUm ein fliegendes Flammenschwert festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt das Schwert über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
\n \t\t\t\t\tVorrausetzungen: Ewige Flamme und Kraftfokus
\n\t\t\t\t\tVolumen: 7 Punkte
\n\t\t\t\t\tBindungskosten: 3 AsP, danach 1 bzw. 2 AsP pro Kampfrunde
\n\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Kraftfokus": "Kraftfokus",
+ "Kraftfokus-Regel": "\n \t\t\t\t\tWirkung: Solange der Magier den Stab berührt, spart er bei jedem Zauber 1 AsP ein. Dieser Abzug wird nach Berechnung aller anderen Modifikationen eingerechnet. Die Ersparnis kann nicht dazu führen, dass die Kosten unter 1 AsP fallen. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt die Ersparnis nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 6 Punkte
\n\t\t\t\t\tBindungskosten: keine
\n\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\tAP-Wert: 30 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Merkmalsfokus": "Merkmalsfokus",
+ "Merkmalsfokus-Regel": "\n \t\t\t\t\tWirkung: Bei diesem Stabzauber muss ein Merkmal gewählt werden, das der Fokus unterstützen soll. Proben auf Zauber mit dem so unterstützten Merkmal sind um 1 erleichtert. Der Merkmalsfokus kann mehrfach mit unterschiedlichen Merkmalen auf den Stab gewirkt werden. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt dieser Vorteil nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
\n \t\t\t\t\tVorrausetzungen: Kraftfokus, passende Merkmalskenntnis
\n\t\t\t\t\tVolumen: 8 Punkte
\n\t\t\t\t\tBindungskosten: keine
\n\t\t\t\t\tMerkmal: je nach Merkmal
\n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Seil-des-Adepten": "Seil des Adepten",
+ "Seil-des-Adepten-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann in ein unzerstörbares Seil von 10 Metern Länge verwandelt werden. Es kann sich um Objekte schlingen, wenn es geworfen wird. Knoten können so willentlich gebunden oder gelöst werden, solange der Magier das Seil berührt. Das Knoten und Entknoten zählt jeweils als 1 Aktion. Personen lassen sich damit nicht fesseln, außer sie haben den Status Bewegungsunfähig. Verliert der Magier den Kontakt zum Seil, verwandelt es sich zurück in seine ursprüngliche Stabform.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 2 Punkte
\n\t\t\t\t\tBindungskosten: 1 AsP
\n\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Stab-Apport": "Stab-Apport",
+ "Stab-Apport-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann vom Magier zu sich gerufen werden. Er fliegt auf dem kürzesten Weg mit Geschwindigkeit 15 zum Magier und umfliegt selbstständig Hindernisse. Fenster durchschlägt der Stab, Wände aus Holz oder Stein halten ihn jedoch auf. Der Magier muss für den Einsatz des Stab-Apports seinen Magierstab nicht sehen.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 3 Punkte
\n\t\t\t\t\tBindungskosten: 1 AsP
\n\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\tAP-Wert: 15 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 278",
+ "Fluch": "Fluch",
+ "Beiß-auf-Granit": "Beiß auf Granit!",
+ "Beiß-auf-Granit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Feste Nahrungsmittel, die das Opfer berührt, werden zu Stein oder einer anderen Substanz, die die Hexe im Fluch benannt hat. Üblich sind neben Stein auch Holz, Mist oder Schleim. Edelmetalle oder Ähnliches sind nicht möglich. Die Lebensmittel verwandeln sich nach fünf Minuten wieder zurück, insofern das Opfer sie nicht berührt. Der Versuch, Lebensmittel mit Zangen oder Trichtern in den Mund zu führen, kann dazu führen, dass das Opfer an einem Stein im Hals erstickt. Für Suppen, Milch und andere Flüssigkeiten gilt der Fluch nicht.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Objekt
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Beute": "Beute!",
+ "Beute-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
\n \t\t\t\t\t\t\tWirkung: Der Geruch des Opfers lockt alle Arten von fleischfressenden Wirbeltieren an. Diese sehen das Opfer als leichte Beute an. Während domestizierte Tiere mit einer um die Fertigkeitspunkte des Fluches erschwerten Tierkundeprobe beruhigt werden können, lassen sich wilde Tiere hiervon nicht abbringen. Der nur für die Tiere wahrnehmbare Geruch ist so stark, dass Wildtiere das Opfer bereits aus mehreren Meilen Entfernung wahrnehmen können.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Hagelschlag": "Hagelschlag",
+ "Hagelschlag-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Auf einer Fläche von bis zu (QS x 20.000) Rechtschritt geht ein schwerer Hagelsturm nieder. Je nach Region kann auch ein Schnee- oder Sandsturm die Fläche verheeren. Solche Stürme können Ernten zerstören, Dächer abdecken und bei ungeschützten Tieren und Personen 2W6 TP Schaden pro 5 Minuten verursachen.
\n \t\t\t\t\t\t\tZauberdauer: 21 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 15 Minuten
\n\t\t\t\t\t\t\tWirkungsdauer: Elementar
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Hexenschuss": "Hexenschuss",
+ "Hexenschuss-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer erleidet plötzlich einen starken Schmerz im Rücken oder im Kopf, je nach Wahl der Hexe. Durch den Hexenschuss erleidet das Opfer eine Stufe des Zustands Schmerz.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Stunden
\n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Juckreiz-verursachen": "Juckreiz verursachen",
+ "Juckreiz-verursachen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer des Fluchs ist von einem ständigen Juckreiz betroffen. Dadurch erhält es 1 Stufe Verwirrung. Zudem ist seine Regeneration halbiert, sofern diese anfängt, während der Fluch noch wirkt.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 Stunden
\n\t\t\t\t\t\t\tWirkungsdauer: Illusion
\n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Regelwerk II S. 24",
+ "Pech-an-den-Hals-wünschen": "Pech an den Hals wünschen",
+ "Pech-an-den-Hals-wünschen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
\n \t\t\t\t\t\t\tWirkung: Neben der 20 gilt nun auch die 19 als Patzer. Für Patzer bei Fertigkeitsproben reicht es so, wenn zwei Würfel eine 19 oder mehr zeigen. Außerdem zerbricht das Opfer aus Versehen Gegenstände, stolpert über Hindernisse, vergisst Verabredungen oder tritt bei Gesprächen in Fettnäpfchen. Details entscheidet der Meister.
\n \t\t\t\t\t\t\tZauberdauer: 7 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Pestilenz": "Pestilenz",
+ "Pestilenz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer wird von der Hexe mit einer ihr bekannten Krankheit infiziert, maximal jedoch mit einer Krankheitsstufe gleich dem Fertigkeitswert des Fluches. Ab der Infektion verläuft die Krankheit wie normal, ist allerdings nicht ansteckend. Nicht wählbar sind magische Erkrankungen wie Duglumspest.
\n \t\t\t\t\t\t\tZauberdauer: Stufe der Krankheit in AsP
\n\t\t\t\t\t\t\tAsP-Kosten: bis zum Ende der Krankheit, maximal aber QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Dämonisch
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Schlaf-rauben": "Schlaf rauben",
+ "Schlaf-rauben-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer kann nicht schlafen. Wenn es doch für einige Sekunden einschläft, wird es von Alpträumen wieder aufgeschreckt. Regeneration ist in diesem Zustand nicht möglich. Es reagiert genauso wie andere Menschen, die lange Zeit wach gehalten werden, wird also fahrig, reizbar und erleidet nach einigen Tagen Sinnestäuschungen. Pro zwei Tagen ohne Schlaf erhält das Opfer eine Stufe Verwirrung, die erst abklingt, wenn es wieder schlafen kann.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Unfruchtbarkeit": "Unfruchtbarkeit",
+ "Unfruchtbarkeit-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer, Person oder Tier, ist nicht mehr in der Lage, Nachkommen zu zeugen oder zu gebären. Schwangere Wesen erleiden oft eine Miss- oder Totgeburt.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Wochen
\n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Warzen-sprießen": "Warzen sprießen",
+ "Warzen-sprießen-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Dem Opfer wachsen innerhalb einiger Minuten dicke Warzen im Gesicht und an den Händen und verleihen ihm so eine Stufe des Nachteils Hässlich. Der Vorteil Gutaussehend wird hierdurch zeitweise Hässlich.
\n \t\t\t\t\t\t\tZauberdauer: 7 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Zunge-lähmen": "Zunge lähmen",
+ "Zunge-lähmen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Zunge und Lippen des Opfers sind gelähmt. Es kann daher nicht mehr artikuliert sprechen. Dies beeinflusst auch Zaubersprüche. Außerdem neigen so Verfluchte zu Speichelfluss. Der Verfluchte erhält den Status Stumm.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Stunden
\n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Elfenlied": "Elfenlied",
+ "Erinnerungsmelodie": "Erinnerungsmelodie",
+ "Erinnerungsmelodie-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
\n \t\t\t\t\t\t\tWirkung: Mit dem Lied ruft sich der Elf eine Erinnerung aus lang vergangener Zeit zurück. Für je ein Jahr, das das Ereignis zurückliegt, muss er 5 Minuten spielen. Zusätzlich spielt er so lange, wie die Situation dauert, an die er sich zurückentsinnen will.
\n \t\t\t\t\t\t\tTalent: Musizieren
\n\t\t\t\t\t\t\tAsP-Kosten: 1 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 283",
+ "Friedenslied": "Friedenslied",
+ "Friedenslied-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Nach 5 Minuten des Spielens erzeugt dieses Lied eine Zone des Friedens um den Elfen herum (QS x 3 Schritt Radius). So lange er weiterspielt, verlieren Tiere und kulturschaffende Wesen das Interesse daran, mit Gewalt gegeneinander oder gegen den Elfen vorzugehen. Um trotzdem aktiv zu kämpfen, ist eine Fertigkeitsprobe auf Willenskraft, erschwert durch die QS x 2 in der Probe auf das Friedenslied fällig. Die Möglichkeit, sich zu verteidigen, ist durch das Friedenslied nicht eingeschränkt. Nicht betroffen sind widernatürliche Wesenheiten wie Untote, Dämonen, Elementare oder Golems.
\n \t\t\t\t\t\t\tTalent: Musizieren
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 283",
+ "Freundschaftslied": "Freundschaftslied",
+ "Freundschaftslied-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
\n \t\t\t\t\t\t\tWirkung: Mit dem Freundschaftslied können zwei Elfen, die es gemeinsam spielen, ein festes Band der Freundschaft zwischeneinander weben. Dies ist nur einmal im Leben eines Elfen möglich. Es besteht aus drei einstündigen Strophen, die an drei aufeinanderfolgenden Tagen von beiden gemeinsam gespielt werden müssen. So miteinander verbundene Elfen spüren die Anwesenheit des anderen und können starke Emotionen des anderen auch auf größere Entfernungen wahrnehmen. Sie können gegenseitig den Zauberspruch BALSAM aufeinander wirken, selbst wenn sie keine AsP zur Verfügung haben. In solchen Fällen können sie mit dem Zauberspruch ihre Lebensenergie direkt auf den anderen übertragen.
\n \t\t\t\t\t\t\tTalent: Musizieren
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Stunde, 1 permanenter AsP bei der letzten Strophe
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284",
+ "Melodie-der-Kunstfertigkeit": "Melodie der Kunstfertigkeit",
+ "Melodie-der-Kunstfertigkeit-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/CH
\n \t\t\t\t\t\t\tWirkung: Proben auf Handwerkstalente, die der Elf während der Melodie der Kunstfertigkeit nutzt, sind um QS des Rituals erleichtert.
\n \t\t\t\t\t\t\tTalent: Singen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Stunde
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284",
+ "Sorgenlied": "Sorgenlied",
+ "Sorgenlied-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/IN
\n \t\t\t\t\t\t\tWirkung: Der Elf flicht Fragen in das Lied ein, die er an einen guten Freund stellen möchte. Hierdurch kann er erfahren, ob sein Freund gesund, krank oder gar tot ist, ob er um sein Leben fürchtet oder ob er zufrieden und glücklich ist. Mit dem Lied sind nur allgemeine Eindrücke zu erzielen. Klar formulierte Gedankenbilder lassen sich so nicht übertragen. Je weiter der gesuchte Freund vom Sänger entfernt ist, desto länger dauert das Lied. Pro 100 Meilen muss er 5 Minuten singen, um ihn zu erreichen.
\n \t\t\t\t\t\t\tTalent: Singen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284",
+ "Zaubermelodie": "Zaubermelodie",
+ "Zaubermelodie-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Spielt der Elf ungestört eine Stunde lang diese Melodie, kann er sich in einen tranceartigen Zustand versetzen, in dem er sich in Einklang mit den astralen Strömungen der Umgebung bringen kann. Er erwacht nach einer halben Stunde aus der Trance. Wenn er aus der Trance erwacht, sind für ihn alle Proben auf Zaubersprüche und Rituale bis zum nächsten Sonnenaufgang erleichtert. Bei QS 1-3 um 1, bei QS 4-6 um 2
\n \t\t\t\t\t\t\tTalent: Musizieren oder Singen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284",
+ "Bann-Schutzkreis-gegen-Elementargeister": "Bann-/Schutzkreis gegen Elementargeister",
+ "4-AsP": "4 AsP",
+ "Bann-Schutzkreis-gegen-Dschinne": "Bann-/Schutzkreis gegen Dschinne",
+ "8-AsP": "8 AsP",
+ "Bann-Schutzkreis-gegen-niedere-Dämonen": "Bann-/Schutzkreis gegen niedere Dämonen",
+ "Bann-Schutzkreis-gegen-gehörnte-Dämonen": "Bann-/Schutzkreis gegen Gehörnte Dämonen",
+ "Verschluss": "Verschluss",
+ "16-AsP": "16 AsP",
+ "Liturgien": "Liturgien",
+ "Zeremonien": "Zeremonien",
+ "KaP": "KaP",
+ "Praios": "Praios",
+ "Rondra": "Rondra",
+ "Boron": "Boron",
+ "Hesinde": "Hesinde",
+ "Phex": "Phex",
+ "Peraine": "Peraine",
+ "Firun": "Firun",
+ "Tsa": "Tsa",
+ "Travia": "Travia",
+ "Ingerimm": "Ingerimm",
+ "Efferd": "Efferd",
+ "Rahja": "Rahja",
+ "Namenloser": "Namenloser",
+ "Segnung": "Segnung",
+ "Eidsegen": "Eidsegen",
+ "Feuersegen": "Feuersegen",
+ "Geburtssegen": "Geburtssegen",
+ "Glückssegen": "Glückssegen",
+ "Grabsegen": "Grabsegen",
+ "Harmoniesegen": "Harmoniesegen",
+ "Kleiner-Heilsegen": "Kleiner Heilsegen",
+ "Kleiner-Schutzsegen": "Kleiner Schutzsegen",
+ "Speisesegen": "Speisesegen",
+ "Stärkungssegen": "Stärkungssegen",
+ "Tranksegen": "Tranksegen",
+ "Weisheitssegen": "Weisheitssegen",
+ "Sonderfertigkeit": "Sonderfertigkeit",
+ "Aspektkenntnis": "Aspektkenntnis",
+ "Fokussierung": "Fokussierung",
+ "Stärke-des-Glaubens": "Stärke des Glaubens",
+ "Starke-Segnungen": "Starke Segnungen",
+ "Liturgiemodifikationen-1-je-4-FW": "Liturgiemodifikationen (1 je 4 in FW)",
+ "Liturgiedauer-in-Aktionen": "Liturgiedauer in Aktionen",
+ "Gebete-weglassen": "Gebete weglassen",
+ "Gesten-weglassen": "Gesten weglassen",
+ "Liturgienpatzer": "Liturgienpatzer:",
+ "Liturgiemodifikationen": "Liturgiemodifikationen",
+ "Liturgie": "Liturgie",
+ "Bann-der-Dunkelheit": " Bann der Dunkelheit",
+ "Bann-der-Dunkelheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Aus der Hand des Geweihten strahlt ein helles Licht. Das Licht zählt regeltechnisch als Sonnenlicht.
\n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
\n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
\n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
\n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
\n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
\n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Praios (Ordnung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324",
+ "Bann-der-Furcht": " Bann der Furcht",
+ "Bann-der-Furcht-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
\n \t\t\t\t\t\t\tWirkung: Durch diese Liturgie wird pro QS eine Stufe des Zustands Furcht aufgehoben.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Boron (Traum)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324",
+ "Bann-des-Lichts": " Bann des Lichts",
+ "Bann-des-Lichts-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Um den Geweihten herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 3 Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Natürliche und magische Lichtquellen können die Dunkelheit nicht erhellen. Bei karmalen Lichtquellen entscheidet die höhere QS (wie bei einer Vergleichsprobe), ob das Licht zu sehen ist oder nicht. Hierbei gilt alles oder nichts: Das Licht wird nicht um die QS der Liturgie gedämpft, sondern die höhere QS entscheidet darüber ob Licht zu sehen ist oder nicht. Für den Geweihten werden die Sichtverhältnisse durch die Liturgie nicht erschwert. Der Geweihte muss vor dem Wirken der Liturgie entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP (Aktivierung) + 8 KaP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tVerbreitung: Boron (Tod und Traum), Phex (Schatten)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324",
+ "Blendstrahl": " Blendstrahl",
+ "Blendstrahl-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Betroffene wird geblendet. Es erhält eine Stufe des Zustands Verwirrung.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie und Ordnung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324",
+ "Des-Einen-Bezauberner-Sphärenklang": " Des Einen bez. Sphärenklang",
+ "Des-Einen-Bezauberner-Sphärenklang-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
\n \t\t\t\t\t\t\tWirkung: Diese Liturgie des Namenlosen erzeugt Bilder im Geist des Opfers und lässt es verführerische Melodien hören. Das Opfer erhält den Status Hörigkeit und ist dem Geweihten hörig. Es wird auch Freunde angreifen, wenn der Priester es befiehlt. Alle 5 Minuten ist eine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS der Liturgie erlaubt, um sich von der Beherrschung zu lösen. Auch zu Beginn der Wirkung ist diese Probe erlaubt.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Namenloser
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 118",
+ "Ehrenhaftigkeit": " Ehrenhaftigkeit",
+ "Ehrenhaftigkeit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: „Ehrenhaft“ bedeutet in diesem Fall, dass der Betroffene sich an die Gebote des Geweihten hält. Dies kann je nach Auslegung und Kultur bedeuten, dass der Betroffene bei Patzern des Gegners auf weitere Angriffe verzichtet, nicht von hinten angreift, dem Gegner die Chance gibt, eine verlorene Waffe wieder aufzusammeln, auf Waffengifte verzichtet usw.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild und Sturm)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Entzifferung": " Entzifferung",
+ "Entzifferung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Die Textmenge richtet sich nach der QS. Für jede QS kann er fünf Foliantenseiten in normaler Schriftgröße entziffern.
\n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Wissen), Nandus (Bildung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Ermutigung": " Ermutigung",
+ "Ermutigung-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Das Ziel wird zuversichtlicher und mutiger. Je nach QS erhält es verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 3 hat das Ziel insgesamt MU +2 und AT +1.
\n \t\t\t\t\t\t\tQS 1: +1 MU
\n\t\t\t\t\t\t\tQS 2: +1 AT
\n\t\t\t\t\t\t\tQS 3: +1 MU
\n\t\t\t\t\t\t\tQS 4: +1 AT
\n\t\t\t\t\t\t\tQS 5: +1 MU
\n\t\t\t\t\t\t\tQS 6: +1 SK
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
\n\t\t\t\t\t\t\tVerbreitung: Rondra (Sturm), Efferd (Wind), Swafnir (Tapferkeit)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Fall-ins-nichts": " Fall ins nichts",
+ "Fall-ins-nichts-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Für jede QS kann der Geweihte drei Schritt Fallschaden ignorieren.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Friedvolle-Aura": "Friedvolle Aura",
+ "Friedvolle-Aura-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Um den Geweihten anzugreifen, ist eine Probe auf Willenskraft (Bedrohungen standhalten) des Gegners notwendig, bei der er mehr QS haben muss als der Geweihte. Ist diese Probe nicht erfolgreich, kann der Angriff nicht ausgeführt werden. Gelingt sie, so ist die Attacke gegen den Geweihten dennoch um QS der Liturgie erschwert. Die Wirkung der Liturgie bezieht sich nur auf den Geweihten. Während der Wirkung der Liturgie kann der Geweihte keine Angriffe (Attacke, Fernkampf) oder sonstige offensive Handlungen gegen seine Feinde ausführen, wohl aber seine Kampfgefährten mit Handlungen unterstützen.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in KR
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie und Wissen), Peraine (Heilung und Landwirtschaft). Travia (Freundschaft und Heim). Tsa (Freiheit und Wandel), Rahja (Ekstase und Harmonie), Ifirn (Hilfsbereitschaft), Nandus (Bildung und Erkenntnis)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Giftbann": " Giftbann",
+ "Giftbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Giftbann neutralisiert ein Gift. Die maximale Giftstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Giftstufe (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Göttlicher-Fingerzeig": " Gött. Fingerzeig",
+ "Göttlicher-Fingerzeig-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
\n \t\t\t\t\t\t\tWirkung: Voraussetzung ist, dass ein solcher Gegenstand überhaupt in Reichweite liegt. Dies kann z. B. ein verborgener Schlüssel für eine Truhe, ein Zettel mit Hinweisen oder ein benötigtes improvisiertes Werkzeug sein. Ist der Gegenstand durch Magie oder karmales Wirken verborgen, kann der Geweihte das Objekt nicht mittels dieser Liturgie entdecken. Der Gegenstand darf sich maximal QS Schritt vom Geweihten entfernt befinden.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326",
+ "Göttliches-Zeichen": " Gött. Zeichen",
+ "Göttliches-Zeichen-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/CH
\n \t\t\t\t\t\t\tWirkung: Das Zeichen äußert sich z. B. als Donnergrollen, obwohl keine Wolken am Himmel zu sehen sind (Rondra), das Schnattern eines Storches (Peraine) oder als kurzer Moment der Stille (Boron). Innerhalb der Zone der Liturgie können Personen das göttliche Zeichen wahrnehmen. Der Radius der Zone beträgt QS x 10 in Schritt. Bei Proben auf Bekehren & Überzeugen kann der Meister eine Erleichterung von 1 gewähren, wenn der Geweihte das Zeichen bei der Anwendung miteinbezieht.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326",
+ "Heilsegen": " Heilsegen",
+ "Heilsegen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Betroffene erhält innerhalb von 5 Minuten nach dem Wirken der Liturgie verlorene LeP in Höhe der verwendeten KaP zurück. Der Geweihte kann maximal so viele KaP einsetzen, wie er FW hat. Wird die Liturgie vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird die Liturgie jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
\n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 1 KaP pro LeP, mindestens jedoch 4 KaP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326",
+ "Herbeirufung-der-Herrscharen-des-Rattenkindes": " Herb. d. Herrsch. d. Ra
\n\t\t\t\t\t\t\t\t Kl. Bann wider Untote
\n\t\t\t\t\t\t\t\t Kl. Bannstrahl
\n\t\t\t\t\t\t\t\t Krankheitsbann
\n\t\t\t\t\t\t\t\t Lautlos
\n\t\t\t\t\t\t\t\t Magieschutz
\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t",
+ "Herbeirufung-der-Herrscharen-des-Rattenkindes-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Diese Liturgie ruft Ratten herbei, die häufig als Diener des Namenlosen angesehen werden. Die Tiere stehen unter der vollständigen Kontrolle des Geweihten und gehorchen seinen Befehlen. Es erscheinen QS x 5 Ratten aus dem Nichts.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
\n\t\t\t\t\t\t\tZielkategorie: Tiere (Ratten)
\n\t\t\t\t\t\t\tVerbreitung: Namenloser
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 125",
+ "Kleiner-Bann-wider-Untore": " Kl. Bann wider Untote",
+ "Kleiner-Bann-wider-Untore-Regel": "\n \t\t\t\t\t\t\tProbe: MU/MU/CH (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Bann verursacht 2W6+(QS x2) SP gegen ein untotes Wesen. Der Bann trifft automatisch sein Ziel und dieses kann sich dagegen nicht verteidigen.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Untote
\n\t\t\t\t\t\t\tVerbreitung: Boron (Tod)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327",
+ "Kleiner-Bannstrahl": " Kl. Bannstrahl",
+ "Kleiner-Bannstrahl-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Bannstrahl richtet gegen einen Dämon 2W6+(QS x2) SP an. Gegen Dämonen aus Blakharaz’ Domäne wird der Schaden verdoppelt. Der Bannstrahl trifft automatisch sein Ziel und dieses kann sich dagegen nicht verteidigen. Der kleine Bannstrahl ist nicht davon abhängig, ob der Himmel zu sehen ist. Der Strahl entsteht direkt beim Dämon, auf den der Strahl wirken soll.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327",
+ "Krankheitsbann": " Krankheitsbann",
+ "Krankheitsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Diese Liturgie heilt Krankheiten (die bisher erlittenen Auswirkungen werden nicht geheilt). Die maximale Krankheitsstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen. Die Liturgie heilt auch alle Symptome der Krankheit, aber keine bis dahin entstandenen Schäden (LeP-Verlust, Narben usw.).
\n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Krankheitsstufe (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327",
+ "Lautlos": " Lautlos",
+ "Lautlos-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/GE
\n \t\t\t\t\t\t\tWirkung: Proben auf Verbergen (Schleichen) sind um QS erleichtert.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten), Firun (Jagd)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327",
+ "Magieschutz": " Magieschutz",
+ "Magieschutz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Er erhält einen Bonus von QS –1 auf SK und ZK (mindestens jedoch 1 Punkt) gegen magische Effekte.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Aktivierung der Liturgie) + 4 KaP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie), Hesinde (Magie)
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Magiesicht": " Magiesicht",
+ "Magiesicht-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
\n \t\t\t\t\t\t\tWirkung: Mit dieser Liturgie lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers ANALYS oder entsprechenden Liturgien beeinflusst werden. Der Geweihte kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
\n \t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
\n \t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
\n \t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 1 erleichtert.
\n \t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 2 erleichtert.
\n \t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2
\n \t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 3 erleichtert.
\n \t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim nachfolgenden ANALYS oder einer entsprechende Liturgie. Wer also QS 4 bei Magiesicht erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden ANALYS oder eine entsprechende Liturgie (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5).
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Minute
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen, Objekt
\n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie), Hesinde (Magie), Nandus (Erkenntnis)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Mondsicht": " Mondsicht",
+ "Mondsicht-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Erschwernisse der Sichtverhältnisse durch Dunkelheit werden um QS –1 Stufen gesenkt (mindestens jedoch 1 Stufe). In völliger Dunkelheit nutzt diese Liturgie nichts.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP (Aktivierung) + 1 KaP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten), Aves (Schicksal)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Mondsilberzunge": " Mondsilberzunge",
+ "Mondsilberzunge-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Held wirkt vertrauenerweckend. Er erhält eine Erleichterung von QS auf die Fertigkeiten Überreden und Handel (Feilschen).
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Handel)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Namenlose-Zweifel": " Namenlose Zweifel",
+ "Namenlose-Zweifel-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Die betroffene Person stellt innerhalb des Wirkungszeitraums ihre eigenen moralischen Vorstellungen in Frage und verliert den Glauben an ihre Götter oder ihre Prinzipien. Während der Wirkungsdauer sind Opfer der Liturgie bereit, Nachteile wie Prinzipientreue und Verpflichtungen zu ignorieren oder ins Gegenteil zu verkehren. Überzeugte Vegetarier essen Fleisch, ehrenhafte Krieger kämpfen aus dem Hinterhalt und ein Novadi wird sich achtlos über jedes der 99 Gesetze hinwegsetzen.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Namenloser
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ",
+ "Namenloses-Vergessen": " Namenloses Vergessen",
+ "Namenloses-Vergessen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Die Liturgie verdrängt jegliche Erinnerung des Opfers an sein früheres Leben. Der Geweihte kann dem Opfer bestimmte Ziele suggerieren und ihm einreden, dass sie auf der gleichen Seite stehen.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Nam1 enloser
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ",
+ "Objektsegen": " Objektsegen",
+ "Objektsegen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Mit dieser Liturgie werden für Götterdienste benötigte Materialien (z. B. Salbungsöl eines Borongeweihten, das Saatgut eines Perainegeweihten oder Sternenstaub bei Phexgeweihten) gesegnet. Der Gegenstand zählt nicht als geweiht, sondern nur als gesegnet.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Ort-der-Ruhe": " Ort der Ruhe",
+ "Ort-der-Ruhe-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Innerhalb der Zone werden Geräusche gedämpft. Der Radius der Zone beträgt QS x 3 Schritt. Proben gegen Sinnesschärfe (Wahrnehmen), um leise Geräusche wie Flüstern zu hören, sind innerhalb der Zone um QS erschwert. Die Zone verbleibt an Ort und Stelle. Geräusche, die aus der Zone dringen, bleiben gedämpft, Geräusche, die in die Zone eindringen, werden gedämpft.
\n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tVerbreitung: Boron (Traum), Firun (Jagd)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Pflanzenwuchs": " Pflanzenwuchs",
+ "Pflanzenwuchs-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Die Liturgie lässt eine maximal buschgroße Pflanze übernatürlich schnell wachsen. Pro QS wächst die Pflanze 30 % schneller als für die Gattung typisch.
\n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
\n\t\t\t\t\t\t\tZielkategorie: Pflanzen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Landwirtschaft)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Rabenruf": " Rabenruf",
+ "Rabenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte ruft bis zu QS x 3 Raben aus einem Radius von QS x 3 Meilen herbei. Die Vögel verhalten sich ihm gegenüber zutraulich. Der Geweihte kann einen der Raben dazu benutzen, einen kleinen Gegenstand wie einen Ring zu transportieren, maximal bis zu einer Reichweite von QS x 3 Meile. Der Rabe findet den Zielort in der Regel automatisch. Es können maximal so viele Raben zum Geweihten fliegen, wie sich zu diesem Zeitpunkt in der Reichweite der Liturgie befinden.
\n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: QS x 3 in Meilen (nicht modifizierbar)
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Tiere
\n\t\t\t\t\t\t\tVerbreitung: Boron (Tod und Traum)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Schlaf": " Schlaf",
+ "Schlaf-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Geweihte betäubt den Betroffenen. Erreicht dieser so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Boron (Traum)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Schlangenstab": " Schlangenstab",
+ "Schlangenstab-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Die Schlange beschützt den Geweihten mit den ihr zur Verfügung stehenden Mitteln und folgt ihm. Stirbt die Schlange, verwandelt sie sich wieder zurück in das Objekt. Die Schlange gilt als gesegnet wie durch einen Objektsegen.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Schlangenzunge": " Schlangenzunge",
+ "Schlangenzunge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte kann mit Schlangen sprechen. Für Umstehende klingt dies wie zischende Laute. Bei der Darstellung eines solchen Gespräches sollte bedacht werden, dass Schlangen einen tierischen Verstand haben und die Welt anders wahrnehmen als Menschen.
\n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Tiere (nur Schlangen)
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie und Wissen)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Schmerzresistenz": " Schmerzresistenz",
+ "Schmerzresistenz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Alle Effekte der Stufen des Zustands Schmerz können ignoriert werden, bis auf Stufe IV (ab Stufe IV wird der Geweihe von den ganz normalen Auswirkungen des Zustands betroffen).
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Kor (Guter Kampf und Gutes Gold), Rondra (Schild), Swafnir (Kraft)
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Schutz-der-Wehrlosen": " Schutz der Wehrlosen",
+ "Schutz-der-Wehrlosen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Geweihte kann einen Kämpfer, der eine wehr- oder schutzlose Person angreift oder angreifen will, herausfordern. Der Herausgeforderte lässt von seinem Opfer ab und greift stattdessen den Rondrageweihten an.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Sternenglanz": " Sternenglanz",
+ "Sternenglanz-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Es kann so einen um QS x 10 % höheren Preis erzielen. Misstrauische Käufer können diese Täuschung durchschauen, wenn ihnen eine vergleichende Probe auf Sinnesschärfe (Suchen) erschwert um QS +2 gelingt.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Phex (Handel)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Wahrheit": " Wahrheit",
+ "Wahrheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Betroffene muss dem Geweihten (und nur ihm) wahrheitsgemäß auf jede seiner Frage antworten, so lange die Wirkungsdauer der Liturgie anhält. Das Opfer der Liturgie weiß, was es sagt.
\n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Praios (Ordnung), Nandus (Erkenntnis)
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Wieselflink": " Wieselflink",
+ "Wieselflink-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Geweihte wird flinker und schneller. Je nach QS erhält er verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 5 hat der Geweihte insgesamt GE +3, GS + 1 und AW +1. Durch die Steigerung der GE können auch die Schadensschwellen bei Kampftechniken mit GE betroffen sein. Der Geweihte macht also eventuell mehr Schaden mit einigen Waffen.
\n\t\t\t\t\t\t\t1 QS: +1 GE
\n\t\t\t\t\t\t\t2 QS: +1 GS
\n\t\t\t\t\t\t\t3 QS: +1 GE
\n\t\t\t\t\t\t\t4 QS: +1 AW
\n\t\t\t\t\t\t\t5 QS: +1 GE
\n\t\t\t\t\t\t\t6 QS: +1 GS
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Wundersame-Verständigung": " Wunder. Verständigung",
+ "Wundersame-Verständigung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte erhält die Stufen in der Sprache, die er gerade für seine Kommunikation benötigt. Es ist nicht notwendig, dass der Geweihte schon einmal etwas von der Sprache gehört oder gelesen hat.
\n \t\t\t\t\t\t\t1-2 QS: Sprachstufe 1
\n\t\t\t\t\t\t\t3-4 QS: Sprachstufe 2
\n\t\t\t\t\t\t\t5-6 QS: Sprachstufe 3
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Wissen), Phex (Handel)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Friedvolle": " Friedvolle Aura",
+ "Zeremoniemod-1-je-4-FW": "Zeremoniemod. (1 je 4 in FW)",
+ "Ort": "Ort",
+ "Heiligtum-der-Götter": "Heiligtum der Gottheit",
+ "Tempel-der-Götter": "Tempel der Gottheit (geweihter Boden)",
+ "Heiligtum-oder-Tempel-außerhalb-des-eigenen-Pantheon": "Heiligtum oder Tempel eines Gottes außerhalb des Pantheons der eigenen Gottheit",
+ "Heiligtum-oder-Tempel-feindseliger-Gott": "Heiligtum oder Tempel eines feindseligen Gottes",
+ "Unheiligtum-Erzdämon": "Unheiligtum eines Erzdämons",
+ "Unheiligtum-oder-Tempel-des-Namenlosen": "Unheiligtum oder Tempel des Namenlosen",
+ "Unheilig-des-Gegenspielers-der-eigenen-Gottheit": "Unheiligtum des Gegenspielers der eigenen Gottheit",
+ "Monat-des-eigenen-Gotts": "Monat des eigenen Gottes",
+ "Feiertag-des-eigenen-Gotts": "Feiertag des eigenen Gottes",
+ "Namenlose-Tage": "Namenlose Tage",
+ "Zeremonienpatzer": "Zeremonienpatzer:",
+ "Zeremoniemodifikationen": "Zeremoniemodifikationen",
+ "Zeremonie": "Zeremonie",
+ "Ackersegen": "Ackersegen",
+ "Ackersegen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte wandert über das frisch gesäte Feld und segnet die Ackerfrüchte. Die Wirkung des Segens entfaltet sich auf einer Fläche von bis zu QS x 1.000 Quadratschritt (der Geweihte darf vom Zentrum des betroffenen Gebietes aber nicht weiter weg sein, als die Reichweite der Liturgie beträgt). Die Ackerfrucht ist weniger anfällig gegen Krankheiten und Ungeziefer, während alle anderen Pflanzen auf dem Acker in ihrem Wachstum gehemmt werden. Der Segen schützt die Pflanzen jedoch nicht vor äußeren Einflüssen wie Dürre, Überflutung oder Hagelschlag.
\n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunde
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: Sicht
\n\t\t\t\t\t\t\tWirkungsdauer: ein Wachstumszyklus (zwischen 6 und 12 Monaten)
\n\t\t\t\t\t\t\tZielkategorie: Pflanzen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Landwirtschaft)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Exorzismus": "Exorzismus",
+ "Exorzismus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK des Wesens)
\n \t\t\t\t\t\t\tWirkung: Mit einem Exorzismus werden Dämonen und Geister ausgetrieben, die Besitz von einem Lebewesen ergriffen haben. Gelingt der Exorzismus, wird der Dämon oder Geist aus dem Körper vertrieben und zurück in die Niederhöllen oder ins Totenreich verbannt.
\n \t\t\t\t\t\t\tZeremoniedauer: 8 Stunden
\n\t\t\t\t\t\t\tKaP-Kosten: 32 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen, Geister
\n\t\t\t\t\t\t\tVerbreitung: allgemein, Praios (Antimagie), Boron (Traum)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Geweihter-Panzer": "Geweihter Panzer",
+ "Geweihter-Panzer-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Die Rüstung des Geweihten gilt als geweiht. Wenn Dämonen den Geweihten angreifen, verursachen erfolgreiche Angriffe des Dämons 1W3 SP bei ihm, da er den Geweihten oder seine Rüstung berühren muss.
\n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Ingerimm (Feuer und Handwerk), Kor (Gutes Gold), Rondra (Sturm), Swafnir (Tapferkeit)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Löwengestalt": "Löwengestalt",
+ "Löwengestalt-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte verwandelt sich in einen Löwen. Hierbei wird die Kleidung nicht mitverwandelt. In der Löwengestalt behält der Geweihte seine geistigen Eigenschaften und erhält die körperlichen Eigenschaften und Fähigkeiten des Löwen. Zudem kann er QS x 2 Punkte zusätzlich auf die körperlichen Eigenschaften des Löwen verteilen. In der Löwengestalt kann er keine übernatürlichen Fähigkeiten wie Zauber und Liturgien wirken. In Löwengestalt gilt der Geweihte als gesegnet.
\n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen (nur der Geweihte selbst)
\n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild, Sturm)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Nebelleib": "Nebelleib",
+ "Nebelleib-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Körper des Phexgeweihten verwandelt sich in Nebel. Seine Kleidung und Gegenstände, die er am Körper trug, werden nicht mitverwandelt. Profane, magische und geweihte Waffen richten gegen den Nebel keinen Schaden an. Zauber mit dem Merkmal Verwandlung können nicht gegen den Nebel eingesetzt werden. Der Geweihte kann sich bei relativer Windstille mit GS 4 willentlich fortbewegen; bei leichtem Gegenwind muss er eine Probe auf Willenskraft bestehen, um nicht abgetrieben zu werden; bei starkem Gegenwind wird er aber in Windrichtung davongeblasen, ohne sich dagegen wehren zu können. Der Geweihte kann seine Umgebung mit allen fünf Sinnen wahrnehmen. Der Geweihte bleibt so lange ein Nebel, bis die Wirkungsdauer vorüber ist.
\n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 10 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Efferd (Wind), Phex (Schatten)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 332",
+ "Objektweihe": "Objektweihe",
+ "Objektweihe-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Das Objekt, üblicherweise ein liturgischer Gegenstand oder eine rituelle Waffe wie ein Sonnenzepter oder ein Rondrakamm, wird geweiht. Damit wird es von den karmalen Kräften der jeweiligen Gottheit durchdrungen, weswegen üblicherweise nur ausgewählte, der Gottheit gefällige Gegenstände geweiht und nur wahren Gläubigen ausgehändigt werden. Sollte das geweihte Objekt eine Waffe sein, gilt sie nun als geweihte Waffe. Das Objekt darf maximal 4 Stein wiegen. Für jede QS kann das Objekt 1 Stein mehr wiegen. Die Objektweihe wird vor allem für die geweihten Rabenschnäbel der Borongeweihten, das Sonnenzepter der Praioten und die Rondrakämme der Rondrageweihtenschaft verwendet. (Für die Herstellung von Zeremonialgegenständen ist allerdings noch die SF \"Zeremonialgegenstände herstellen\" notwendig.)
\n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunden
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP, davon 2 permanent (nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: permanent
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 333",
+ "Dukaten": "Dukaten",
+ "Silbertaler": "Silbertaler",
+ "Heller": "Heller",
+ "Kreuzer": "Kreuzer",
+ "Gesamtwert in Silber": "Gesamtwert in S",
+ "Anzahl": "Anzahl",
+ "Gegenstand": "Gegenstand",
+ "Wo-getragen": "Wo getragen",
+ "Ausrüstungsbelastung": "Ausrüstungsbelastung:",
+ "Aktuelle-Last": "Aktuelle Last:",
+ "Maximale-Last": "Maximale Last:",
+ "Anzeige": "Anzeige",
+ "Optionalregeln": "Optionalregeln",
+ "Hausregeln": "Hausregeln",
+ "Gegner-Sheet": "Gegner-Sheet",
+ "reduzierte-talentansicht": "Reduzierte Talentansicht",
+ "verstecke-inventer": "Verstecke Inventar",
+ "verstecke-notizen": "Verstecke Notizen",
+ "verstecke-magie": "Verstecke Magie",
+ "verstecke-götterwirken": "Verstecke Götterwirken",
+ "zeige-schilde": "Zeige Schilde",
+ "zeige-nebenhand": "Zeige Nebenhand",
+ "zeige-fernkampf": "Zeige Fernkampf",
+ "optionaler-paradebonus": "Opt. Paradebonus:",
+ "Nahkampf-Patzertabelle": "Nahkampf-Patzertabelle",
+ "Fernkampf-Patzertabelle": "Fernkampf-Patzertabelle",
+ "Verteidigung-Patzertabelle": "Verteidigung-Patzertabelle",
+ "Kulturkunde": "Kulturkunde",
+ "Zufallswert-für-Initiative": "Zufallswert für Initiative:",
+ "endnote": "\n\t\t
Created by Patrick Gebhardt, enhanced by Sönke Holsten, Adam Fedor, Marc Ehrenmann\n\t\t\n\t\t
DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA und RIESLAND sind eingetragene Marken der Significant Fantasy Medienrechte GbR. Ohne vorherige schriftliche Genehmigung der Ulisses Medien und Spiel Distribution GmbH ist eine Verwendung der genannten Markenzeichen nicht gestattet.\n\t",
+ "Verteidigungswurf: ": "Verteidigungswurf: ",
+ "Ergebnis: ": "Ergebnis: ",
+ "Mißlungen": "Mißlungen",
+ "Gelungen": "Gelungen",
+ "Modifikator: ": "Modifikator: ",
+ "Attackewurf: ": "Attackewurf: ",
+ "Trefferpunkte: ": "Trefferpunkte:",
+ "setze-le-max": "Setze LE max für Token",
+ "setze-ae-max": "Setze AE max für Token",
+ "setze-ke-max": "Setze KE max für Token"
+}
\ No newline at end of file
diff --git a/Das_Schwarze_Auge_5/translations/hu.json b/Das_Schwarze_Auge_5/translations/hu.json
new file mode 100644
index 0000000000..3a6d9a9b11
--- /dev/null
+++ b/Das_Schwarze_Auge_5/translations/hu.json
@@ -0,0 +1,2170 @@
+{
+ "1": "1",
+ "2": "2",
+ "4": "4",
+ "8": "8",
+ "16": "16",
+ "32": "32",
+ "64": "64",
+ "128": "128",
+ "256": "256",
+ "readme:": "Anleitung",
+ "report:": "Wünsche/Vorschläge/Fehler melden",
+ "Ausgabe": "Ausgabe",
+ "Normal": "Normal",
+ "GM": "GM",
+ "Selbst": "Selbst",
+ "Modifikator": "Modifikator",
+ "ja": "ja",
+ "nein": "nein",
+ "Allgemein": "Allgemein",
+ "Status": "Status",
+ "Talente": "Talente",
+ "Kampf": "Kampf",
+ "Magie": "Magie",
+ "Götterwirken": "Götterwirken",
+ "Inventar": "Inventar",
+ "Notizen": "Notizen",
+ "Konfiguration": "Konfiguration",
+ "Grundwerte": "Grundwerte",
+ "Vorteile": "Vorteile",
+ "Nachteile": "Nachteile",
+ "Sonderfertigkeiten": "Sonderfertigk.",
+ "Name": "Name",
+ "Famile": "Familie",
+ "Geburtsort": "Geburtsort",
+ "Geburtsdatum": "Geburtsdatum",
+ "Alter": "Alter",
+ "Geschlecht": "Geschlecht",
+ "Spezies": "Spezies",
+ "Mensch": "Mensch",
+ "Elf": "Elf",
+ "Halbelf": "Halbelf",
+ "Zwerg": "Zwerg",
+ "Größe": "Größe",
+ "Gewicht": "Gewicht",
+ "Haarfarbe": "Haarfarbe",
+ "Augenfarbe": "Augenfarbe",
+ "Erfahrungsgrad": "Erfahrungsgrad",
+ "Unerfahren": "Unerfahren",
+ "Durchschnittlich": "Durchschnittlich",
+ "Erfahren": "Erfahren",
+ "Kompetent": "Kompetent",
+ "Meisterlich": "Meisterlich",
+ "Brilliant": "Brillant",
+ "Legendär": "Legendär",
+ "Kultur": "Kultur",
+ "Ambosszwerge": "Ambosszwerge",
+ "Andergaster": "Andergaster",
+ "Aranier": "Aranier",
+ "Auelfen": "Auelfen",
+ "Bornländer": "Bornländer",
+ "Brilliantzwerge": "Brillantzwerge",
+ "Brobim": "Brobim",
+ "Erzzwerge": "Erzzwerge",
+ "Firnelfen": "Firnelfen",
+ "Fjarninger": "Fjarninger",
+ "Horasier": "Horasier",
+ "Hügelzwerge": "Hügelzwerge",
+ "Maraskaner": "Maraskaner",
+ "Mhanadistani": "Mhanadistani",
+ "Mittelreicher": "Mittelreicher",
+ "Mohas": "Mohas",
+ "Nivesen": "Nivesen",
+ "Norbaden": "Norbarden",
+ "Nordaventurier": "Nordaventurier",
+ "Nostrier": "Nostrier",
+ "Novadis": "Novadis",
+ "Steppenelfen": "Steppenelfen",
+ "Südaventurier": "Südaventurier",
+ "Svelltaler": "Svellttaler",
+ "Thorwaler": "Thorwaler",
+ "Trollzacker": "Trollzacker",
+ "Waldelfen": "Waldelfen",
+ "Zyklopäer": "Zyklopäer",
+ "Profession": "Profession",
+ "AP-Gesamt": "AP Gesamt",
+ "Titel": "Titel",
+ "Sozialstatus": "Sozialstatus",
+ "AP-verfügbar": "AP verfügbar",
+ "Chrakteristika": "Charakteristika",
+ "AP-ausgegeben": "AP ausgegeben",
+ "Sonstiges": "Sonstiges",
+ "Typus": "Typus",
+ "Beseelter": "Beseelter",
+ "Chimäre": "Chimäre",
+ "Daimonid": "Daimonid",
+ "Dämon": "Dämon",
+ "Drache": "Drache",
+ "Elementar": "Elementar",
+ "Fee": "Fee",
+ "Geist": "Geist",
+ "Golem": "Golem",
+ "Hirnloser": "Hirnloser",
+ "Kulturschaffender": "Kulturschaffender",
+ "Pflanze": "Pflanze",
+ "Pilz": "Pilz",
+ "Tier": "Tier",
+ "Untoter": "Untoter",
+ "Vampir": "Vampir",
+ "Nicht-Humanoid": "Nicht-Humanoid",
+ "Größenkategorie": "Größenkategorie",
+ "Winzig": "Winzig",
+ "Klein": "Klein",
+ "Mittel": "Mittel",
+ "Groß": "Groß",
+ "Riesig": "Riesig",
+ "Start": "Basis",
+ "Zukauf": "Zukauf",
+ "Mod": "Mod",
+ "Wert": "Wert",
+ "Mut": "Mut",
+ "Klugheit": "Klugheit",
+ "Intuition": "Intuition",
+ "Charisma": "Charisma",
+ "Fingerfertigkeit": "Fingerfertigkeit",
+ "Gewandheit": "Gewandheit",
+ "Konstitution": "Konstitution",
+ "Körperkraft": "Körperkraft",
+ "Grund": "Grund",
+ "Aktuell": "Aktuell",
+ "Max": "Max",
+ "Lebensenergie": "Lebensenergie",
+ "Wundschwelle": "Wundschwelle",
+ "Astralenergie": "Astralenenergie",
+ "Karmaenergie": "Karmaenergie",
+ "Schicksalspunkte": "Schicksalspunkte",
+ "Seelenkraft": "Seelenkraft",
+ "Zähigkeit": "Zähigkeit",
+ "Ausweichen": "Ausweichen",
+ "Verteidigung": "Verteidigung",
+ "Initiative": "Initiative",
+ "Geschwindigkeit": "Geschwindigkeit",
+ "Aktionen": "Aktionen",
+ "Rüstungsschutz": "Rüstungsschutz",
+ "Erworben": "Erworben",
+ "Zusatz": "Zusatz",
+ "Adel-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held ist angesehen, genießt die Privilegien des Adels und kann vom Meister Erleichterungen zugesprochen bekommen, wenn er gegenüber Rangniedrigeren agiert. Genaueres hierzu siehe Seite 338.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163",
+ "Berechnung-Keine2": "Keine Berechnung, Verweis bei relevanten Talenten",
+ "Adel": "Adel",
+ "I": "I",
+ "II": "II",
+ "III": "III",
+ "Altersresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held ist immun gegen natürliche wie magische Alterungserscheinungen. Negative Auswirkungen des Alters werden bei ihm nicht berücksichtigt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163",
+ "Berechnung-Keine1": "Keine Berechnung",
+ "Alterresistenz": "Altersresistenz",
+ "Angenehmer-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Fertigkeitsproben auf Betören (Anbändeln, Liebeskünste) sind um 1 erleichtert.
\n\t\t\t\t\t\tReichweite: 1 Schritt Radius
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163",
+ "Angenehmer-Geruch": "Angenehmer Geruch",
+ "Basiliskentöter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Basiliskentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 2 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Basiliskentöter ist, damit der Bonus zählt.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Basiliskentöter": "Basiliskentöter",
+ "Begabung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein begabter Abenteurer kann bei jeder Probe auf eine bestimmte Fertigkeit einen W20 neu würfeln. Der Spieler kann zunächst die 3W20 würfeln und sich eines der drei Ergebnisse aussuchen, dass er neu würfeln kann. Es gilt das bessere Ergebnis beider Würfe. Eine Begabung muss für jede Fertigkeit einzeln gewählt werden, also zum Beispiel auf ein bestimmtes Talent, einen Zauber oder eine Liturgie. Man kann nicht mehrfach in einer Fertigkeit begabt sein und somit zwei oder gar drei W20- Würfe in einer Probe wiederholen. Fällt eine Doppel-20 oder Dreifach-20 kann man diesen Vorteil nicht nutzen. Eine Begabung kann nur für eine Fertigkeit, nicht aber für eine Kampftechnik gewählt werden (dafür gibt es jedoch den Vorteil Waffenbegabung). Ein Einsatz von Schicksalspunkten ist vor oder nach dem Einsatz einer Begabung erlaubt (siehe Seite 29). Dadurch ist es möglich, mehrfach neu zu würfeln oder eine andere Wirkung der Schicksalspunkte mit der Begabung zu kombinieren.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163",
+ "Berechnung-Keine4": "Keine Berechnung, muss manuell berücksichtigt werden",
+ "Begabung": "Begabung",
+ "Beidhändig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erleidet keine Erschwernisse bei Fertigkeitsproben, wenn er die falsche Hand benutzt. Im Kampf hebt der Vorteil alle Abzüge auf, die durch das Führen einer Waffe mit der falschen Hand anfallen (siehe Seite 238).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Berechnung-Auto1": "Automatische Berechnung integriert",
+ "Beidhändig": "Beidhändig",
+ "Drachentöter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Drachentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 1 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Drachentöter ist, damit der Bonus zählt. Der Held erhält zudem einen Bonus von +1 TP gegen alle Drachen, sowohl gegenüber echten als auch niederen Drachen.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Drachentöter": "Drachentöter",
+ "Dunkelsicht1-Regel-Pub": "\n\t\t\t\t\t\tRegel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Dunkelsicht1": "Dunkelsicht I",
+ "Dunkelsicht2-Regel-Pub": "\n\t\t\t\t\t\tRegel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Dunkelsicht2": "Dunkelsicht II",
+ "Eisenaffine-Aura-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer diesen Vorteil aufweist, erleidet durch den Bann des Eisens lediglich pro vollen 4 Stein Gewicht Erschwernisse, anstatt bereits bei 2 vollen Stein.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Eisenaffine-Aura": "Eisenaffine Aura",
+ "Eisern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Die Wundschwelle des Helden steigt durch den Vorteil um 1.
\n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 132",
+ "Eisern": "Eisern",
+ "Entfernungssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Fernkampf mit Schusswaffen (und nur mit Schusswaffen) sind bei der Entfernungskategorie Weit nur um 1 anstatt um 2 erschwert.
\n\t\t\t\t\t\tReichweite: 200 Schritt, darüber hinaus sind Distanzschätzungen ungenauer
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164",
+ "Entfernungssinn": "Entfernungssinn",
+ "Feenfreund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln), um Feen freundlich zu stimmen, gelten bei Gelingen der Probe als um 1 QS besser. Allerdings kann sich so die QS nie über 6 hinaus erhöhen.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Feenfreund": "Feenfreund",
+ "Flink-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch Flink bekommt ein Held 1 Punkt auf seinen Geschwindigkeit-Grundwert hinzu.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Flink": "Flink",
+ "Fuchssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann Fallen erspüren, die mit den herkömmlichen Sinnen nicht entdeckt werden können. Durch den Vorteil wird das Anwendungsgebiet Fuchssinn im Talent Sinnesschärfe erworben.
\n\t\t\t\t\t\tReichweite: 10 Schritt
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Fuchssinn": "Fuchssinn",
+ "Geborener-Redner-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf das Talent Bekehren & Überzeugen (öffentliche Rede) sind um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Geborener-Redner": "Geborener Redner",
+ "Geweihter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Geweihte erhält als Karmaenergie-Grundwert 20 KaP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition. Diese muss einzeln erworben werden. Jeder Geweihte muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Ein Held kann auch im späteren Verlauf seines Lebens diesen Vorteil erwerben und Geweihter werden. Allerdings kann man nur eine geweihte Tradition besitzen. Ein Erwerb einer weiteren geweihten Tradition ist nicht möglich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Geweihter": "Geweihter",
+ "Giftresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Giftresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Giftresistenz": "Giftresistenz",
+ "Glück-Regel-Pub": "\n\t\t\t\t\t\tRegel: Das für den Helden erreichbare Maximum an Schicksalspunkten steigt hierdurch um 1 je Stufe und der Held er erhält diesen Schip gleich zu Spielbeginn zu seinem Vorrat.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Glück": "Glück",
+ "Gutaussehend-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jede Stufe des Vorteils gibt dem Helden eine Erleichterung von 1 auf Betören (Anbändeln, Liebeskünste), Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln) und Handel (Feilschen).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165",
+ "Gutaussehend": "Gutaussehend",
+ "Hart-im-Nehmen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Muss eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten abgelegt werden, bekommt die Spielerin eine Erleichterung von 1.
\n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 132",
+ "Hart-im-Nehmen": "Hart im Nehmen",
+ "Hass-auf-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held richtet gegen eine Art von Wesen, das beim Erwerb dieses Vorteils festgelegt werden muss, +1 TP im Nahkampf an. Der Typus des Wesens muss dabei näher spezifiziert werden. Je häufiger der Typus des Wesens in Aventurien vorkommt, desto teurer der AP-Wert für diesen Vorteil.
\n\t\t\t\t\t\tAusgeschlossen als wählbare Typen sind die Oberkategorien Lebewesen und Nicht Lebende. Neben dem im Regelwerk aufgeführten Typen und Unterkategorien kann man auch Spezies und Kulturen wählen. Die eigene Spezies/Kultur ist prinzipiell wählbar, jedoch sind Helden mit Hass auf die eigene Spezies/Kultur oft nur schwer spielbar. Der Meister hat das letzte Wort bezüglich der Wählbarkeit eines Hassobjektes. Je kleinteiliger ein Typus gewählt wird und je seltener eine potenzielle Begegnung mit ihm ist, desto niedriger die AP-Kosten für den Vorteil. Mehr zu den Typen und ihren Unterkategorien siehe Regelwerk Seite 355.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Hass-auf": "Hass auf ...",
+ "Herausragende-Fertigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Vorteil Herausragende Fertigkeit verschiebt sich das Maximum in einer Fertigkeit um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der höchsten beteiligten Eigenschaft). Zwar erhält ein Held nicht automatisch einen Fertigkeitspunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 11 starten (anstatt 10) und auch sein absolutes Maximum in der Fertigkeit ist um 1 erhöht. Der Vorteil kann bis zu viermal gewählt werden, wobei keine Fertigkeit mehr als zweimal gewählt werden kann. Bei zweifacher Zuteilung auf eine Fertigkeit erhöht der Vorteil das Maximum um 2.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragende-Fertigkeit": "Herausragende Fertigkeit",
+ "Herausragende-Kampftechnik-Regel-Pub": "\n\t\t\t\t\tRegel: Durch den Vorteil Herausragende Kampftechnik verschiebt sich das Maximum in einer Kampftechnik um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der Leiteigenschaft). Zwar erhält der Held nicht automatisch einen Kampftechnikpunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 13 starten (anstatt 12) und auch das absolute Maximum in der Kampftechnik ist um 1 erhöht. Der Vorteil kann bis zu zweimal gewählt werden, wobei jede Kampftechnik nur einmal gewählt werden kann.
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragende-Kampftechnik": "Herausragende Kampftechnik",
+ "Heraus-Gehör-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragender-Sinn-Gehör": "Herausragender Sinn: Gehör",
+ "Heraus-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragender-Sinn-Geruch-Geschmack": "Herausragender Sinn: Geruch & Geschmack",
+ "Heraus-Sicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragender-Sinn-Sicht": "Herausragender Sinn: Sicht",
+ "Heraus-Tastsinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Herausragender-Sinn-Tastsinn": "Herausragender Sinn: Tastsinn",
+ "Hitzeresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Hitzestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von Hitzestufe 1.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hitzeresistenz": "Hitzeresistenz",
+ "Hohe-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der AE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hohe-Astralkraft": "Hohe Astralkraft",
+ "Hohe-Karmalkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der KE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hohe-Karmalkraft": "Hohe Karmalkraft",
+ "Hohe-Lebenskraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der LE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hohe-Lebenskraft": "Hohe Lebenskraft",
+ "Hohe-Seelenkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der SK-Grundwert des Helden ist um 1 besser.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166",
+ "Hohe-Seelenkraft": "Hohe Seelenkraft",
+ "Hohe-Zähigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der ZK-Grundwert des Helden ist um 1 besser.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Hohe-Zähigkeit": "Hohe Zähigkeit",
+ "Immunität-gegen-Gift-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer immun gegen ein bestimmtes Gift ist, auf den hat dieses Gift keinerlei Wirkung. Eine Immunität muss für jedes Gift einzeln erworben werden.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Immun-gegen-Gift": "Immunität gegen (Gift)",
+ "Immunität-gegen-Krankheit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer immun gegen eine bestimmte Krankheit ist, kann nicht an ihr erkranken. Eine Immunität muss für jede Krankheit einzeln erworben werden.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Immun-gegen-Krankheit": "Immunität gegen (Krankheit)",
+ "Kälteresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kältestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von 0.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Kälteresistenz": "Kälteresistenz",
+ "Krankheitsresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Krankheitsresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Krankheitsresistenz": "Krankheitsresistenz",
+ "Magische-Einstimmung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Man muss sich für eine Variante des Vorteils entscheiden (Beispiele sind dem nebenstehenden Kasten zu entnehmen). In der betreffenden Umgebung oder Situation, für die der Vorteil gewählt wurde, hat der Zauberer bei magischen Fertigkeitsproben eine Erleichterung von 1.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Magische-Einstimmung": "Magische Einstimmung",
+ "Mystiker-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei einem Mystiker baut sich Entrückung erst nach zwei Stunden statt einer Stunde pro Stufe ab.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167",
+ "Mystiker": "Mystiker",
+ "Nichtschläfer-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Wesen mit diesem Vorteil muss nicht regelmäßig schlafen, sondern kann bis zu einer Woche wach bleiben, ohne zu ermüden. Der Schlaf muss aber anschließend nachgeholt werden, was bei einigen Spezies durch echten Schlaf, bei anderen durch Meditation oder vergleichbare Techniken erreicht wird. Während der Zeit, in der der Nichtschläfer nicht schläft, kann er auch nicht durch Ausruhen und Schlafen regenerieren (Ausnahme stellt die Verwendung von Heilkräutern und der Einsatz des Talents Heilkunde Wunden dar).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Nichtschläfer": "Nichtschläfer",
+ "Pragmatiker-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei einem Pragmatiker baut sich Entrückung bereits nach einer halben Stunde statt einer Stunde pro Stufe ab.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Pragmatiker": "Pragmatiker",
+ "Reich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Vorteil Reich erhält ein Held bei der Generierung zusätzlich 250 Silbertaler pro Stufe.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Reich": "Reich",
+ "Richtungssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Orientierung sind immer um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Richtungssinn": "Richtungssinn",
+ "Saumagen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Mit Saumagen kann der Held zähes Fleisch problemlos essen, so als ob es normales Fleisch wäre. Bei Stufe II kann er sogar ungenießbares Fleisch verzehren. Es wird ihm nicht sonderlich schmecken, aber er kann es verdauen, ohne dass ihm übel wird und er sich erbrechen muss. Gifte und Krankheitskeime können jedoch nicht durch den Vorteil umgangen werden. Ähnliches gilt auch für pflanzliche Nahrungsmittel. Schwerverdauliche Kost ist essbar, ohne dass es weitere Auswirkungen hat.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Saumagen": "Saumagen",
+ "Schlangenmensch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Körperbeherrschung (Akrobatik, Entwinden) sind um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Schlangenmensch": "Schlangenmensch",
+ "Schnell-wieder-auf-den-Beinen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Mit diesem Vorteil benötigt man nur noch die Hälfte der Zeit, bis eine Stufe des Zustands Betäubung oder Berauscht, der durch Alkohol verursacht wurde, abgebaut ist.
\n\t\t\t\t\t\tPublikation: Tavernen-Meisterschirm - S. 13",
+ "Schnell-wieder-auf-den-Beinen": "Schnell wieder auf den Beinen",
+ "Schwer-zu-verzaubern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Zauber, die auf den Helden gesprochen werden können, die auf ihn wirken, sind um 1 erschwert. Dies gilt für alle Zauber und magischen Effekte mit den Merkmalen Einfluss, Heilung, Hellsicht und Verwandlung sowie für solche, die durch Seelenkraft oder Zähigkeit modifiziert werden. Diese Erschwernis gilt auch dann, wenn der Held sich verzaubern lassen möchte.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Schwer-zu-Verzaubern": "Schwer zu verzaubern",
+ "Soziale-Anpassung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Personen mit Sozialer Anpassungsfähigkeit können Erschwernisse auf Gesellschaftstalente ignorieren, die durch Standesunterschiede entstehen. Die Soziale Anpassungsfähigkeit täuscht aber keine Personen des Hochadels.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168",
+ "Soziale-Anpassungsfähigkeit": "Soziale Anpassungsfähigkeit",
+ "Tierfreund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Tierkunde (domestizierte Tiere, Wildtiere) gelten bei Gelingen der Probe als um 1 QS besser, allerdings kann sich die QS dabei nie über 6 erhöhen.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Tierfreund": "Tierfreund",
+ "Unscheinbar-Regel-Pub": "\n\t\t\t\t\t\tRegel: Helden mit diesem Vorteil erhalten eine Erleichterung von 1 auf Gassenwissen (Beschatten).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Unscheinbar": "Unscheinbar",
+ "Verb-Reg-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Verbesserte-Regeneration-Astralenergie": "Verbesserte Regeneration (Astralenergie)",
+ "Verb-Reg-Karmaenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Verbesserte-Regeneration-Karmaenergie": "Verbesserte Regeneration (Karmaenergie)",
+ "Verb-Reg-Lebensenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Verbesserte-Regeneration-Lebensenergie": "Verbesserte Regeneration (Lebensenergie)",
+ "Verhüllte-Aura-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei ungerichteter magischer Wahrnehmung erscheint der Zauberkundige immer als nicht magisch. Wer gezielt versucht, den Zauberkundigen zu entdecken oder zu analysieren, beispielsweise mit dem Zauber ODEM oder der Liturgie Magiesicht, muss eine Erschwernis von 3 hinnehmen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Verhüllte-Aura": "Verhüllte Aura",
+ "Vertrauenserweckend-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Bekehren & Überzeugen (öffentliche Rede, Einzelgespräch, Diskussionsführung), Überreden (Betteln, Manipulieren, Schmeicheln) und Handel (Feilschen) sind um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Vertrauenserweckend": "Vertrauenerweckend",
+ "Waffenbegabung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Waffenbegabung erlaubt bei Kritischen Erfolgen und Patzern bei einer Probe auf eine Kampftechnik eine Wiederholung des Bestätigungswurfs.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Waffenbegabung": "Waffenbegabung",
+ "Wasserlebewesen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wesen mit diesem Vorteil erhalten automatisch die Sonderfertigkeit Unterwasserkampf (die Kosten der SF sind in diesem Vorteil einberechnet). Wasserlebewesen können unter Wasser atmen. Außerdem können sie sich darin mit Leichtigkeit fortbewegen, da es sich um ihr natürliches Element handelt. Sie müssen keine Proben ablegen, um nicht zu ertrinken.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122",
+ "Wasserlebewesen": "Wasserlebewesen",
+ "Wohlklang-Regel-Pub": "\n\t\t\t\t\t\tRegel: Fertigkeitsproben auf Singen sind um 1 erleichtert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Wohlklang": "Wohlklang",
+ "Zäher-Hund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Dieser Vorteil sorgt dafür, dass der Held die Auswirkungen der höchsten Stufe des Zustands Schmerz ignorieren darf. Er erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn ein Held also beispielsweise drei Stufen Schmerz erlitten hat, gelten für ihn nur die Auswirkungen von Stufe II. Bei Schmerz Stufe IV wird der Held dennoch handlungsunfähig. Schmerz Stufe I wird so behandelt, als hätte der Held keine Stufe Schmerz.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Zäher-Hund": "Zäher Hund",
+ "Zauberer-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Zauberer erhält als Astralenergie- Grundwert 20 AsP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition (siehe Seite 275). Diese muss einzeln erworben werden. Jeder Zauberer muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Dieser Vorteil lässt sich im späteren Spielverlauf nicht mehr erwerben.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169",
+ "Zauberer": "Zauberer",
+ "Zeitgefühl-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Charakter hat ein ausgezeichnetes Zeitgefühl und kann, ohne den Stand der Sonne zu sehen oder auf andere Hilfsmittel zurückzugreifen, die Tageszeit genau bestimmen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Zeitgefühl": "Zeitgefühl",
+ "Zweistimmiger-Gesang-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann den Zweistimmigen Gesang singen und hat somit die Möglichkeit, Elfenlieder zu erlernen. Durch den Vorteil erwirbt der Held das Anwendungsgebiet Zweistimmiger Gesang im Talent Singen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Zweistimmiger-Gesang": "Zweistimmiger Gesang",
+ "Zwergennase-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Abenteurer erhält bei Proben auf Sinnesschärfe zur Entdeckung von Geheimtüren, Hohlräumen, versteckten Schubladen und Ähnlichem eine Erleichterung von 1.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Zwergennase": "Zwergennase",
+ "Angstvor-Regel-Pub": "\n\t\t\t\t\t\tRegel: Pro Stufe der Angst erleidet der Held eine Stufe Furcht, so lange er dem Auslöser ausgesetzt ist.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Angst-vor": "Angst vor",
+ "Arm-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Nachteil Arm erhält ein Held bei der Generierung 250 Silbertaler weniger pro Stufe. Wählt er also 3 Stufen Arm, beginnt er ohne Startkapital und besitzt nur ein Kleiderpaket der Kategorie arm.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Arm": "Arm",
+ "Artefaktgebunden-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ist der Held nicht in direktem Kontakt mit dem Artefakt (dies bedeutet: Kontakt mit der Haut), kann er nur erschwert Zaubern. Dieser Nachteil erschwert Zauber um 1, wenn die Bedingung des Körperkontaktes nicht erfüllt ist. Wird das Artefakt vernichtet, kann er so lange nur mit der Erschwernis Zauber wirken, bis er selbst ein neues Artefakt gleicher Machart hergestellt hat, in das die Artefaktgebundenheit automatisch einfließt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170",
+ "Artefaktgebunden": "Artefaktgebunden",
+ "Behäbig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch Behäbig verliert ein Held 1 Punkt von seinem Geschwindigkeit-Grundwert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Behäbig": "Behäbig",
+ "Blind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Nachteil ist ihm der Einsatz vieler Fertigkeiten erschwert oder erst gar nicht möglich. Dies gilt ebenfalls für Sonderfertigkeiten. Welche Handlungen um wie viel erschwert oder gar unmöglich sind, entscheidet der Meister. Die Blindheit ist nicht heilbar, außer durch ein Großes Wunder. Der Held erhält den Status Blind.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Blind": "Blind",
+ "Blutrausch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erhält unter speziellen Umständen den Status Blutrausch. Der Blutrausch wird aktiviert, wenn der Held durch einen Angriff eine Stufe des Zustands Schmerz erleidet oder ihm seine Probe auf Willenskraft zur Aktivierung der Schlechten Eigenschaft Jähzorn misslingt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Blutrausch": "Blutrausch",
+ "Eing-Sicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Berechnung-Nur-FK-Malus": "nur FK-Malus wird automatisch berechnet, Verweis bei relevanten Talenten",
+ "Eingeschränkter-Sinn-Sicht": "Eingeschränkter Sinn: Sicht",
+ "Eing-Gehör-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Eingeschränkter-Sinn-Gehör": "Eingeschränkter Sinn: Gehör",
+ "Eing-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Eingeschränkter-Sinn-Geruch-Geschmack": "Eingeschränkter Sinn: Geruch & Geschmack",
+ "Eing-Tastsinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Eingeschränkter-Sinn-Tastsinn": "Eingeschränkter Sinn: Tastsinn",
+ "Farbenblind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für den Abenteurer sind Farben nicht zu unterscheiden. Dies kann sich bei einigen Proben, etwa auf Alchimie („Rote Flüssigkeit in grüne Flüssigkeit schütten.“), beim Zuordnen von Wappen (Etikette) oder bei der Orientierung im Dschungel negativ auswirken. Ob eine Probe abgelegt werden kann und wie hoch die Erschwernis ist, entscheidet der Meister.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Farbenblind": "Farbenblind",
+ "Fettleibig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Nachteil hat zur Folge, dass Proben auf Klettern, Körperbeherrschung, Tanzen und Verbergen um 1 erschwert sind.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Fettleibig": "Fettleibig",
+ "Giftanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Giftanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171",
+ "Giftanfällig": "Giftanfällig",
+ "Gläsern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Die Wundschwelle des Helden sinkt durch den Nachteil um 1.
\n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 133",
+ "Gläsern": "Gläsern",
+ "Hässlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch jede Stufe dieses Nachteils erleidet der Held eine Erschwernis von 1 auf Betören (Anbandeln, Liebeskünste), Überreden (Manipulieren, Schmeicheln) und Handel (Feilschen).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Hässlich": "Hässlich",
+ "Hitzeempfindlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Hitzestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Hitzestufe 2 leidet.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Hitzeempfindlich": "Hitzeempfindlich",
+ "Jagdwildgeruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann immer, wenn der Held nahe genug an hungrigen Raubtieren ist (50 Schritt Radius) und diese ihn wittern, mit dem W6 würfeln. Bei einer 1-2 halten sie den Abenteurer für Beute und greifen ihn an. Sollte es zu einem Kampf mit einer ganzen Heldengruppe kommen, so greifen die Raubtiere bevorzugt einen Helden mit dem Nachteil Jagdwildgeruch an. Als Raubtiere gelten beispielsweise Jaguare und Würgeschlangen, auf keinen Fall aber reine Pflanzenfresser. Welche Tiere von dem Geruch genau angelockt werden, entscheidet der Meister.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium S. 123",
+ "Jagdwildgeruch": "Jagdwildgeruch",
+ "Kälteempfindlichkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kältestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Kältestufe 1 leidet.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Kälteempfinglich": "Kälteempfindlich",
+ "Keine-Flugsalbe-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann die Sonderfertigkeit Flugsalbe nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Keine-Flugsalbe": "Keine Flugsalbe",
+ "Kein-Vertrauter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann die Sonderfertigkeit Vertrautenbindung nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Kein-Vertrauter": "Kein Vertrauter",
+ "Körpergebundene-Kraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Sobald der Held, aus welchem Grunde auch immer, einen Teil seiner Haarpracht einbüßt (z.B. durch Abschneiden, Feuer etc.; unabhängig von der Länge), verliert er sofort 10 Astralpunkte (bis zu einem Minimum von 0). Diese können normal regeneriert werden. Der normale menschliche Haarverlust zählt nicht als Verlust der Haarpracht.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Körpergebundene-Kraft": "Körpergebundene Kraft",
+ "Körperliche-Auffälligkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann maximal zwei Körperliche Auffälligkeiten wählen. Die Körperliche Auffälligkeit zieht gelegentlich Erschwernisse auf Gesellschaftstalente aufgrund von Aberglaube oder Misstrauen nach sich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Körperliche-Auffälligkeit": "Körperliche Auffälligkeit",
+ "Kranheitsanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Krankheitsanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172",
+ "Krankheitsanfällig": "Krankheitsanfällig",
+ "Lästige-Mindergeister-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal wenn der Zauberer Astralenergie ausgibt, würfelt er mit dem W20. Ist das Ergebnis gleich oder kleiner der ausgegebenen Astralenergiemenge, tauchen Mindergeister auf und belästigen den Zauberer. Welche Art von Mindergeistern erscheinen, entscheidet der Meister je nach Situation. Beispiele sind Windbeutel, die das Haar des Zauberers selbst bei Windstille wallen lassen, Tränenlinge, die sich unter die Augen setzen, oder Feuerwusel, die Gegenstände des Zauberers erhitzen oder gar verkohlen. Außerdem sind alle Fertigkeitsproben wegen der Ablenkung um 1 erschwert. Die Mindergeister bleiben für 10 Minuten, ehe sie von selbst wieder verschwinden. Sind durch zu häufiges Zaubern mehrere Mindergeister erschienen, summieren sich die Erschwernis dennoch nicht auf.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173",
+ "Lästige-Mindergeister": "Lästige Mindergeister",
+ "Lichtempfindlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erleidet eine Stufe Schmerz, sobald er Sonnenlicht ausgesetzt ist, das heller ist als Dämmerlicht. Diese Auswirkung lässt sich vermeiden, wenn der Betroffene seinen kompletten Körper inklusive der Augen verhüllt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173",
+ "Lichtempfindlich": "Lichtempfindlich",
+ "Magische-Einschränkung-Regel-Pub": "\n\t\t\t\t\t\tRegel: In der Umgebung, für die der Nachteil gilt, hat der Zauberer bei magischen Fertigkeitsproben keine Erschwernisse, ansonsten eine von 1.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173",
+ "Magische-Einschränkung": "Magische Einschränkung",
+ "Nachtblind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Sobald der Held mindestens eine Stufe Sichterschwernis durch Dunkelheit erleidet, wird diese Erschwernis für ihn um eine Stufe erhöht.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173",
+ "Berechnung-Keine5": "Keine Berechnung, auf Grund von Sicht Mod Stufe 4 aktuell nicht integrierbar",
+ "Nachtblind": "Nachtblind",
+ "Niedrige-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der AE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Astralkraft": "Niedrige Astralkraft",
+ "Niedrige-Karmalkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der KE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Karmalkraft": "Niedrige Karmalkraft",
+ "Niedrige-Lebenskraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der LE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Lebenskraft": "Niedrige Lebenskraft",
+ "Niedrige-Seelenkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der SK-Grundwert des Helden ist um 1 schlechter.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Seelenkraft": "Niedrige Seelenkraft",
+ "Niedrige-Zähigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der ZK-Grundwert des Helden ist um 1 schlechter.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Niedrige-Zähigkeit": "Niedrige Zähigkeit",
+ "Pech-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held startet pro Stufe des Nachteils mit 1 Schicksalspunkt weniger als üblich. Sein Maximum an Schicksalspunkten sinkt hierdurch um einen Punkt pro Stufe. Die Anzahl der Schicksalspunkte darf hierbei nicht unter 0 fallen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Pech": "Pech",
+ "Pechmagnet-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei jeder zufälligen Bestimmung des Meisters (Welcher Held wird von dem Pfeil getroffen? Wer stand von der Gruppe in der Nähe der Falle, als sie ausgelöst wurde?) sind die Chancen bei einem Abenteurer mit diesem Nachteil mindestens doppelt so hoch wie die eines Helden ohne Pechmagnet. Der Nachteil sollte in der Heldengruppe nicht bei allen Helden auftreten, da sich der Nachteil ansonsten aufhebt. Dementsprechend erfordert die Wahl von Pechmagnet Rücksprache mit dem Meister.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Pechmagnet": "Pechmagnet",
+ "Persönlichkeitsschwächen-Regel-Pub": "\n\t\t\t\t\t\tRegel: In passenden Situationen kann der Meister durchaus für die angegebenen Fertigkeiten eine Erschwernis von 1 aussprechen, wenn er dies für angemessen hält. Es dürfen bis zu zwei Persönlichkeitsschwächen pro Held gewählt werden.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174",
+ "Persönlichkeitsschwächen": "Persönlichkeitsschwächen",
+ "Prinzipientreue-Regel-Pub": "\n\t\t\t\t\t\tRegel: Prinzipientreue gibt es in drei Stufen. Während die erste Stufe den Helden nur leicht einschränkt, ist die zweite Stufe schon fordernd, die letzte Stufe benachteiligt den Helden schwer.
\n\t\t\t\t\t\tEin Held kann mehreren Prinzipien folgen, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Prinzipientreuestufe). Wer gegen seine Prinzipien verstößt, erleidet eine Erschwernis von 1 auf alle Fertigkeitsproben. Dieser Zustand dauert mindestens eine Stunde an, über die genaue Länge entscheidet der Meister unter Berücksichtigung der Schwere des Verstoßes.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175",
+ "Prinzipientreue": "Prinzipientreue",
+ "Raubtiergeruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann immer, wenn der Held nahe genug an domestizierten Tieren ist und diese ihn wittern, mit dem W6 würfeln. Bei einer 1 versuchen sie, vor der vermeintlichen Bedrohung zu fliehen. Hunde und Katzen meiden die Nähe eines Helden mit diesem Nachteil, Pferde scheuen und selbst Schafe und Ziegen fliehen blökend, sobald er sich ihnen nähert. Bei Proben auf Tierkunde und Reiten im Umgang mit domestizierten Tieren kann ein Held mit Raubtiergeruch maximal 1 QS übrig behalten.
\n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium S. 123",
+ "Raubtiergeruch": "Raubtiergeruch",
+ "Schlafwandler-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kein Held sollte mehr als einmal pro Woche schlafwandeln. Am Tag nach dem Schlafwandeln erhält der Held 24 Stunden lang eine Stufe des Zustands Betäubung durch die geringe Erholung in der Nacht. Die Regeneration ist für den Held in der Nacht, in der er schlafwandelt um 1 gesenkt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175",
+ "Schlafwandler": "Schlafwandler",
+ "Schlechte-Angewohnheit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann so viele Schlechte Angewohnheiten wählen, wie er möchte, erhält hierdurch allerdings insgesamt maximal 6 AP. In seltenen Fällen kann der Meister auch Erschwernisse auf Gesellschaftstalente vergeben.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175",
+ "Schlechte-Angewohnheit": "Schlechte Angewohnheit",
+ "Schlechte-Eigenschaft-Regel-Pub": "\n\t\t\t\t\t\tRegel: In jeder Situation, in der der Held mit einem potenziellen Auslöser seiner Schlechten Eigenschaft konfrontiert wird, muss er eine Probe auf Willenskraft bestehen, um sich zu beherrschen. Gelingt ihm diese Probe, ist alles in Ordnung, ansonsten muss er entsprechend der Schlechten Eigenschaft agieren. Seine Schlechte Eigenschaft hat ihn so lange im Griff, wie er dem Auslöser ausgesetzt ist.
\n\t\t\t\t\t\tDer Meister kann für die Probe auf Willenskraft entsprechend der Stärke des Auslösers Erschwernisse oder Erleichterungen aussprechen. Es dürfen bis zu zwei Schlechte Eigenschaften pro Held gewählt werden.
\n\t\t\t\t\t\tKombinationen, die sich ausschließen (z.B. Geiz und Verschwendungssucht), dürfen nicht gewählt werden. Das letzte Wort darüber hat der Spielleiter.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176",
+ "Schlechte-Eigenschaft": "Schlechte Eigenschaft",
+ "Schlechte-Regeneration-Astralenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176",
+ "Schlechte-Regeneration-Astralenergie": "Schlechte Regeneration (Astralenergie)",
+ "Schlechte-Regeneration-Karmaenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176",
+ "Schlechte-Regeneration-Karmaenergie": "Schlechte Regeneration (Karmaenergie)",
+ "Schlechte-Regeneraion-Lebensenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176",
+ "Schlechte-Regeneration-Lebensenergie": "Schlechte Regeneration (Lebensenergie)",
+ "Schwacher-Astralkörper-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal, wenn der Held Astralpunkte ausgibt, verliert er einen Astralpunkt zusätzlich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177",
+ "Schwacher-Astralkörper": "Schwacher Astralkörper",
+ "Schwache-Karmalkörper-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal, wenn der Held Karmapunkte ausgibt, verliert er einen Karmapunkt zusätzlich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177",
+ "Schwacher-Karmalkörper": "Schwacher Karmalkörper",
+ "Sensibler-Geruchssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Solange der Held dem Geruch ausgesetzt ist, erleidet er eine Stufe Verwirrung.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177",
+ "Sensibler-Geruchssinn": "Sensibler Geruchssinn",
+ "Sprachfehler-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei Gesellschaftstalenten (außer Menschenkenntnis und Willenskraft) und Handeln (Feilschen) kann er nach Meisterentscheid eine Erschwernis von 1 erhalten, wenn es darum geht, mit anderen Personen zu sprechen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177",
+ "Sprachfehler": "Sprachfehler",
+ "Stigma-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann eine Erschwernis von 1 auf Gesellschaftstalente (ausgenommen Einschüchtern, Menschenkenntnis und Willenskraft) und Handel (Feilschen) aussprechen, wenn er dies für angemessen hält. Ein Held kann den Nachteil nur einmal wählen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Stigma": "Stigma",
+ "Stumm-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann sich in den meisten Fällen mit anderen Personen nicht verständigen (außer über Zeichensprache oder schriftlich). Der Einsatz von Zaubern und anderen Handlungen, die Sprache erfordern, ist unmöglich oder stark erschwert. Der Held erhält dauerhaft den Status Stumm.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Stumm": "Stumm",
+ "Taub-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann keine Probe auf Sinnesschärfe ablegen, die mit dem Hören zu tun haben. Er erhält den Status Taub.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Taub": "Taub",
+ "Unfähig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held muss bei einer Probe auf das Talent das beste Würfelergebnis einer Teilprobe neu würfeln. Das zweite Ergebnis ist bindend. Ein Abenteurer kann maximal zwei Unfähigkeiten besitzen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Unfähig": "Unfähig",
+ "Unfrei-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann eine Erschwernis erhalten, wenn er als Unfreier Höhergestellte mit Gesellschaftstalenten überzeugen will. In seiner Kultur hat er zudem mit Unterdrückung zu kämpfen, genießt fast keinen rechtlichen Schutz und gilt als Besitz eines Höhergestellten. Genaueres hierzu siehe Seite 338.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Unfrei": "Unfrei",
+ "Unverträglichkeit-gegen-Alkohol-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über diesen Nachteil verfügt, für den verdoppeln sich die Auswirkungen nach Giftproben beim Konsum von Alkohol. Würde der Held beispielsweise 1 Stufe Berauscht erleiden, erhält er stattdessen direkt 2 Stufen des Zustands.
\n\t\t\t\t\t\tPublikation: Meisterschirm - Tavernen S. 13",
+ "Unververträglichkeit-gegen-Alkohol": "Unverträglichkeit gegenüber Alkohol",
+ "Verpflichtungen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held muss Anweisungen desjenigen befolgen, dem er verpflichtet ist, oder mit den Konsequenzen leben. Ein Held kann mehreren Institutionen oder Personen verpflichtet sein, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Verpflichtungsstufe).
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178",
+ "Verpflichtungen": "Verpflichtungen",
+ "Verstümmelt-Einarmig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tEiner der beiden Arme des Charakters fehlt mindestens bis zum Ellbogen.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einarmig": "Verstümmelt: Einarmig",
+ "Verstümmelt-Einäugig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tEines der beiden Augen des Helden ist blind oder er hat es verloren. Fernkampfangriffe sind dadurch um 4 erschwert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einäugig": "Verstümmelt: Einäugig",
+ "Verstümmelt-Einbeinig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tDer Held hat nur ein Bein, bzw. es ist unterhalb des Knies amputiert. Der Geschwindigkeit-Grundwert ist halbiert. Krücken und einfache Prothesen wie ein Holzbein helfen gegen die Verminderung der Geschwindigkeit nicht.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einbeinig": "Verstümmelt: Einbeinig",
+ "Verstümmelt-Einhändig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tDem Abenteurer fehlt eine Hand.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einhändig": "Verstümmelt: Einhändig",
+ "Verstümmelt-Einohrig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
\n\t\t\t\t\t\tEines der Ohren ist abgeschnitten oder verkrüppelt. Proben auf Sinnesschärfe auf Hören sind für den Helden grundsätzlich um 1 erschwert.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Verstümmelt-Einohrig": "Verstümmelt: Einohrig",
+ "Verweichlicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei der Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten bekommt die Heldin eine Erschwernis von 2.
\n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 133",
+ "Verweichlicht": "Verweichlicht",
+ "Wahrer-Name-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wenn ein Zauberer einen Zauberspruch gegen ein Ziel einsetzt, dessen Wahren Namen er kennt (und der über diesen Nachteil verfügt), verschlechtert sich die Seelenkraft und die Zähigkeit des Ziels um 4, womit es leichter zu verzaubern ist.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Wahrer-Name": "Wahrer Name",
+ "Wilde-Magie-Regel-Pub": "\n\t\t\t\t\t\tRegel: 19er werden bei Fertigkeitsproben auf Zauber und Rituale in Hinsicht auf die Bestimmung eines Patzers wie eine 20 behandelt.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Wilde-Magie": "Wilde Magie",
+ "Zauberanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Gegen Magie sind Seelenkraft und Zähigkeit um 1 pro Stufe schlechter als üblich.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Zauberanfällig": "Zauberanfällig",
+ "Zerbrechlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Erschwernisse durch den Zustand Schmerz werden wie bei einer Stufe höher behandelt. Die Handlungsunfähigkeit tritt somit bereits bei Stufe III ein.
\n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179",
+ "Zerbrechlich": "Zerbrechlich",
+ "Allgemeine SF": "Allgemeine SF",
+ "Abrichter": "Abrichter",
+ "Abrollen": "Abrollen",
+ "Ackerbau": "Ackerbau",
+ "Anführer": "Anführer",
+ "Anpeitscher": "Anpeitscher",
+ "Analytiker": "Analytiker",
+ "Archivar": "Archivar",
+ "Athlet": "Athlet",
+ "Bauchreden": "Bauchreden",
+ "Bine-Maschores": "Bine Maschores",
+ "Bildhauerei": "Bildhauerei",
+ "Bootsbauer": "Bootsbauer",
+ "Buchdrucker": "Buchdrucker",
+ "Diener": "Diener",
+ "Dokumentenfälscher": "Dokumentenfälscher",
+ "Drohgebärden": "Drohgebärden",
+ "Dschungelkundig": "Dschungelkundig",
+ "Eis-und-Schneekundig": "Eis- und Schneekundig",
+ "Eiserner-Wille": "Eiserner Wille",
+ "Ermutigender-Gesang": "Ermutigender Gesang",
+ "Fächersprache": "Fächersprache",
+ "Fallen-entschärfen": "Fallen entschärfen",
+ "Falschspielen": "Falschspielen",
+ "Faszinierender-Gesang": "Faszinierender Gesang",
+ "Feuerschlucker": "Feuerschlucker",
+ "Fischer": "Fischer",
+ "Freiklettern": "Freiklettern",
+ "Füchsisch": "Füchsisch",
+ "Gestählter-Wille": "Gestählter Wille",
+ "Gebirgskundig": "Gebirgskundig",
+ "Gift-melken-Landtiere": "Gift melken (Land- und Lufttiere)",
+ "Gift-melken-Wassertiere": "Gift melken (Wassertiere)",
+ "Gildenrecht": "Gildenrecht",
+ "Glasbläserei": "Glasbläserei",
+ "Guter-Gardist-böser-Gardist": "Guter Gardist, böser Gardist",
+ "Hauswirtschaft": "Hauswirtschaft",
+ "Hehlerei": "Hehlerei",
+ "Heraldik": "Heraldik",
+ "Höhlenkundig": "Höhlenkundig",
+ "Iglubau": "Iglubau",
+ "Instrumente-bauen": "Instrumente bauen",
+ "Jäger": "Jäger",
+ "Kalligraphie": "Kalligraphie",
+ "Kapellmeister": "Kapellmeister",
+ "Kartographie": "Kartographie",
+ "Kohlezeichnungen": "Kohlezeichnungen",
+ "Konditor": "Konditor",
+ "Kristallzucht": "Kristallzucht",
+ "Kulturlandkundig": "Kulturlandkundig",
+ "Kupferstich": "Kupferstich",
+ "Kutschenbauer": "Kutschenbauer",
+ "Leg-ga-Leg": "Leg-ga-Leg",
+ "Leibdiener": "Leibdiener",
+ "Liebling-der-Massen": "Liebling der Massen",
+ "Lippenlesen": "Lippenlesen",
+ "Meereskundig": "Meereskundig",
+ "Meister-der-Improvisation": "Meister der Improvisation",
+ "Möbel-herstellen": "Möbel herstellen",
+ "Navigation": "Navigation",
+ "Ölmalerei": "Ölmalerei",
+ "Opernsänger": "Opernsänger",
+ "Orientierung-unter-Tage": "Orientierung unter Tage",
+ "Ortskenntnis": "Ortskenntnis",
+ "Provozieren": "Provozieren (EM)",
+ "Prunkkleidung-herstellen": "Prunkkleidung herstellen",
+ "Pyromantiker": "Pyromantiker",
+ "Rahjasutra-Kenntnisse": "Rahjasutra-Kenntnisse",
+ "Rosstäuscher": "Rosstäuscher",
+ "Rüstungsbau": "Rüstungsbau",
+ "Sammler": "Sammler",
+ "Schiffsbau": "Schiffsbau",
+ "Schmerzen-unterdrücken": "Schmerzen unterdrücken",
+ "Schmuck-herstellen": "Schmuck herstellen",
+ "Schnapsbrennerei": "Schnapsbrennerei",
+ "Schnellschreiber": "Schnellschreiber",
+ "Schriftstellerei": "Schriftstellerei",
+ "Seile-herstellen": "Seile herstellen",
+ "Skifahren": "Skifahren",
+ "Smutje": "Smutje",
+ "Stellmacherei": "Stellmacherei",
+ "Steppenkundig": "Steppenkundig",
+ "Sumpfkundig": "Sumpfkundig",
+ "Tätowierer": "Tätowierer",
+ "Tierstimmen-imitieren": "Tierstimmen imitieren",
+ "Töpferei": "Töpferei",
+ "Verführungskunst": "Verführungskunst",
+ "Viehzucht": "Viehzucht",
+ "Waffenbau": "Waffenbau",
+ "Waldkundig": "Waldkundig",
+ "Wandmalerei": "Wandmalerei",
+ "Wettervorhersage": "Wettervorhersage",
+ "Wüstenkundig": "Wüstenkundig",
+ "Zahlenmystik": "Zahlenmystik",
+ "Berufsgeheimnisse": "Berufsgeheimnisse",
+ "Antidot": "Antidot",
+ "Algebra": "Algebra",
+ "Arax": "Arax",
+ "Aussatz": "Aussatz",
+ "Bannstaub": "Bannstaub",
+ "Blaue-Keuche": "Blaue Keuche",
+ "Blutiger-Rotz": "Blutiger Rotz",
+ "Boltan": "Boltan",
+ "Brabacudagift": "Brabacudagift",
+ "Die-böse-Eins": "Die böse Eins",
+ "Drachenschuppen": "Drachenschuppen",
+ "Drehleier": "Drehleier",
+ "Droler-Spitze": "Drôler Spitze",
+ "Dumpfschädel": "Dumpfschädel",
+ "Dunkle-Pforten": "Dunkle Pforten",
+ "Durch-den-Efferdwall-und-zurück": "Durch den Efferdwall und zurück",
+ "Efferd-und-Kerkersieche": "Efferd- und Kerkersieche",
+ "Elfenbogen": "Elfenbogen",
+ "Fätelungstechnik": "Fätelungstechnik",
+ "Feuerwerk": "Feuerwerk",
+ "Filigranes-Kettenknüpfen": "Filigranes Kettenknüpfen",
+ "Flinker-Difar": "Flinker Difar",
+ "Garadan": "Garadan",
+ "Gefäße-des-Rohal": "Gefäße des Rohal",
+ "Geometrie": "Geometrie",
+ "Gilbe": "Gilbe",
+ "Glas": "Glas",
+ "Heiltrank": "Heiltrank",
+ "Inrahspiel": "Inrahspiel",
+ "Inseln-im-Nebel": "Inseln im Nebel",
+ "Iryanleder": "Iryanleder",
+ "Jahresfieber": "Jahresfieber",
+ "Kelmon": "Kelmon",
+ "Kukris": "Kukris",
+ "Landsegler": "Landsegler",
+ "Lehmbacktechnik": "Lehmbacktechnik",
+ "Liebestrunk": "Liebestrunk",
+ "Lutanas": "Lutanas",
+ "Magierphilosophie": "Magierphilosophie",
+ "Mantikorgift": "Mantikorgift",
+ "Mandragora": "Mandragora",
+ "Meister-der-Brabacudaküche": "Meister der Brabacudaküche",
+ "Morfugift": "Morfugift",
+ "Menacoriten": "Menacoriten",
+ "Myranor-Geographie": "Myranor-Geographie",
+ "Omrais": "Omrais",
+ "Orkischer-Kalender": "Orkischer Kalender",
+ "Pastillen-gegen-Schmerzen": "Pastillen gegen Schmerzen",
+ "Pelura": "Pelura",
+ "Pentagramm": "Pentagramm",
+ "Porzellan": "Porzellan",
+ "Rascher-Wahn": "Rascher Wahn",
+ "Rote-und-Weiße-Kamele": "Rote und Weiße Kamele",
+ "Schaumkuss": "Schaumkuss",
+ "Schlacht-von-Jergan": "Schlacht von Jergan",
+ "Schlaftrunk": "Schlaftrunk",
+ "Schokolade": "Schokolade",
+ "Schwarze-Wut": "Schwarze Wut",
+ "Spinett": "Spinett",
+ "Standharfe": "Standharfe",
+ "Sumpffieber": "Sumpffieber",
+ "Sunsura": "Sunsura",
+ "Tollwut": "Tollwut",
+ "Tulmadron": "Tulmadron",
+ "Tulmadron-Abbau": "Tulmadron-Abbau",
+ "Uhrwerk": "Uhrwerk",
+ "Unauer-Porzellan": "Unauer Porzellan",
+ "Unsichtbarkeitselixier": "Unsichtbarkeitselixier",
+ "Uthuria-Geographie": "Uthuria-Geographie",
+ "Verwandlungselixier": "Verwandlungselixier",
+ "Vinsalter-Ei": "Vinsalter Ei",
+ "Vorfahren-der-Mittelländer": "Vorfahren der Mittelländer",
+ "Waffenbalsam": "Waffenbalsam",
+ "Wahrscheinlichkeitsrechnung": "Wahrscheinlichkeitsrechnung",
+ "Weg-durch-die-Sargasso-See": "Weg durch die Sargasso-See",
+ "Willentrunk": "Willenstrunk",
+ "Wundfieber": "Wundfieber",
+ "Wurara": "Wurara",
+ "Zähigkeitstrunk": "Zähigkeitstrunk",
+ "Zaubertrank": "Zaubertrank",
+ "Zeitalterforschung": "Zeitalterforschung",
+ "Zorganpocken": "Zorganpocken",
+ "Zwergische-Tresore": "Zwergische Tresore",
+ "Schicksalspunkte-SF": "Schicksalspunkte-SF",
+ "Attacke-verbessern": "Attacke verbessern",
+ "Ausweichen-verbessern": "Ausweichen verbessern",
+ "Eigenschaften-verbessern": "Eigenschaft verbessern",
+ "Empathie": "Empathie",
+ "Fernkampf-verbessern": "Fernkampf verbessern",
+ "Fleischwunde": "Fleischwunde",
+ "Höhere-Prophezeiung": "Höhere Prophezeiung",
+ "Parade-verbessern": "Parade verbessern",
+ "Magiegespür": "Magiegespür",
+ "Prophezeiung": "Prophezeiung",
+ "Wachsamkeit": "Wachsamkeit",
+ "Aktivierung": "Aktivierung",
+ "Tierkunde": "Tierkunde",
+ "Fischen-und-Angeln": "Fischen & Angeln",
+ "Brett-und-Glückspiel": "Brett- & Glücksspiel",
+ "Geographie": "Geographie",
+ "Geschichtswissen": "Geschichtswissen",
+ "Götter-und-Kulte": "Götter & Kulte",
+ "Magiekunde": "Magiekunde",
+ "Mechanik": "Mechanik",
+ "Rechnen": "Rechnen",
+ "Spährenkunde": "Sphärenkunde",
+ "Sternkunde": "Sternkunde",
+ "Alchimie": "Alchimie",
+ "Boote-und-Schiffe": "Boote & Schiffe",
+ "Fahrzeuge": "Fahrzeuge",
+ "Heilkunde-Gift": "Heilkunde Gift",
+ "Heilkunde-Krankheiten": "Heilkunde Krankheiten",
+ "Holzbearbeitung": "Holzbearbeitung",
+ "Lebensmittelbearbeitung": "Lebensmittelbearbeitung",
+ "Lederbearbeitung": "Lederbearbeitung",
+ "Metallbearbeitung": "Metallbearbeitung",
+ "Steinbearbeitung": "Steinbearbeitung",
+ "Stoffbearbeitung": "Stoffbearbeitung",
+ "Bewegungsunfähig": "Bewegungsunfähig",
+ "Bewusstlos": "Bewusstlos",
+ "Brennend": "Brennend",
+ "Eingeengt": "Eingeengt",
+ "Fixiert": "Fixiert",
+ "Handlungsunfähig": "Handlungsunfähig",
+ "Krank": "Krank",
+ "Liegend": "Liegend",
+ "Raserei": "Raserei",
+ "Überrascht": "Überrascht",
+ "Übler-Geruch": "Übler Geruch",
+ "Unsichtbar": "Unsichtbar",
+ "Vergiftet": "Vergiftet",
+ "Versteinert": "Versteinert",
+ "Zustände": "Zustände",
+ "Stufe-1": "Stufe I
(-1)",
+ "Stufe-2": "Stufe II
(-2)",
+ "Stufe-3": "Stufe III
(-3)",
+ "Stufe-4": "Stufe IV
(Handlungsunfähig)",
+ "Betäubung": "Betäubung",
+ "Entrückt": "Entrückt",
+ "Furcht": "Furcht",
+ "Paralyse": "Paralyse",
+ "Schmerz": "Schmerz",
+ "Verwirrung": "Verwirrung",
+ "Abzüge-gesamt": "Abzüge gesamt:",
+ "Abzüge-effektiv-ohne-BE": "Abzüge effektiv ohne BE:",
+ "max-5": "(max. -5)\n\t\t\t\t\n\t\t\t",
+ "Abzüge-effektiv-abzgl-BE": "Abzüge effektiv abzgl. BE:",
+ "Abzüge-effektiv-inkl-BE": "Abzüge effektiv inkl. BE:",
+ "Körper": "Körper",
+ "Gesellschaft": "Gesellschaft",
+ "Natur": "Natur",
+ "Wissen": "Wissen",
+ "Handwerk": "Handwerk",
+ "Sprachen": "Sprachen",
+ "Gaben": "Gaben",
+ "MU": "MU",
+ "KL": "KL",
+ "IN": "IN",
+ "CH": "CH",
+ "FF": "FF",
+ "GE": "GE",
+ "KO": "KO",
+ "KK": "KK",
+ "BE": "BE",
+ "Talent": "Talent",
+ "Eigenschaften": "Eigenschaften",
+ "FW": "FW",
+ "Info": "Info Weitere Mod. & Regeln
+: Erleichterung
-: Erschwernis
AG: Neues Anwendungsgebiet
EM: Neue Einsatzmöglichkeit
QS: Erhöhung der QS
BG: Berufsgeheimnis",
+ "Text": "Proben",
+ "Klettern": "Klettern",
+ "Ja": "Ja",
+ "Werkzeuge-Minus": "Werkzeuge (-)",
+ "Fettleibig-Minus-Auto": "Fettleibig (-) (automatisch berechnet)",
+ "Freiklettern-Plus": "Freiklettern (+)",
+ "Körperbeherrschung": "Körperbeherrschung",
+ "Schlangenmensch-Plus": "Schlangenmensch (+)",
+ "Skifahren-AG": "Skifahren (AG)",
+ "Abrollen-QS": "Abrollen (QS)",
+ "Athlet-QS": "Athlet (QS)",
+ "Kraftakt": "Kraftakt",
+ "Schwimmen": "Schwimmen",
+ "Selbstbeherrschung": "Selbstbeherrschung",
+ "Nein": "Nein",
+ "Schmerzen-unterdrücken-EM": "Schmerzen unterdrücken (EM)",
+ "Hart-im-Nehmen-Plus": "Hart im Nehmen (+)",
+ "Sinnesschärfe": "Sinnesschärfe",
+ "Evtl": "Evtl.",
+ "Lippenlesen-AG": "Lippenlesen (AG)",
+ "Fuchssinn-AG": "Fuchssinn (AG)",
+ "Heraus-Sinn-Gehör-Plus": "Herausragender Sinn: Gehör (+)",
+ "Heraus-Sinn-Geruch-Geschmack-Plus": "Herausragender Sinn: Geruch & Geschmack (+)",
+ "Heraus-Sinn-Sicht-Plus": "Herausragender Sinn: Sicht (+)",
+ "Heraus-Sinn-Tastsinn-Plus": "Herausragender Sinn: Tastsinn (+)",
+ "Zwergennase-Plus": "Zwergennase (+)",
+ "Eing-Sinn-Gehör-Minus": "Eingeschränkter Sinn Gehör (-)",
+ "Eing-Sinn-Geruch-Geschmack-Minus": "Eingeschränkter Sinn Geruch & Geschmack (-)",
+ "Eing-Sinn-Sicht-Minus": "Eingeschränkter Sinn Sicht (-)",
+ "Eing-Sinn-Tastsinn-Minus": "Eingeschränkter Sinn Tastsinn (-)",
+ "Verstümmelt-Einäugig-Minus": "Verstümmelt: Einäugig (-)",
+ "Verstümmelt-Einohrig-Minus": "Verstümmelt: Einohrig (-)",
+ "Verbergen": "Verbergen",
+ "Einschüchtern": "Einschüchtern",
+ "Sozialer-Stand-Plus": "Sozialer Stand (+)",
+ "Basiliskentöter-Plus": "Basiliskentöter (+)",
+ "Drachentöter-Plus": "Drachentöter (+)",
+ "Sprachfehler-Minus": "Sprachfehler (-)",
+ "Anpeitscher-EM": "Anpeitscher (EM)",
+ "Drohgebärden-EM": "Drohgebärden (EM)",
+ "Provozieren-EM": "Provozieren (EM)",
+ "Guter-Gardist-böser-Gardist-QS": "Guter Gardist, böser Gardist (QS)",
+ "Willenskraft": "Willenskraft",
+ "Kulturkunde-Plus-Minus": "Kulturkunde (+/-)",
+ "Gestählter-Wille-QS": "Gestählter Wille (QS)",
+ "Stg": "Stg.",
+ "Fw": "Fw",
+ "Anmerkung": "Anmerkung",
+ "Proben": "Proben",
+ "Fliegen": "Fliegen",
+ "Gaukeleien": "Gaukeleien",
+ "Bauchreden-AG": "Bauchreden (AG)",
+ "Feuer-schlucken-AG": "Feuer schlucken (AG)",
+ "Feuerwerk-AG": "Feuerwerk (AG)",
+ "Reiten": "Reiten",
+ "Raubtiergeruch-MaxQS": "Raubtiergeruch (max. 1 QS)",
+ "Singen": "Singen",
+ "Wohlklang-Plus": "Wohlklang (+)",
+ "Operngesang-AG": "Operngesang (AG)",
+ "Zweistimmiger-Gesang-AG": "Zweistimmiger Gesang (AG)",
+ "Ermutigender-Gesang-EM": "Ermutigender Gesang (EM)",
+ "Faszinierender-Gesang-EM": "Faszinierender Gesang (EM)",
+ "Tanzen": "Tanzen",
+ "Taschendiebstahl": "Taschendiebstahl",
+ "Zechen": "Zechen",
+ "Bekehren-und-Überzeugen": "Bekehren & Überzeugen",
+ "Drachentöter-Plusrac": "Drachentöter (+)",
+ "Geborener-Redner-Plus": "Geborener Redner (+)",
+ "Vertrauenerweckend-Plus": "Vertrauenerweckend (+)",
+ "Stigma-Minus": "Stigma (-)",
+ "Übler-Geruch-Minus": "Übler Geruch (-)",
+ "Liebling-der-Massen-QS": "Liebling der Massen (QS)",
+ "Betören": "Betören",
+ "Angenehmer-Geruch-Plus": "Angenehmer Geruch (+)",
+ "Gutaussehend-Plus": "Gutaussehend (+)",
+ "Hässlich-Minus": "Hässlich (-)",
+ "Rahjasutra-Kenntnisse-QS": "Rahjasutra-Kenntnisse (QS)",
+ "Verführungskunst-QS": "Verführungskunst (QS)",
+ "Anpeitscher-EMi": "Anpeitscher (EM)",
+ "Etikette": "Etikette",
+ "Heraldik-EM": "Heraldik (EM)",
+ "Farbenblind-Minus": "Farbenblind (-)",
+ "Dienen-und-Gehorchen-AG": "Dienen & Gehorchen (AG)",
+ "Leibdiener-EM": "Leibdiener (EM)",
+ "Gassenwissen": "Gassenwissen",
+ "Sozialer-Stand-Minus": "Sozialer Stand (+)",
+ "Basiliskentöter-Minus": "Basiliskentöter (-)",
+ "Drachentöter-Minus": "Drachentöter (-)",
+ "Soziale-Anpassungsfähigkeit-Plus": "Soziale Anpassungsfähigkeit (+)",
+ "Ortskenntnis-Plus": "Ortskenntnis (+)",
+ "Unscheinbar-Plus": "Unscheinbar (+)",
+ "Menschenkenntnis": "Menschenkenntnis",
+ "Überreden": "Überreden",
+ "Anführer-EM": "Anführer (EM)",
+ "Feenfreund-QS": "Feenfreund (QS)",
+ "Verkleiden": "Verkleiden",
+ "Fährtensuchen": "Fährtensuchen",
+ "Dschungelkundig-Plus": "Dschungelkundig (+)",
+ "Eis-und-Schneekundig-Plus": "Eis- und Schneekundig (+)",
+ "Gebirgskundig-Plus": "Gebirgskundig (+)",
+ "Höhlenkundig-Plus": "Höhlenkundig (+)",
+ "Kulturlandkundig-Plus": "Kulturlandkundig (+)",
+ "Meereskundig-Plus": "Meereskundig (+)",
+ "Steppenkundig-Plus": "Steppenkundig (+)",
+ "Sumpfkundig-Plus": "Sumpfkundig (+)",
+ "Waldkundig-Plus": "Waldkundig (+)",
+ "Wüstenkundig-Plus": "Wüstenkundig (+)",
+ "Fesseln": "Fesseln",
+ "Seile-herstellen-AG": "Seile herstellen (AG)",
+ "Fischer-QS": "Fischer (QS)",
+ "Brabacudagift-BG": "Brabacudagift (BG)",
+ "Orientierung": "Orientierung",
+ "Orientierung-unter-Tage-Plus": "Orientierung unter Tage (+)",
+ "Richtungssinn-Plus": "Richtungssinn (+)",
+ "Pflanzenkunde": "Pflanzenkunde",
+ "Sammler-QS": "Sammler (QS)",
+ "Ackerbau-EM": "Ackerbau (EM)",
+ "Jäger-QS": "Jäger (QS)",
+ "Tierfreund-QS": "Tierfreund (QS)",
+ "Abrichten-EM": "Abrichten (EM)",
+ "Gift-melken-Landtiere-EM": "Gift melken (Land - und Lufttiere) (EM)",
+ "Gift-melken-Wassertiere-EM": "Gift melken (Wassertiere) (EM)",
+ "Tierstimmen-imitieren-EM": "Tierstimmen imitieren (EM)",
+ "Mantikorgift-BG": "Mantikorgift (BG)",
+ "Morfugift-BG": "Morfugift (BG)",
+ "Wildnisleben": "Wildnisleben",
+ "Wettervorhersage-AG": "Wettervorhersage (AG)",
+ "Iglubau-EM": "Iglubau (EM)",
+ "Falschspielen-EM": "Falschspielen (EM)",
+ "Boltan-BG": "Boltan (BG)",
+ "Die-böse-Eins-BG": "Die böse Eins (BG)",
+ "Garadan-BG": "Garadan (BG)",
+ "Inrahspiel-BG": "Inrahspiel (BG)",
+ "Rote-und-Weiße-Kamele-BG": "Rote und Weiße Kamele (BG)",
+ "Pelura-BG": "Pelura (BG)",
+ "Pentagramm-BG": "Pentagramm (BG)",
+ "Schlacht-von-Jergan-BG": "Schlacht von Jergan (BG)",
+ "Kartographie-AG": "Kartographie (AG)",
+ "Myranor-Geographie-BG": "Myranor-Geographie (BG)",
+ "Uthuria-Geographie-BG": "Uthuria-Geographie (BG)",
+ "Vorfahren-der-Mittelländer-BG": "Vorfahren der Mittelländer (BG)",
+ "Zeitalterforschung-BG": "Zeitalterforschung (BG)",
+ "Magierphilosophie-BG": "Magierphilosophie (BG)",
+ "Kriegskunst": "Kriegskunst",
+ "Analytiker-EM": "Analytiker (EM)",
+ "Dunkle-Pforten-BG": "Dunkle Pforten (BG)",
+ "Gefäße-des-Rohal-BG": "Gefäße des Rohal (BG)",
+ "Uhrwerk-BG": "Uhrwerk (BG)",
+ "Vinsalter-Ei-BG": "Vinsalter Ei (BG)",
+ "Zwergische-Tresore-BG": "Zwergische Tresore (BG)",
+ "Zahlenmystik-AG": "Zahlenmystik (AG)",
+ "Algebra-BG": "Algebra (BG)",
+ "Geometrie-BG": "Geometrie (BG)",
+ "Wahrscheinlichkeitsrechnung-BG": "Wahrscheinlichkeitsrechnung (BG)",
+ "Rechtskunde": "Rechtskunde",
+ "Gildenrecht-AG": "Gildenrecht (AG)",
+ "Sagen-und-Legenden": "Sagen & Legenden",
+ "Inseln-im-Nebel-BG": "Inseln im Nebel (BG)",
+ "Menacoriten-BG": "Menacoriten (BG)",
+ "Orkischer-Kalender-BG": "Orkischer Kalender (BG)",
+ "Meister-der-Improvisation-Plus": "Meister der Improvisation (+)",
+ "Antidot-BG": "Antidot (BG)",
+ "Feuerwerk-BG": "Feuerwerk (BG)",
+ "Glas-BG": "Glas (BG)",
+ "Heiltrank-BG": "Heiltrank (BG)",
+ "Liebestrunk-BG": "Liebestrunk (BG)",
+ "Porzellan-BG": "Porzellan (BG)",
+ "Unauer-Porzellan-BG": "Unauer Porzellan (BG)",
+ "Unsichtbarkeitselixier-BG": "Unsichtbarkeitselixier (BG)",
+ "Verwandlungselixier-BG": "Verwandlungselixier (BG)",
+ "Waffenbalsam-BG": "Waffenbalsam (BG)",
+ "Willenstrunk-BG": "Willenstrunk (BG)",
+ "Zaubertrank-BG": "Zaubertrank (BG)",
+ "Navigation-AG": "Navigation (AG)",
+ "Durch-den-Efferdwall-und-zurück-BG": "Durch den Efferdwall und zurück (BG)",
+ "Weg-durch-die-Sargasso-See-BG": "Weg durch die Sargasso-See (BG)",
+ "Landsegler-BG": "Landsegler (BG)",
+ "Handel": "Handel",
+ "Bine-Maschores-AG": "Bine Maschores (AG)",
+ "Hehlerei-AG": "Hehlerei (AG)",
+ "Rosstäuscher-EM": "Rosstäuscher (EM)",
+ "Verwalten-EM": "Verwalten (EM)",
+ "Arax-BG": "Arax (BG)",
+ "Kelmon-BG": "Kelmon (BG)",
+ "Kukris-BG": "Kukris (BG)",
+ "Mandragora-BG": "Mandragora (BG)",
+ "Omrais-BG": "Omrais (BG)",
+ "Sunsura-BG": "Sunsura (BG)",
+ "Tulmadron-BG": "Tulmadron (BG)",
+ "Wurara-BG": "Wurara (BG)",
+ "Aussatz-BG": "Aussatz (BG)",
+ "Blaue-Keuche-BG": "Blaue Keuche (BG)",
+ "Blutiger-Rotz-BG": "Blutiger Rotz (BG)",
+ "Dumpfschädel-BG": "Dumpfschädel (BG)",
+ "Efferd-und-Kerkersieche-BG": "Efferd- und Kerkersieche (BG)",
+ "Flinker-Difar-BG": "Flinker Difar (BG)",
+ "Gilbe-BG": "Gilbe (BG)",
+ "Jahresfieber-BG": "Jahresfieber (BG)",
+ "Lutanas-BG": "Lutanas (BG)",
+ "Rascher-Wahn-BG": "Rascher Wahn (BG)",
+ "Schwarze-Wut-BG": "Schwarze Wut (BG)",
+ "Sumpffieber-BG": "Sumpffieber (BG)",
+ "Tollwut-BG": "Tollwut (BG)",
+ "Wundfieber-BG": "Wundfieber (BG)",
+ "Zorganpocken-BG": "Zorganpocken (BG)",
+ "Heilkunde-Seele": "Heilkunde Seele",
+ "Heilkunde-Wunden": "Heilkunde Wunden",
+ "Boote-bauen-AG": "Boote bauen (AG)",
+ "Kutschen-bauen-AG": "Kutschen bauen (AG)",
+ "Instrumente-bauen-AG": "Instrumente bauen (AG)",
+ "Räder-herstellen-AG": "Räder herstellen (AG)",
+ "Rüstungsherstellung-AG": "Rüstungsherstellung (AG)",
+ "Schiffe-bauen-AG": "Schiffe bauen (AG)",
+ "Schmuck-herstellen-AG": "Schmuck herstellen (AG)",
+ "Waffenherstellung-AG": "Waffenherstellung (AG)",
+ "Drehleier-BG": "Drehleier (BG)",
+ "Elfenbogen-BG": "Elfenbogen (BG)",
+ "Spinett-BG": "Spinett (BG)",
+ "Standharfe-BG": "Standharfe (BG)",
+ "Smutje-Plus": "Smutje (+)",
+ "Schnapsbrennen-AG": "Schnapsbrennen (AG)",
+ "Konditor-EM": "Konditor (EM)",
+ "Meister-der-Brabacudaküche-BG": "Meister der Brabacudaküche (BG)",
+ "Schaumkuss-BG": "Schaumkuss (BG)",
+ "Schokolade-BG": "Schokolade (BG)",
+ "Drachenschuppen-BG": "Drachenschuppen (BG)",
+ "Iryanleder-BG": "Iryanleder (BG)",
+ "Malen-und-Zeichnen": "Malen & Zeichnen",
+ "Dokumente-fälschen-AG": "Dokumente fälschen (AG)",
+ "Drucken-AG": "Drucken (AG)",
+ "Kalligraphie-AG": "Kalligraphie (AG)",
+ "Kohlezeichnungen-AG": "Kohlezeichnungen (AG)",
+ "Kupferstich-anfertigen-AG": "Kupferstich anfertigen (AG)",
+ "Ölgemälde-malen-AG": "Ölgemälde malen (AG)",
+ "Tätowieren-AG": "Tätowieren (AG)",
+ "Wandmalerei-AG": "Wandmalerei (AG)",
+ "Zauberzeichen-malen-AG": "Zauberzeichen malen (AG)",
+ "Rüstungsherstellung": "Rüstungsherstellung (AG)",
+ "Fätelungstechnik-BG": "Fätelungstechnik (BG)",
+ "Filigranes-Kettenknüpfen-BG": "Filigranes Kettenknüpfen (BG)",
+ "Lehmbacktechnik-BG": "Lehmbacktechnik (BG)",
+ "Musizieren": "Musizieren",
+ "Dirigieren-AG": "Dirigieren (AG)",
+ "Schlösserknacken": "Schlösserknacken",
+ "Fallen-entschärfen-AG": "Fallen entschärfen (AG)",
+ "Glasbläserei-AG": "Glasbläserei (AG)",
+ "Kristalle-züchten-AG": "Kristalle züchten (AG)",
+ "Töpferarbeiten-AG": "Töpferarbeiten (AG)",
+ "Bildhauerei-EM": "Bildhauerei (EM)",
+ "Tulmadron-Abbau-BG": "Tulmadron-Abbau (BG)",
+ "Prunkkleidung-herstellen-BG": "Prunkkleider herstellen (AG)",
+ "Droler-Spitze-BG": "Drôler Spitze (BG)",
+ "---": "---",
+ "Alaani": "Alaani",
+ "Angram": "Angram",
+ "Asdharia": "Asdharia",
+ "Atak": "Atak",
+ "Aureliani": "Aureliani",
+ "Bosparano": "Bosparano",
+ "Fjarningsch": "Fjarningsch",
+ "Garethi": "Garethi",
+ "Goblinisch": "Goblinisch",
+ "Isdira": "Isdira",
+ "Mohisch": "Mohisch",
+ "Nujuka": "Nujuka",
+ "Ogrisch": "Ogrisch",
+ "Oloarkh": "Oloarkh",
+ "Ologhaijan": "Ologhaijan",
+ "Rabensprache": "Rabensprache",
+ "Rogolan": "Rogolan",
+ "Rssahh": "Rssahh",
+ "Ruuz": "Ruuz",
+ "Saga-Thorwalsch": "Saga-Thorwalsch",
+ "Thorwalsch": "Thorwalsch",
+ "Tulamidya": "Tulamidya",
+ "Ur-Tulamidya": "Ur-Tulamidya",
+ "Zelemja": "Zelemja",
+ "Zhayad": "Zhayad",
+ "Zyklopäisch": "Zyklopäisch",
+ "MS": "MS",
+ "Schriften": "Schriften",
+ "Altes-Alaani": "Altes Alaani",
+ "Angram-Bilderschrift": "Angram-Bilderschrift",
+ "Chrmk": "Chrmk",
+ "Chuchas": "Chuchas",
+ "Geheiligte-Glyphen-von-Unau": "Geheiligte Glyphen von Unau",
+ "Hjaldingsche-Runen": "Hjaldingsche Runen",
+ "Imperiale-Zeichen": "Imperiale Zeichen",
+ "Isdira-und-Asdharia-Zeichen": "Isdira- und Asdharia-Zeichen",
+ "Kusliker": "Kusliker Zeichen",
+ "Nanduria-Zeichen": "Nanduria-Zeichen",
+ "Rogolan-Runen": "Rogolan-Runen",
+ "Thorwalsche-Runen": "Thorwalsche Runen",
+ "Trollische-Raumbilderschrift": "Trollische Raumbilderschrift",
+ "Tulamidya-Zeichen": "Tulamidya-Zeichen",
+ "Ur-Tulamidya-Zeichen": "Ur-Tulamidya-Zeichen",
+ "Zhayad-Zeichen": "Zhayad-Zeichen",
+ "Gaben-und-inoffizielle-Talente": "Gaben und inoffizielle Talente",
+ "Gaben-Erklärung": "hier können eigene/inoffizielle Talente nach eigenen Vorgaben eingegeben werden welche man haben möchte, aber im Grundregelwerk von DSA5 aber nicht existieren",
+ "Probe": "Probe",
+ "R": "R",
+ "Roll": "Roll",
+ "A": "A",
+ "B": "B",
+ "C": "C",
+ "D": "D",
+ "E": "E",
+ "Ausrüstung": "Ausrüstung",
+ "Nahkampf": "Nahkampf",
+ "Fernkampf": "Fernkampf",
+ "Kampftechniken": "Kampftechniken",
+ "INI": " INI",
+ "RS": "RS",
+ "GS": " GS",
+ "LE": " LE",
+ "WS": " WS",
+ "Schips": " Schips",
+ "beritten": "beritten",
+ "Reittier-GS": " Reittier GS ",
+ "Nahkampfwaffen": "Nahkampfwaffen",
+ "Waffe": "Waffe",
+ "KT": "KT",
+ "Leiteigenschaft-Schadensbonus": "Leiteig. + Schadensb.",
+ "Trefferpunkte": "Trefferpunkte",
+ "AT-PA-Mod": "AT/PA Mod",
+ "Reichweite": "Reichweite",
+ "Verschleiß": "Verschleiß",
+ "Dolche": "Dolche",
+ "Fechtwaffen": "Fechtwaffen",
+ "Hiebwaffen": "Hiebwaffen",
+ "Kettenwaffen": "Kettenwaffen",
+ "Lanzen": "Lanzen",
+ "Raufen": "Raufen",
+ "Schwerter": "Schwerter",
+ "Stangenwaffen": "Stangenwaffen",
+ "Zweihandhiebwaffen": "Zweihandhiebwaffen",
+ "Zweihandschwerter": "Zweihandschwerter",
+ "W6-Plus": "W6+",
+ "kurz": "kurz",
+ "mittel": "mittel",
+ "lang": "lang",
+ "IV": "IV",
+ "Angriff": "Angriff",
+ "AT-PA": "AT/PA",
+ "Schilde": "Schilde",
+ "Schild": "Schild",
+ "Strukturpunkte": "Strukturp.",
+ "Schadensberechnung": "Schadensb.",
+ "klein": "klein",
+ "groß": "groß",
+ "Waffen-in-der-Nebenhand": "Waffen in der Nebenhand",
+ "Fernkampfwafen": "Fernkampfwaffen",
+ "Kampftechnik": "Kampftechnik",
+ "Ladezeit": "Ladezeit",
+ "Munition": "Munition",
+ "Armbrüste": "Armbrüste",
+ "Blasrohre": "Blasrohre",
+ "Bögen": "Bögen",
+ "Feuerspeien": "Feuerspeien",
+ "Schleudern": "Schleudern",
+ "Wurfwaffen": "Wurfwaffen",
+ "FK": "FK",
+ "Rüstung": "Rüstung",
+ "Art": "Art",
+ "Zusätzliche-Abzüge": "Zus. Abz.",
+ "Reise-Schlacht": "Reise, Schlacht,...",
+ "Aktiv": "Aktiv",
+ "Normale-Kleidung": "Normale Kleidung",
+ "Schwere-Kleidung": "Schwere Kleidung",
+ "Stoffrüstung": "Stoffrüstung",
+ "Lederrüstung": "Lederrüstung",
+ "Kettenrüstung": "Kettenrüstung",
+ "Schuppenrüstung": "Schuppenrüstung",
+ "Plattenrüstung": "Plattenrüstung",
+ "Attacke": "Attacke",
+ "Attacke:": "Attacke:",
+ "AT-Patzer": "AT-Patzer",
+ "Nebenhand-AT:": "Nebenhand-AT:",
+ "Beidhändiger-Kampf": "Beidhändiger Kampf",
+ "Passierschlag:": "Passierschlag:",
+ "Pikenwall": "Pikenwall",
+ "Schild-AT:": "Schild-AT:",
+ "Trefferpunkte:": "Trefferpunkte:",
+ "W-Plus": "W+",
+ "x2": "x2",
+ "Nebenhand-TP:": "Nebenhand-TP:",
+ "Schild-TP:": "Schild-TP:",
+ "Waffenparade:": "Waffenparade:",
+ "2.": "2.",
+ "3.": "3.",
+ "1/2": "1/2",
+ "Patzer": "Patzer",
+ "Schildparade:": "Schildparade:",
+ "PA-Patzer": "PA-Patzer",
+ "Ausweichen:": "Ausweichen:",
+ "Verteidigung:": "Verteidigung:",
+ "+/-": "+/-",
+ "Basismanöver": "Basismanöver",
+ "TP-Plus": "TP+",
+ "Finte:": "Finte:",
+ "-": "-",
+ "Präziser-Stich:": "Präziser Stich:",
+ "Unterlaufen:": "Unterlaufen:",
+ "Wuchtschlag:": "Wuchtschlag:",
+ "Passiv": "Passiv",
+ "AT": "AT",
+ "PA": "PA",
+ "TP": "TP",
+ "Drachentöter:": "Drachentöter:",
+ "Einhändiger-Kampf:": "Einhändiger Kampf:",
+ "Hass-auf:": "Hass auf...:",
+ "Mächtiger-Schlag:": "Mächtiger Schlag:",
+ "Schilddeckung:": "Schilddeckung:",
+ "Verkürzte-Waffenführung:": "Verkürz. Waffenführ.:",
+ "Verteidigungshaltung:": "Verteidigungshaltung:",
+ "ZH-Reiterkampf:": "ZH Reiterkampf:",
+ "Spezialmanöver": "Spezialmanöver",
+ "AT-auf-ungeschütze-Stellen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Wenn die AT des Wesens gelingt und die Verteidigung des Ziels misslingt, kann Rüstungsschutz, der durch Kleidung und Rüstungen zustande gekommen ist, ignoriert werden. Gegen diesen Angriff kann man sich normal verteidigen. Die Attacke ist um 2 erschwert. Magischer, karmaler oder natürlicher Rüstungsschutz kann nicht umgangen werden und schützt weiterhin.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9",
+ "AT-auf-ungeschütze-Stellen": "AT auf ungesch. Stellen",
+ "Anspringen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Gegen diesen Angriff kann man sich normal verteidigen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP anstelle des eigentlichen Schadens. Die Kreatur sitzt zudem auf ihrem Opfer und genießt eine Vorteilhafte Position (siehe Regelwerk Seite 238). Um das Wesen herunterzubekommen, ist eine Vergleichsprobe auf Kraftakt (Heben & Stemmen) notwendig, die um je volle 50 Stein Gewicht der Kreatur um 1 erschwert ist. Dies kostet eine Aktion. Will der Held gleichzeitig auch noch aufstehen, so ist die Probe um zusätzlich 3 Punkte erschwert. Ein misslungener Angriff bedeutet, dass dem Gegner ein Passierschlag zusteht. Die Attacke ist um 4 erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: -4
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9",
+ "Anspringen": "Anspringen:",
+ "Betäubungsschlag-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Gelingt die um 2 erschwerte AT und misslingt die Verteidigung, richtet der Angriff 1W3 TP an. Außerdem muss der Getroffene eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um die Anzahl der angerichteten TP ablegen (egal ob Schaden verursacht wurde oder nicht). Bei Misslingen erleidet er 1 Stufe Betäubung. Das Manöver lässt sich nur gegen Kulturschaffende und Tiere der Größenkategorie des Helden oder kleiner anwenden. Ja, das bedeutet, dass ein Betäubungsschlag gegen Ungeheuer wirkungslos ist.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152",
+ "Betäubungsschlag": "Betäubungsschlag",
+ "Entwaffnen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Um dem Gegner mit diesem Manöver eine Waffe (ausgenommen Schilde) aus der Hand zu schlagen, ist eine um 4, gegen Zweihandwaffen sogar um 6 erschwerte Attacke nötig. Gegen diesen Angriff kann eine reguläre Verteidigung durchgeführt werden. Misslingt diese, wird die Waffe fallen gelassen. Der Angriff verursacht 1W3 TP. Um eine Waffe wieder aufzuheben, muss der Held die Regeln für Aufheben von Gegenständen im Kampf befolgen.
\n\t\t\t\t\t\t\t\t\tErschwernis: –4/–6
\n\t\t\t\t\t\t\t\t\tKampftechnik: Fechtwaffen, Hiebwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 247",
+ "Entwaffnen:": "Entwaffnen:",
+ "EH": "EH",
+ "ZH": "ZH",
+ "Festnageln-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ein Festnageln-Manöver kann nur gegen Gegner durchgeführt werden, die den Status Liegend aufweisen. Gelingt die um 4 erschwerte AT und misslingt die Verteidigung, so ist das Opfer festgenagelt. Die Heldin kann mit der verwendeten Waffe nicht mehr parieren, sie kann nur noch ausweichen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass die Spielerin würfeln muss. Jede KR richtet der Angriff +1 TP an (in der 1. KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert und behält den Status Liegend. Solange das Opfer festgenagelt ist, kann es sich nicht verteidigen. Die Angreiferin kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen die Heldin gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln-Manöver kann nur gegen Ziele der Größenkategorie klein oder mittel angewandt werden.
\n\t\t\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152",
+ "Festnageln": "Festnageln",
+ "Flugangriff-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ist der Flugangriff erfolgreich, steigen die TP um 2. Das Manöver Flugangriff kann nur durchgeführt werden, wenn der Angreifer eine Anflugstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Gegen diesen Angriff kann man sich normal verteidigen. Misslingt der Flugangriff, darf der Verteidiger einen Passierschlag ausführen. Sollte der Flugangriff gelungen sein, so ist eine Attacke gegen das Flugwesen durch den Angegriffenen in dieser KR um 6 erschwert, da das Wesen am Gegner vorbeifliegt. Am Ende der KR hat sich das Flugwesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon, ob es mit dem Flugangriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden. Die Attacke ist um 2 erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9",
+ "Flugangriff": "Flugangriff:",
+ "Gezielter-Angriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Mit diesem Manöver kann man gezielt eine Trefferzone angreifen. Dazu ist eine Attacke nötig, die entsprechend dem Zonenaufschlag erschwert ist.
\n\t\t\t\t\t\t\t\t\tErschwernis: je nach Zone
\n\t\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152",
+ "Gezielter-Angriff": "Gezielter Angriff",
+ "Humanoid-klein-groß": "Humanoid, klein bis groß",
+ "Kopf": "Kopf",
+ "Torsp": "Torso",
+ "Arme": "Arme",
+ "Beine": "Beine",
+ "Ins-Auge-und-durch-die-Hand": "Ins Auge und durch die Hand",
+ "Auge-": "Auge",
+ "Fuss": "Fuss",
+ "Hals": "Hals",
+ "Hand": "Hand",
+ "Drachen": "Drachen",
+ "Bauch": "Bauch",
+ "Flügel": "Flügel",
+ "Halsansatz": "Halsansatz",
+ "Schwanz": "Schwanz",
+ "Krakonier": "Krakonier",
+ "Nervenzentrum": "Nervenzentrum",
+ "Riesenhirschkäfer": "Riesenhirschkäfer",
+ "Gelenkansätze": "Gelenkansätze",
+ "Haltegriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu ist eine erfolgreiche Raufenattacke nötig. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. So lange der Gegner festgehalten wird, leidet er unter dem Status Fixiert und Eingeengt. Um sich aus dem Haltegriff zu lösen, ist eine vergleichende Probe auf Kraftakt (Ziehen & Zerren) nötig. Der Haltende kann sich nicht verteidigen, so lange er seinen Gegner festhält. Für den Haltegriff muss der Angreifer beide Hände frei haben. Der Haltegriff kann nur gegen Gegner gleicher oder kleinerer Größenkategorie verwendet werden.
\n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248",
+ "Haltegriff": "Haltegriff",
+ "Hammerschlag-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke für den Hammerschlag ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Schwerter, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248",
+ "Hammerschlag": "Hammerschlag",
+ "Herunterstoßen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Gelingt dem Helden eine um 4 erschwerte Attacke und misslingt die Verteidigung des Gegners, erleidet dieser minimalen Waffenschaden (wie gewürfelt 1 bei den TP, Bonus durch Schadensschwelle zählt mit) und droht vom Reittier zu stürzen. Er muss sofort eine Probe auf Reiten (Kampfmanöver) erschwert um 2 ablegen, bei Misslingen stürzt der Reiter von seinem Reittier und erleidet Sturzschaden (siehe Regelwerk Seite 340).
\n\t\t\t\t\t\t\t\t\tErschwernis: -4
\n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 153",
+ "Herunterstoßen": "Herunterstoßen",
+ "Klammergriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Dem Wesen muss eine AT mit seinem Fangarm (Tentakel, Arm, Körper, etc.) gelingen. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. Solange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Ab der nächsten KR muss das Wesen keine AT mehr würfeln, sondern erzeugt durch Quetschen SP in Höhe der ausgewürfelten TP des Angriffs. Alternativ kann das Wesen 1 Aktion aufwenden, um das Opfer zu seinem Maul zu heben. In der folgenden KR kann das Wesen dann zubeißen, so es über eine Biss-Attacke verfügt. Diese Biss-Attacke gelingt gegen einen festgehaltenen Gegner. Die Verteidigung des Angreifers sinkt für den Rest der KR, in welcher der Biss stattfindet, auf 0. Der Klammergriff kann nur gegen Gegner kleinerer Größenkategorien eingesetzt werden. Um sich aus dem Klammergriff zu lösen, ist eine gelungene Vergleichsprobe auf Kraftakt (Ziehen & Zerren) nötig. Mittels einer freien Aktion kann der Klammernde den Gehaltenen loslassen. Sollte der Klammernde sein Opfer angehoben haben, stürzt es und erleidet den Status Liegend, sofern ihm nicht eine Probe auf Körperbeherrschung (Kampfmanöver) gelingt. Der Angriff ist um 4 erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: -4
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9",
+ "Klammerangriff": "Klammerangriff",
+ "Klingensturm-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Abenteurerin vermag in 1 Aktion zwei einzelne Attacken zu schlagen. Beide Attacken sind um jeweils 2 erschwert. Der zweite Angriff bekommt einen Malus von –2 TP. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP. Die Angriffe können sich gegen verschiedene Ziele innerhalb der Angriffsdistanz richten. Wird ein Klingensturm mit einem Basismanöver kombiniert, muss dieses für beide Attacken identisch sein. Sollte der Heldin während der ersten AT ein Patzer unterlaufen, verfällt die zweite AT. Das Klingensturm-Manöver kann nicht zusammen mit einem Schild, einer Parierwaffe oder einer weiteren Einhandwaffe kombiniert werden. Der Bonus durch die SF Einhändiger Kampf kann beim Einsatz des Klingensturm benutzt werden.
\n\t\t\t\t\t\t\t\t\tErschwernis: -2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154",
+ "Klingensturm": "Klingensturm",
+ "1-Angriff": "1. Angriff",
+ "2-Angriff": "2. Angriff",
+ "Lanzenangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Möchte der Reiter einen Gegner mit einer Lanze angreifen, muss dazu der Befehl Lanzenangriff erteilt werden. Der Lanzenangriff kann nur im Galopp ausgeführt werden. Nach der Probe auf Reiten wird eine Attacke auf Lanzen ausgeführt (dies kostet keine zusätzliche Aktion, sondern ist Teil des Befehls). Pferd und Reiter verringern ihre Geschwindigkeit nach erfolgtem Angriff nicht automatisch. Außerdem kann ein solcher Angriff nicht mit einer Waffe pariert werden, nur eine Parade mit einem Schild oder Ausweichen sind möglich. Bei einer gelungenen Attacke und einer gelungenen Parade mit dem Schild oder einem unverteidigten Treffer lässt der Angreifer die Lanze los, um nicht vom Aufprall aus dem Sattel gehoben zu werden. Ist der Lanzenangriff erfolgreich, steigen die TP um 2 + GS/2 des Reittiers.
\n\t\t\t\t\t\t\t\t\tKampftechnik: Lanzen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248",
+ "Lanzenangriff": "Lanzenangriff",
+ "Riposte-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Nach einer erfolgreichen Parade, die für den Kämpfer um 2 erschwert ist, kann er sofort einen Passierschlag gegen seinen Angreifer ausführen. Das Manöver Riposte muss vor dem Attackewurf des Angreifers angesagt werden. Nach der Riposte kann der Kämpfer keine weiteren Verteidigungen in dieser KR mehr durchführen. Eine Riposte kann nicht mit einem Basismanöver kombiniert werden.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
\n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249",
+ "Riposte": "Riposte",
+ "Rundumschlag": "\n \t\t\t\t\t\t\t\t\tRegel: Die angegriffenen Gegner dürfen auf den Angriff getrennt reagieren. Die erste Attacke ist um 2, die zweite um 6 und die dritte um 10 erschwert. Wenn die Verteidigung der Gegner misslingt, wird für jeden Gegner einzeln Schaden ausgewürfelt. Rundumschlag I erlaubt den Angriff auf zwei Gegner, Rundumschlag II den Angriff auf drei Gegner. Ein Patzer bei einem der Angriffe bedeutet, dass keine weiteren Attacken des Rundumschlags in dieser KR ausgeführt werden können.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –6 (zweite Attacke); –10 (dritte Attacke)
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Schilde, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249",
+ "Rundumschlag-gegen": "Rundumschlag gg.",
+ "1-Gegner": "1. Gegner",
+ "2-Gegner": "2. Gegner",
+ "3-Gegner": "3. Gegner",
+ "Schildspalter-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu wird eine Attacke gegen den Schild durchgeführt, gegen die der Gegner mit einer Parade mit dem Schild oder Ausweichen verteidigen darf. Für eine Parade mit dem Schild kann der Parade-Bonus des Schildes nicht genutzt werden. Misslingt die Parade oder das Ausweichen, wird der Schaden von den Strukturpunkten des Schildes abgezogen. Fallen diese auf 0, ist der Schild zerstört. Dieses Spezialmanöver kann nur gegen Schildkämpfer eingesetzt werden.
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249",
+ "Schildspalter": "Schildspalter",
+ "Schwanz-Tentakelschwung-Regel": "\n\t\t\t\t\t\t\t\tRegel: Ist das angreifende Wesen mindestens eine Größenkategorie größer als seine Ziele, kann es mit einem Schwanz- oder Tentakelschwung mehrere Gegner zu Fall bringen. Diesem Angriff kann man nur ausweichen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Durch den Fall erleidet man 1W3 SP. Ein solcher Angriff kann nur gegen Ziele neben oder hinter (Schwanz) bzw. vor (Tentakel) dem angreifenden Wesen ausgeführt werden. Die Attacke ist um 2 pro Ziel erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2 pro Ziel
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10",
+ "Schwanz-Tentakelschwung": "Schwanz- oder Tentakelschwung:",
+ "1-Ziel": "1 Ziel",
+ "2-Ziele": "2 Ziele",
+ "3-Ziele": "3 Ziele",
+ "4-Ziele": "4 Ziele",
+ "Schwitzkasten-Regel": "\n\t\t\t\t\t\t\t\t\tRegel: Um einen Feind in den Schwitzkasten zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Schwitzkasten. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Schwitzkasten, erleidet er jede KR 1 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, die erschwert ist um die SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Schwitzkasten ist, stehen ihm zwei Optionen offen: \n\t\t\t\t\t\t\t\t\t
• Schwitzkasten aufsprengen: Er kann versuchen, den Schwitzkasten zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. War der Widersacher erfolgreich, enden der Schwitzkasten und der Haltegriff. \n\t\t\t\t\t\t\t\t\t
• Angreifen: Er kann die Heldin angreifen. \n\t\t\t\t\t\t\t\t\t
Solange der Schwitzkasten aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
\n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154",
+ "Schwitzkasten": "Schwitzkasten",
+ "Sturmangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Das Manöver Sturmangriff kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 4 Schritt hat und über eine GS von mindestens 4 verfügt. Die Bewegung ist Teil der Aktion, mit der man angreift. Ist der Sturmangriff erfolgreich, steigen die TP um 2 und die halbe GS des Angreifers. Dieser Angriff kann regulär abgewehrt werden. Sollte der Sturmangriff misslingen, erhält der Verteidiger die Gelegenheit für einen Passierschlag. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249",
+ "Sturmangriff": "Sturmangriff",
+ "Todesstoß-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke für den Todesstoß ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250",
+ "Todesstoß": "Todesstoß",
+ "Trampeln-Regel": "\n\t\t\t\t\t\t\t\tRegel: Nur Wesen, die im Vergleich zum Gegner eine höhere Größenkategorie aufweisen, können einen Trampel-Angriff durchführen. Ausschließlich Gegner mit dem Status Liegend oder Wesen, deren Größenkategorie kleiner ist als die des angreifenden Wesens, können zertrampelt werden. Der Angreifer kann eine Trampel-Attacke durchführen. Hierdurch erleidet er jedoch einen zusätzlichen Abzug von 2 Punkten auf seine Verteidigung in der laufenden KR.
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10",
+ "Trampeln": "Trampeln:",
+ "Überrennen-Regel": "\n\t\t\t\t\t\t\t\tRegel: Das Manöver Überrennen kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Dieser Angriff kann regulär abgewehrt werden. Sollte das Überrennen misslingen, erhält der Verteidiger Gelegenheit für einen Passierschlag, dieser ist aber zusätzlich um 4 erschwert. Ist das Überrennen-Manöver erfolgreich, so ist eine Attacke gegen das Wesen durch den Angegriffenen in dieser KR um 2 erschwert. Am Ende der KR ist das Wesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon es mit dem Angriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10",
+ "Überrennen": "Überrennen:",
+ "Verbeißen-Regel": "\n\t\t\t\t\t\t\t\tRegel: Das Wesen führt einen Biss-Angriff aus. Kann der gelungene Angriff nicht verteidigt werden, so hat sich die Kreatur festgebissen. In den nachfolgenden KR gelingt die Biss-Attacke des Wesens automatisch, ohne dass der Meister würfeln muss. Jede weitere KR richtet der Verbeißen-Angriff +1 TP an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert, es sei denn, bei der Kreaturenbeschreibung steht extra dabei, dass der Status entfällt. Die Verteidigung des Angreifers sinkt, während es durch den Biss am Gegner hängt, auf 0. Das Wesen kann am Ende einer KR entscheiden loszulassen (was eine freie Aktion kostet). Dieser Angriff ist um 2 erschwert.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10",
+ "Verbeißen": "Verbeißen:",
+ "Vorstoß-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Mit dieser Sonderfertigkeit kann man seinen Attackewert für die aktuelle Kampfrunde um 2 erhöhen. Dafür kann man diese Kampfrunde keine Verteidigung mehr ausführen. Ein Vorstoß muss am Anfang der Runde angesagt werden. Der Vorstoß kann nicht im Status Liegend ausgeführt werden.
\n\t\t\t\t\t\t\t\t\tErleichterung: +2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Kettenwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250",
+ "Vorstoß": "Vorstoß",
+ "Wurf-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu muss er ihn zuerst in einen Haltegriff bekommen (siehe Sonderfertigkeit Haltegriff). So lange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Hält er seinen Gegner, muss er eine um 2 erschwerte Raufenattacke ausführen. Gelingt diese und kann der Gegner sich nicht erfolgreich verteidigen, geht der Gegner zu Boden und erleidet den Status Liegend. Der Wurf selbst verursacht 1W3 TP, ein möglicher darauf folgender Sturz beispielsweise von einer Klippe oder in ein Feuer unter Umständen deutlich mehr.
\n\t\t\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250",
+ "Wurf": "Wurf",
+ "Zu-Fall-Bringen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke ist um 4 erschwert. Gegen diesen Angriff kann verteidigt werden. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP.
\n\t\t\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250",
+ "Zu-Fall-Bringen": "Zu Fall bringen",
+ "Kampfstile": "Kampfstile",
+ "Adersin-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Gegner des Schwertgesellen ist durch den ständigen Wechsel zwischen Ein- und Zweihandnutzung der Waffe so überrascht, dass seine Verteidigung um 1 gesenkt wird. Obwohl der Anderthalbhänder bei diesem Stil gelegentlich in nur einer Hand geführt wird, kann er nicht zusammen mit einem Schild, einer Parierwaffe oder einer Einhandwaffe kombiniert werden. Selbst wenn der Anderthalbhänder teilweise einhändig geführt wird, kann die SF Einhändiger Kampf nicht genutzt werden.
\n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter (nur Anderthalbhänder)
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156",
+ "Adersin-Stil": "Adersin-Stil",
+ "Baburin-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Eine Kriegerin aus Baburin kann mittels 1 freien Aktion im Kampf eine Probe auf Kriegskunst ablegen. Sie muss vor dem Ablegen der Probe einen Gegner in Sichtreichweite bestimmen. Gelingt die Probe, so bekommt sie für die laufende KR einen Bonus von +1 AT, +1 Verteidigung und +1 Fernkampf gegen den benannten Widersacher.
\n\t\t\t\t\t\t\t\tKampftechnik: alle
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156",
+ "Baburin-Stil": "Baburin-Stil:",
+ "Baliho-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT und Verteidigung um jeweils 1 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
\n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156",
+ "Baliho-Stil": "Baliho-Stil:",
+ "Bornländisches-Raufen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kennerinnen der SF Bornländisches Raufen erhöhen ihren Schaden bei allen waffenlosen Angriffen um +1 TP.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157",
+ "Bornländisches-Raufen": "Bornländisches Raufen:",
+ "Cendrasch-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Gegen Gegner der Größenkategorie groß und riesig erhalten Krieger des Cendrasch-Stils einen Bonus von +1 auf ihre Verteidigung.
\n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Zweihandhiebwaffen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157",
+ "Cendrasch-Stil": "Cendrasch-Stil:",
+ "Dajin-Buskur-Regel": "\n \t\t\t\t\t\t\t\tRegel: Sollte der Dajin-Buskur auf seiner Position verharren (sprich: er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet) und greift er den Feind an, der ihn in dieser KR zuerst angegriffen hat, so erhält er gegen diesen einen Bonus von +1 AT und +1 TP.
\n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157",
+ "Dajin-Stil": "Dajin-Stil:",
+ "Elenvina-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei der SF Anführer muss die Elenviner Kriegerin nur 1 freie Aktion statt einer regulären Aktion aufwenden.
\n\t\t\t\t\t\t\t\tKampftechnik: alle
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157",
+ "Elenvina-Stil": "Elenvina-Stil:",
+ "Fedorino-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: In KR, in denen der Held keine Spezialmanöver einsetzt, verfügt er über eine um 2 erhöhte Verteidigung. Will der Abenteurer von dem Bonus auf seine Verteidigung profitieren und eine Verteidigung einsetzen, so darf er in dieser KR auch weiterhin keine Spezialmanöver einsetzen. Der Bonus ist mit dem der Verteidigungshaltung kumulativ.
\n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158",
+ "Fedorino-Stil": "Fedorino-Stil:",
+ "Gladiatoren-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wer den Gladiatoren-Stil beherrscht, kann immer, wenn er mittels Raufen-AT Trefferpunkte verursacht, versuchen, die Zuschauer für sich zu gewinnen. Die Spielerin legt dazu eine Probe auf Überreden (Manipulieren) ab. Gelingt die Probe, so erhält ihre Heldin einen Bonus von +2 AT für die laufende und die folgende KR. Die Wirkung der gelungenen Probe ist nicht kumulativ, die Abenteurerin bekommt also nicht einen Bonus von +4, wenn sie die Probe nochmals ablegt, und auch der Zeitraum der Wirkung verlängert sich nicht. Die Heldin bekommt den Bonus nur, wenn eine ausreichende Menge an Zuschauern vorhanden ist. Zuschauer dürfen nicht selbst in den Kampf involviert sein. Was eine ausreichende Menge an Zuschauern ist, entscheidet der Meister. Dies kann je nach Situation unterschiedlich sein und reicht von 2 Zuschauern in einer Gasse bis hin zu hunderten Menschen in einer Arena. Wer den Gladiatoren-Stil einsetzt, richtet allerdings –2 TP bei Raufen-AT an. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158",
+ "Gladiatoren-Stil": "Gladiatoren-Stil:",
+ "Hammerfaust-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Held, der diesen Stil beherrscht, richtet bei Lebewesen +1 TP an. Waffenlose Angriffe verdoppeln ihre TP gegen Objekte. Sollte ein Kenner dieser SF also 7 TP Strukturschaden auswürfeln, so richtet er stattdessen 14 TP Strukturschaden an.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158",
+ "Hammerfaust-Stil": "Hammerfaust-Stil:",
+ "Hruruzat-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei einem erfolgreichen Angriff mit Raufen würfelt die Spielerin für die Trefferpunkte statt 1W6 mit 2W6. Das höhere Ergebnis der einzelnen Würfel wird gewertet. Sollte der Spieler einen Pasch gewürfelt haben, so werden die Ergebnisse der beiden Würfel addiert und bilden zusammen die TP.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158",
+ "Hruruzat": "Hruruzat:",
+ "Hylailos-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Krieger von Hylailos vermag selbst wuchtige Waffen schnell und präzise zu führen. Dadurch verbessern sich PA-Abzüge von AT/PA-Modifikatoren bei Waffen der Kampftechnik Stangenwaffen um 1. Maximal ist dadurch ein Abzug von 0 erreichbar.
\n\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Hylailos-Stil": "Hylailos-Stil:",
+ "Marwan-Sahib-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Marwan Sahib-Balayanim können es ihren Feinden in enger Umgebung noch schwerer machen: Gegner mit dem Status Eingeengt die gegen einen Balayan kämpfen, erleiden jeweils eine Erschwernis von 2 auf AT und PA zusätzlich zu den übrigen Erschwernissen durch Eingeengt. Dies gilt auch für Schilde. Widersacher, die den Marwan Sahib-Stil verwenden, erleiden die Erschwernis nicht. Ein Kämpfer mit kurzer Waffe würde gegen den Balayan also eine Erschwernis von –2 auf AT/PA erleiden, ein Kämpfer mit mittlerer Waffe –6 auf AT/PA, vorausgesetzt, er hat den Status Eingeengt erlitten.
\n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Raufen, Schwerter
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Marwan-Sahib-Stil": "Marwan Sahib-Stil:",
+ "Mengbilla-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Diese SF sorgt dafür, dass die Heldin die Auswirkungen der höchsten Stufe des Zustands Furcht ignorieren darf. Sie erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn die Abenteurerin also beispielsweise drei Stufen Furcht erlitten hat, gelten für sie nur die Auswirkungen von Stufe II. Bei Furcht Stufe IV wird die Heldin dennoch Handlungsunfähig.
\n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Mengbilla-Stil": "Mengbilla-Stil:",
+ "Mercenario-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Anwender des Mercenario-Stils können einen Schwertknauf, eine Dolchscheide oder einen anderen vergleichbaren Gegenstand im waffenlosen Kampf nutzen und diesen mit ihren Angriffen und ihrer Abwehr kombinieren. Der Feind erleidet bei jeder gelungenen Raufen-PA 1 SP, egal ob er selbst oder der Mercenario-Anwender erfolgreich pariert hat. Beim Ausweichen entsteht dieser Schaden nicht.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Mercenario-Stil": "Mercenario-Stil:",
+ "Prem-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Für eine Kriegerin aus Prem sinken die Erschwernisse beim Kampf im Wasser (siehe Regelwerk Seite 239) um bis zu 4. Bei bestätigten Patzern im Nahkampf erleidet sie nur 1W6 SP. \n \t\t\t\t\t\t\t\t
• Spielst du mit der Optionalregel der Patzertabelle, dann können Krieger mit diesem Stil stattdessen das Ergebnis des Wurfs auf die Tabelle um eine Auswirkungskategorie nach oben oder unten verändern (bis hin zum Tabellenergebnis 2 bzw. 12).
\n\t\t\t\t\t\t\t\tKampftechnik: alle
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159",
+ "Prem-Stil": "Prem-Stil:",
+ "Ritter-des-Alten-Wegs-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT um 2 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
\n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160",
+ "Ritter-des-Alten-Wegs": "Ritter des Alten Wegs",
+ "Rondras-Trutz-Stil-Regel": "Rondras Trutz",
+ "Unauer-Schule-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Kämpfer der Unauer Schule erhält einen Bonus von +2 auf seine Verteidigung. Allerdings muss er an Ort und Stelle verharren und darf sich nicht von seiner Position wegbewegen (sprich: Er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet). Wer Unauer Schule mit Verteidigungshaltung kombiniert, kann seinen Verteidigungswert um insgesamt +6 erhöhen, aber er darf sich nicht bewegen.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160",
+ "Unauer-Schule": "Unauer Schule:",
+ "Zyklopäisches-Ringen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wendet die Heldin das Manöver Haltegriff an, ist eine Verteidigung des Gegners gegen diesen Angriff um 2 erschwert.
\n\t\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160",
+ "Zyklopäisches-Ringen": "Zyklopäisches Ringen:",
+ "erweiterte-Kampf-Sonderfertigkeiten": "erw. Kampf-SF",
+ "Aufspießen-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt die um 6 erschwerte AT und misslingt die Verteidigung, so ist das Opfer zu Boden geworfen worden und wurde festgenagelt. Der übliche Schaden von 1W3 TP durch die SF Zu Fall bringen kommt beim Aufspießen nicht zu tragen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass der Spieler würfeln muss. Jede KR richtet der Angriff +1 TP mehr an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Feind erhält den Status Fixiert und Liegend. Der Angreifer kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen den Angreifer gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln- Manöver kann nur gegen gleichgroße oder die nächstkleinere Größenkategorie angewandt werden. Misslingt die AT, so steht dem Gegner ein Passierschlag zu.
\n\t\t\t\t\t\t\tErschwernis: –6
\n\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160",
+ "Aufspießen": "Aufspießen",
+ "Binden-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt der Heldin eine um 2 erschwerte PA, bekommt sie für ihre nächste Aktion einen Bonus von +4 AT gegen den Feind, gegen den sie das Binden-Manöver ausgeführt hat. Dieser Angriff muss in ihrer nächsten Aktion, also entweder in dieser oder der nachfolgenden KR ausgeführt werden. Diese Aktion darf nicht hinausgezögert werden. Der Bonus entfällt, wenn die Abenteurerin einen anderen Gegner angreift oder zu parieren versucht. Das gleiche gilt, wenn der Widersacher nicht mit der gebundenen Waffe, sondern mit einer anderen angreift. Das Binden einer zweihändig geführten Waffe ist um 4 erschwert, nicht um 2. Nach dem Binden kann der Held keine weiteren Verteidigungen in dieser KR ausführen.
\n\t\t\t\t\t\t\tErschwernis: –2 (einhändige Waffe); –4 (zweihändige Waffe)
\n\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Schwerter, Stangenwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161",
+ "Binden": "Binden",
+ "Breschenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Durch diese SF ist der Held in der Lage, den Befehl Breschenangriff mit seinem Reittier durchzuführen. Dabei werden bis zu drei Ziele getroffen, solange diese maximal einen halben Schritt auseinander stehen. Die Attacken sind für jedes Ziel um 2 erschwert (für den ersten Gegner also um 2, für den zweiten Gegner um 4 und für den dritten Gegner um 6). Die Trefferpunkte werden für jeden Feind einzeln ausgewürfelt und jeder Angegriffene kann sich einzeln gegen den Breschenangriff verteidigen. Sollte während der ersten oder zweiten AT ein Patzer unterlaufen, verfallen die restlichen Attacken.
\n\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –4 (zweite Attacke); –6 (dritte Attacke)
\n\t\t\t\t\t\t\t\tKampftechnik: –
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161",
+ "Breschenangriff": "Breschenangriff",
+ "Frontalangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Der Frontalangriff ist ein eigener Befehl, der den Befehl Niederreiten mit einem normalen Lanzenangriff kombiniert. Der ausgewählte Gegner muss sich sowohl gegen die Attacke durch das Niederreiten des Pferds als auch anschließend mit der Attacke durch den Lanzenangriff des Reiters auseinandersetzen. Beide AT sind um 4 erschwert. Dieser Angriff lässt sich nur gegen Gegner mit der Größenkategorie des Reiters oder kleiner einsetzen.
\n\t\t\t\t\t\t\t\tErschwernis: -4
\n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161",
+ "Frontalangriff": "Frontalangriff:",
+ "Fussfeger-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt der Heldin eine um 4 erschwerte AT und misslingt die Verteidigung des Gegners, fällt dieser zu Boden und erhält den Status Liegend. Schaden wird dabei nicht angerichtet.
\n\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Fussfeger": "Fußfeger",
+ "Haltegriff-brechen-Regel": "\n \t\t\t\t\t\t\tRegel: Verfügt der Abenteurer über die Sonderfertigkeit Haltegriff brechen, so kann er sich leichter aus einem Haltegriff und allen Manövern befreien, die ihre Wirkung über einen Haltegriff beziehen, etwa den Schwitzkasten und den Würgegriff. Vergleichsproben auf Kraftakt (Ziehen & Zerren), um sich aus dem Griff zu befreien, sind für den Helden um 2 erleichtert.
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Haltegriff-brechen": "Haltegriff brechen",
+ "Handkantenschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Handkantenschlag auszuführen, muss der Held zunächst in der KR 1 freie Aktion nutzen, um sich zu konzentrieren. Danach kann er einen Handkantenschlag gegen einen Gegner oder ein Objekt ausführen. Sollte der Angriff erfolgreich sein, so erhöht sich der Schaden um +2 TP gegen Lebewesen und um +4 TP gegen Objekte. Die AT ist um 2 erschwert.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Handkantenschlag": "Handkantenschlag",
+ "Hohe-Klinge-Regel": "\n \t\t\t\t\t\t\tRegel: Das Manöver Hohe Klinge muss am Anfang der KR angesagt werden. Der Abenteurer bekommt einen Bonus von +1 AT und +1 TP, allerdings ist seine Verteidigung bis zum Ende der KR halbiert.
\n \t\t\t\t\t\t\tKampftechnik: Fechtwaffen, Schwerter, Zweihandschwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Hohe-Klinge": "Hohe Klinge",
+ "Kopfstoß-Regel": "\n \t\t\t\t\t\t\tRegel: Der Gegner muss bei einer gelungenen und unverteidigten AT des Helden eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei Misslingen erleidet er 1 Stufe Betäubung. Dafür erleidet der Widersacher nur die halben TP des Angriffs. Ist der Angriff gelungen und unverteidigt, erleidet der Angreifer 1 SP. Das Manöver lässt sich nur gegen Kulturschaffende der Größenkategorie mittel anwenden.
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Kopfstoß": "Kopfstoß",
+ "Mächtiger-Lanzenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Mit dem Mächtigen Lanzenangriff kann die Heldin +2 TP gegen Wesen erzielen, die als Ungeheuer klassifiziert sind, sofern sie die Größenkategorie groß oder riesig aufweisen. Ansonsten funktioniert dieses Manöver wie der normale Lanzenangriff.
\n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
\n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Mächtiger-Lanzenangriff": " Mäch. Lanzenangriff",
+ "Mächtiger-Rundumschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Wer über den Mächtigen Rundumschlag verfügt, bekommt folgende Boni bei der Ausführung eines gewöhnlichen Rundumschlags dazu: Bei der ersten Attacke +1 TP; bei der zweiten Attacke nur noch eine Erschwernis von 4; bei der dritten Attacke nur noch eine Erschwernis von 8. Zusätzlich kann der Rundumschlag (wie der Mächtige Rundumschlag) mit Stangenwaffen ausgeführt werden.
\n\t\t\t\t\t\t\tErschwernis: 0 (erster Gegner), -4 (zweiter Gegner), -8 (dritter Gegner)
\n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162",
+ "Mächtiger-Rundumschlag": " Mäch. Rundumschlag ",
+ "Meisterlicher-Wurf-Regel": "\n \t\t\t\t\t\t\tRegel: Die Heldin kann gegen eine Raufen-AT eine Raufen-PA einsetzen, um einen meisterlichen Wurf anzusetzen. Diese PA ist um 4 erschwert. Gelingt sie, dann erhält der Feind den Status Liegend, aber keinen Schaden. Ein meisterlicher Wurf kann nur gegen Gegner der Größenkategorie der Heldin oder kleiner eingesetzt werden. Die Abenteurerin muss beim Einsatz des meisterlichen Wurfs unbewaffnet sein, sie darf also keine Waffen in den Händen tragen.
\n\t\t\t\t\t\t\tErschwernis: –4 (für die Parade)
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163",
+ "Meisterlicher-Wurf": "Meisterlicher Wurf",
+ "Schildstoß-Regel": "\n \t\t\t\t\t\t\tRegel: Nach einer erfolgreichen und unparierten Schild-AT stolpert der Getroffene 1W3 Schritte zurück. Für den Verteidiger ist eine gelungene Vergleichsprobe auf Körperbeherrschung (Balance) gegen Kraftakt (Drücken & Verbiegen) notwendig, um nicht den Status Liegend zu erhalten. Jede Netto-QS des Angreifers treibt zudem den Verteidiger um 1 Schritt nach hinten. Der Verteidiger erhält bei einer unverteidigten Attacke mit dem Schildstoß TP/2 des Schilds als Schaden.
\n\t\t\t\t\t\t\tKampftechnik: Schilde
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163",
+ "Schildstoß": "Schildstoß",
+ "Schwinger-Regel": "\n \t\t\t\t\t\t\tRegel: Der Held muss eine um 2 erschwerte AT ausführen. Bei einem Treffer erleidet der Gegner +1 TP. Entstehen so 4 oder mehr SP, muss der Gegner eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei deren Misslingen erleidet er eine Stufe Betäubung. In jedem Fall gilt, dass bis zum Ende der nächsten KR der Abenteurer eine Erschwernis von 2 auf seine Verteidigung bekommt.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163",
+ "Schwinger": "Schwinger",
+ "Sprungangriff-Regel": "\n \t\t\t\t\t\t\tRegel: Mit 1 freien Aktion kann ein Spieler vor einer AT eine Probe auf Körperbeherrschung (Springen) ablegen. Der Abenteurer braucht für das Manöver einen Abstand zum Gegner von Mindestens 2 Schritt und kann bis zu GS/2 Schritt auf ihn zuspringen. Jede QS, die der Spieler dabei erzielt, kann er auf AT und TP verteilen. Dabei darf kein Bonus mehr als +3 betragen. Ein weiterer Sprungangriff kann erst zwei KR später wieder ausgeführt werden. Der Held muss also eine KR auf dieses Manöver verzichten. Sollte die AT misslingen, steht dem Verteidiger ein Passierschlag zu.
\n\t\t\t\t\t\t\tKampftechnik: Schwerter, Stangenwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164",
+ "Sprungangriff": "Sprungangriff",
+ "Sprungtritt-Regel": "\n \t\t\t\t\t\t\tRegel: Die AT für einen Sprungtritt ist für die Heldin um 2 erschwert, dafür erhöhen sich die TP um 1W6. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164",
+ "Sprungtritt": "Sprungtritt",
+ "Tiefschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Tiefschlag auszuführen, muss dem Abenteurer eine um 4 erschwerte AT gelingen. Bei einem unverteidigten gelungenen Angriff bekommt er einen Bonus von +2 TP. Erleidet der Gegner mindestens 5 SP, so muss er eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren), erschwert um 2 ablegen, sonst bekommt er 1 Stufe Betäubung.
\n\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165",
+ "Tiefschlag": "Tiefschlag",
+ "Tod-von-links-Regel": "\n \t\t\t\t\t\t\tRegel: Mit der SF Tod von Links verfällt der PA-Bonus einer Parierwaffe, dafür bekommt die Heldin einen Bonus von +2 TP für die Parierwaffe. Zu Beginn jeder KR kann entschieden werden, ob Tod von Links genutzt wird oder der übliche Bonus der Parierwaffe zählt.
\t\t\t\t\t\t\t\n \t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken, die mit einhändigen Waffen ausgeführt werden
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164",
+ "Tod-von-links": "Tod von Links:",
+ "Vorbeiziehen-Regel": "\n \t\t\t\t\t\t\tRegel: Um an einem Gegner vorbeizuziehen, muss eine um 4 erschwerte AT gelingen. Gelingt sie, gleich ob verteidigt oder nicht, so genießt der Held bis zum Ende der nächsten KR die vorteilhafte Position gegenüber dem Feind (siehe Regelwerk Seite 238), gegen den er das Manöver eingesetzt hat. Eine gelungene und unverteidigte AT verursacht wie üblich Schaden. Bei einer unverteidigten AT kann sein Gegner außerdem bis zum Ende der nächsten KR keine Manöver einsetzen.
\n\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164",
+ "Vorbeiziehen": "Vorbeiziehen",
+ "Waffenwurf-Regel": "\n \t\t\t\t\t\t\tRegel: Mit dieser SF kann eine Abenteurerin eine Nahkampfwaffe, die sich eigentlich nicht als Wurfwaffe eignet, auf einen Gegner werfen und ihn erheblich verletzen. Der Angriff wird wie ein regulärer Fernkampfangriff ausgeführt. Als Kampftechnik kommt dabei Wurfwaffen zum Einsatz. Neben allen üblichen Modifikatoren eines solchen Angriffs gilt für die geworfene Nahkampfwaffe eine zusätzliche Erschwernis von 4. Die geworfene Waffe muss einer der folgenden Kampftechniken angehören: Dolche, Fechtwaffen, Hiebwaffen, Schwerter, Stangenwaffen. Der Schaden entspricht dem regulären Schaden der Waffe. Ein Bonus durch die Schadensschwelle kommt aber nicht hinzu.
\n\t\t\t\t\t\t\tErschwernis: –4
\n\t\t\t\t\t\t\tKampftechnik: Wurfwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165",
+ "Waffenwurf": "Waffenwurf:",
+ "Weiter-Schwung-Regel": "\n \t\t\t\t\t\t\tRegel: Bei Einsatz des um 2 erschwerten Manövers gilt der Held bis zum Ende der KR in einer Nahkampfreichweite, die eine Stufe höher ist, als die eigentliche Reichweite seiner Waffe. Zudem erhält er einen Bonus von +1 TP.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165",
+ "Weiter-Schwung": "Weiter Schwung",
+ "Wundmühle-Regel": "\n \t\t\t\t\t\t\tRegel: Die Spielerin sagt vor der Reaktion ihrer Heldin an, dass sie ein Windmühlen-Manöver durchführen will. Die PA ist dabei um 2 erschwert. Die Abenteurerin muss in dieser KR noch 1 Aktion zur Verfügung haben, die im Anschluss an das Manöver direkt für eine AT eingesetzt wird. Es macht also bei diesem Manöver Sinn, bei hoher Initiative abzuwarten, bis der Gegner angreift. Gelingt der Heldin die PA, so führt sie sofort eine AT gegen den gleichen Gegner mit einem Bonus von +4 TP aus. Alle weiteren Verteidigungen in dieser KR entfallen für die Abenteurerin. Die nach der PA folgende AT kann nicht mit einem Spezialmanöver, wohl aber mit einem Basismanöver kombiniert werden. Das Windmühlen-Manöver kann nur gegen Angriffe mit Kampftechniken ausgeführt werden, mit denen man das Manöver auch ausführen kann (also beispielsweise nicht gegen Dolche oder Fechtwaffen).
\n\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
\n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165",
+ "Wundmühle": "Windmühle",
+ "Würgegriff-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Gegner in den Würgegriff zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Würgegriff. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Würgegriff, erleidet er jede KR 1W6 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, erschwert um die halben SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Würgegriff ist, stehen ihm zwei Optionen offen:
\n \t\t\t\t\t\t\t• Würgegriff aufsprengen: Er kann versuchen, den Würgegriff zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. Ist der Gegner erfolgreich enden der Würgegriff und der Haltegriff.
\n \t\t\t\t\t\t\t• Angreifen: Er kann die Heldin angreifen. Solange der Würgegriff aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
\n\t\t\t\t\t\t\tKampftechnik: Raufen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 166",
+ "Würgegriff": "Würgegriff",
+ "SP": "SP",
+ "Zertrümmern-Regel": "\n\t\t\t\t\t\t\t
\n \t\t\t\t\t\t\t\n \t\t\t\t\t\t\tRegel: Bei Angriffen gegen Objekte erhält der Held +1W6 TP zu seinem üblichen Schaden hinzu.
\n\t\t\t\t\t\t\tErschwernis: –2
\n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen
\n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 166
Bei Patzer: +1W3 SP",
+ "Ballistischer-Schuss:": "Ballistischer Schuss:",
+ "Berechnung-nurErschwernis-weit-plus-50": "Berechnung: nur Erschwernis
Manuell: Reichweite 'weit' bei Bögen: +50%",
+ "Eisenhagel:": "Eisenhagel:",
+ "Gezielter-Schuss:": "Gezielter Schuss:",
+ "Torso": "Torso",
+ "Auge": "Auge",
+ "Präziser-Schuss-Wurf:": "Präziser Schuss/Wurf:",
+ "Wuchtiger-Wurf:": "Wuchtiger Wurf:",
+ "Gesamt:": "Gesamt:",
+ "Leiteigenschaft": "Leiteigenschaft: ",
+ "Steigerungsfaktor": "Steigerungsfaktor",
+ "Kampftechnikwert": "Kampftechnikwert",
+ "AT-FK": "AT/FK",
+ "Kampfsonderfertigkeiten": "Kampfsonderfertigkeiten",
+ "Allgemeine-Kampf-SF": "Allgemeine Kampf-SF",
+ "Armbrust-überdrehen": "Armbrust überdrehen",
+ "Auf-Distanz-halten-1": "Auf Distanz halten I",
+ "Keine-Automatische-Berechnung": "Keine Automatische Berechnung",
+ "Auf-Distanz-halten-2": "Auf Distanz halten II",
+ "Aufmerksamkeit": "Aufmerksamkeit",
+ "Ballistischer-Schuss": "Ballistischer Schuss",
+ "Belastungsgewöhnung1": "Belastungsgewöhnung I",
+ "Berechnung-Belastung": "Berechnung: Nur BE
Sollten zusätzliche Abzüge ignoriert werden, muss bei der Rüstung dafür der Haken entfernt werden",
+ "Belastungsgewöhnung2": "Belastungsgewöhnung II",
+ "Beidhändiger-Kampf1": "Beidhändiger Kampf I",
+ "Mit-Berechnungen-implementiert": "Mit Berechnungen implementiert",
+ "Beidhändiger-Kampf2": "Beidhändiger Kampf II",
+ "Berittener-Kampf": "Berittener Kampf",
+ "Berittener-Flugkampf": "Berittener Flugkampf",
+ "Berittener-Schütze": "Berittener Schütze",
+ "Beschützer": "Beschützer",
+ "Blindkampf1": "Blindkampf I",
+ "Blindkampf2": "Blindkampf II",
+ "Einhändiger-Kampf": "Einhändiger Kampf",
+ "Eisenhagel1": "Eisenhagel I",
+ "Eisenhagel2": "Eisenhagel II",
+ "Entwaffnen": "Entwaffnen",
+ "Feindgespür": "Feindgespür",
+ "Finte1": "Finte I",
+ "Finte2": "Finte II",
+ "Finte3": "Finte III",
+ "Gezielter-Schuss": "Gezielter Schuss",
+ "Kampf-im-Wasser": "Kampf im Wasser",
+ "Kampfstil-Kombination": "Kampfstil-Kombination",
+ "Kampfreflexe1": "Kampfreflexe I",
+ "Kampfreflexe2": "Kampfreflexe II",
+ "Kampfreflexe3": "Kampfreflexe III",
+ "Klingenfänger": "Klingenfänger",
+ "Kreuzblock": "Kreuzblock",
+ "Meister-der-improvisierten-Waffen": "Meister der improvisierten Waffen",
+ "Berechnung-Impro-Waffen": "Keine Berechnung möglich. Aktuell gibt es keine Möglichkeit Waffen als improvisiert zu makieren.",
+ "Meisterliches-Ausweichen": "Meisterliches Ausweichen",
+ "Meisterparade": "Meisterparade",
+ "Präziser-Schuss-Wurf1": "Präziser Schuss/Wurf I",
+ "Präziser-Schuss-Wurf2": "Präziser Schuss/Wurf II",
+ "Präziser-Schuss-Wurf3": "Präziser Schuss/Wurf III",
+ "Präziser-Stich1": "Präziser Stich I",
+ "Präziser-Stich2": "Präziser Stich II",
+ "Präziser-Stich3": "Präziser Stich III",
+ "Rundumschlag1": "Rundumschlag I",
+ "Rundumschlag2": "Rundumschlag II",
+ "Scharfschütze1": "Scharfschütze I",
+ "Scharfschütze2": "Scharfschütze II",
+ "Schnellladen-Armbrust": "Schnellladen (Armbrust)",
+ "Schnellladen-Bogen": "Schnellladen (Bogen)",
+ "Schnellladen-Schleudern": "Schnellladen (Schleudern)",
+ "Schnellladen-Wurfwaffen": "Schnellladen (Wurfwaffen)",
+ "Schnellziehen": "Schnellziehen",
+ "Unterlaufen1": "Unterlaufen I",
+ "Unterlaufen2": "Unterlaufen II",
+ "Verbessertes-Ausweichen1": "Verbessertes Ausweichen I",
+ "Verbessertes-Ausweichen2": "Verbessertes Ausweichen II",
+ "Verbessertes-Ausweichen3": "Verbessertes Ausweichen III",
+ "Verbessertes-Unterlaufen": "Verbessertes Unterlaufen",
+ "Verteidigungshaltung": "Verteidigungshaltung",
+ "Verteilter-Eisenhagel": "Verteilter Eisenhagel",
+ "Wuchtschlag1": "Wuchtschlag I",
+ "Wuchtschlag2": "Wuchtschlag II",
+ "Wuchtschlag3": "Wuchtschlag III",
+ "Zweihändiger-Reiterkampf": "Zweihändiger Reiterkampf",
+ "Kampfstile-Erweiterte-Kampfsonderfertigkeiten": "Kampfstile / erw. Kampf-SF",
+ "Berechnung-Adersin-Stil": "Berechnung: SF Einhändiger Kampf ist nicht möglich
Manuell: Gegner erhält -1 VT",
+ "-Binden": " - Binden",
+ "-Verkürzte-Waffenführung": " - Verkürzte Waffenführung",
+ "-Windmühle": " - Windmühle",
+ "-Aufspießen": " - Aufspießen",
+ "-Fahrender-Schütze": " - Fahrender Schütze",
+ "-Wuchtiger-Wurf": " - Wuchtiger Wurf",
+ "-Breschenangriff": " - Breschenangriff",
+ "-Schildstoß": " - Schildstoß",
+ "-Haltegriff-brechen": " - Haltegriff brechen",
+ "-Kopfstoß": " - Kopfstoß",
+ "-Tiefschlag": " - Tiefschlag",
+ "-Mächtiger-Rundumschlag": " - Mächtiger Rundumschlag",
+ "Berechnung-Mächtiger-Rundschlag": "Mit Berechnungen implementiert
Zusatz Schaden bei 1. Gegner muss manuell berechnet werden",
+ "-Weiter-Schwung": " - Weiter Schwung",
+ "-Zertrümmern": " - Zertrümmern",
+ "-Hohe-Klinge": " - Hohe Klinge",
+ "-Schilddeckung": " - Schilddeckung",
+ "-Waffenwurf": " - Waffenwurf",
+ "-Tod-von-links": " - Tod von Links",
+ "-Vorbeiziehen": " - Vorbeiziehen",
+ "-Sprungtritt": " - Sprungtritt",
+ "-Berechnung-Hammerfaust-Stil": "Berechnung: SF Einhändiger Kampf ist nicht möglich
Manuell: Gegner erhält -1 VT",
+ "-Meisterlicher-Wurf": " - Meisterlicher Wurf",
+ "-Schwinger": " - Schwinger",
+ "Berechnung-Hruruzat": "Berechnung: kleinerer der beiden wird automatisch abgezogen
Manuell: Bei einem Pasch muss der abgezogene Wert draufgerechnet werden",
+ "-Fußfeger": " - Fußfeger",
+ "-Handkantenschlag": " - Handkantenschlag",
+ "-Sprungangriff": " - Sprungangriff",
+ "Berechnung-Marwan-Sahib-Stil": "Berechnung: Malus für den Gegner
keine Automatische Berechnung",
+ "-Keine-Automatische-Berechnung": "Keine Automatische Berechnung",
+ ".Zertrümmern": " - Zertrümmern",
+ "Berechnung-Marcenario-Stil": "Malus für den Gegner, keine automatische Berechnung möglich",
+ "Berechnung-Prem-Stil": "Mit Berechnungen implementiert
Patzer-Änderungen müssen manuell abgehandelt werden",
+ "Ritter-des-Alten-Wegs-stil": "Ritter des Alten Wegs-Stil:",
+ "-Frontalangriff": " - Frontalangriff",
+ "-Mächtiger-Lanzenangriff": " - Mächtiger Lanzenangriff",
+ "Rondras-Trutz-Stil": "Rondras Trutz-Stil:",
+ "-Würgegriff": " - Würgegriff",
+ "Berechnung-Zyklopäisches-Ringen": "Malus für den Gegner
Keine Automatische Berechnung",
+ "Tier-SF": "Tier-SF",
+ "Angriff-auf-ungeschützte-Stellen": "Angriff auf ungeschützte Stellen:",
+ "Klammergriff": "Klammergriff:",
+ "Mächtiger-Schlag": "Mächtiger Schlag:",
+ "Unterwasserkampf": "Unterwasserkampf:",
+ "Zaubertricks": "Zaubertricks",
+ "Zauber": "Zauber",
+ "Rituale": "Rituale",
+ "Stabzauber": "Stabzauber",
+ "Flüche": "Flüche",
+ "Elfenlieder": "Elfenlieder",
+ "Zauberzeichen": "Zauberzeichen",
+ "AsP": "AsP",
+ "Tradition": "Tradition: ",
+ "Gildenmagier": "Gildenmagier",
+ "Hexe": "Hexe",
+ "Goblinzauberinnen": "Goblinzauberinnen",
+ "Zibilja": "Zibilja",
+ "Leiteigenschaft:": "Leiteigenschaft: ",
+ "Zaubertrick": "Zaubertrick",
+ "Wirkungsdauer": "Wirkungsdauer",
+ "ZK": "ZK",
+ "Merkmal": "Merkmal",
+ "Abkühlung": "Abkühlung",
+ "Berührung": "Berührung",
+ "sofort": "sofort",
+ "Objekt": "Objekt",
+ "Aranische-Rasur": "Aranische Rasur",
+ "Kulturschaffende": "Kulturschaffende",
+ "Verwandlung": "Verwandlung",
+ "8-Schritt": "8 Schritt",
+ "1-Aktion": "1 Aktion",
+ "Zone": "Zone",
+ "Illusion": "Illusion",
+ "Beruhigung": "Beruhigung",
+ "1-Stunde": "1 Std",
+ "Heilung": "Heilung",
+ "Blütenduft": "Blütenduft",
+ "selbst": "selbst",
+ "1-Minute": "1 Minute",
+ "Duft": "Duft",
+ "5-Minuten": "5 Minuten",
+ "Ehrfürchtiges-Verhalten": "Ehrfürchtiges Verhalten",
+ "30-Sekunden": "30 Sekunden",
+ "Einfluss": "Einfluss",
+ "Feenfüße": "Feenfüße",
+ "16-Schritt": "16 Schritt",
+ "Objekte": "Objekte",
+ "Telekinese": "Telekinese",
+ "Feuerfinger": "Feuerfinger",
+ "Glücksgriff": "Glücksgriff",
+ "Hellsicht": "Hellsicht",
+ "Grußworte": " Grußworte",
+ "Guten-Morgen": "Guten Morgen",
+ "4-Schritt": "4 Schritt",
+ "Haarpracht": "Haarpracht",
+ "Handwärmer": "Handwärmer",
+ "Heller-Stern": "Heller Stern",
+ "5-Sekunden": "5 Sekunden",
+ "Hintergrundmusik": "Hintergrundmusik",
+ "Insektenbann": "Insektenbann",
+ "6-Stunden": "6 Stunden",
+ "Lockruf": "Lockruf",
+ "Tiere": "Tiere",
+ "Luftstoß": "Luftstoß",
+ "Nagellack": "Nagellack",
+ "Ordentlich": "Ordentlich",
+ "Regenbogenaugen": "Regenbogenaugen",
+ "Rohrstock": "Rohrstock",
+ "Sandfigur": "Sandfigur",
+ "1-Schritt": "1 Schritt",
+ "Schlangenhände": "Schlangenhände",
+ "Schminken": "Schminken",
+ "Schnipsen": "Schnipsen",
+ "Objekt-und-Wesen": "Objekt und Wesen",
+ "Selbstarchivierung": "Selbstarchivierung",
+ "Signatur": "Signatur",
+ "Tätowierung": "Tätowierung",
+ "Trocken": "Trocken",
+ "Objekt-und-Kulturschaffende": "Objekt und Kulturschaffende",
+ "Unheimliches-Lachen": "Unheimliches Lachen",
+ "Wasserhöhe": "Wasserhöhe",
+ "Weisheit-des-Leytfadens": "Weisheit des Leytfadens",
+ "max-10-Sekunden": "max. 10 Sekunden",
+ "Zauberfeder": "Zauberfeder",
+ "10-Minuten": "10 Minuten",
+ "Zaubermodifikationen-1-je-4": "Zaubermodifikationen (1 je 4 in FW)",
+ "+": "+",
+ "Zauberdauer-in-Aktionen": "Zauberdauer in Aktionen",
+ "Reichweite-in-Schritt": "Reichweite in Schritt",
+ "Kosten": "Kosten",
+ "Speziell": "Speziell",
+ "Geste-weglassen": "Geste weglassen",
+ "Formel-weglassen": "Formel weglassen",
+ "Fremdtradition": "Fremdtradition",
+ "Aufrechterhalten": "Aufrechterhalten",
+ "Gefühle": "Gefühle",
+ "Zauberpatzer": "Zauberpatzer",
+ "Summe": "Summe",
+ "Zaubermodifikationen": "Zaubermodifikationen",
+ "Gesamt": "Gesamt",
+ "Zauberspruch": "Zauberspruch",
+ "Ablativum": "Ablativum",
+ "Ablativum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unsichtbare Kuppel um den Magier herum, die sich mit ihm bewegt und darin Befindliches vor Zaubern schützt. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Die Kuppel verfügt über einen Radius von 3 Schritt und eine Schildstärke in Höhe von QS x 3. Wird ein freundlicher oder feindlicher Zauber gegen ein unter der Kuppel befindliches Ziel gerichtet, vermindert die Schildstärke dessen QS. Sinkt diese dadurch auf 0, tritt kein Effekt ein. Die Schildstärke wird jedoch im Rahmen dieses Prozesses verbraucht (–1 QS je aufgehaltener QS), und der Ablativum endet vorzeitig, sobald seine QS unter 1 fällt.
\n \t\t\t\t\t\t\tSollte ein Flächenzauber, beispielsweise der Ignisphaero, teilweise den Schild des Ablativum berühren, wird die Schildstärke um die QS des Flächenzaubers vermindert. Wirkt ein Zauber über mehrere KR, so wird die Schildstärke jede KR um die QS vermindert. Sollte ein Zauber mehr QS aufweisen als der Ablativum, dringt der Zauber mit den überzähligen QS durch den Schild. Die gesamten QS des Zaubers werden aber wie üblich von der Schildstärke abgezogen.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114",
+ "Abvenenum": "Abvenenum",
+ "Abvenenum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Bis zu 5 Stein an Getränken und Speisen werden von allen Giften und Krankheitskeimen befreit, deren Stufe die QS nicht übersteigt. Ist bereits jemand durch die Speisen oder Getränke vergiftet worden, wirkt der Abvenenum bei ihm nicht mehr.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 1 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114",
+ "Adlerauge": "Adlerauge",
+ "Adlerauge-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Das Talent Sinnesschärfe wird während der Wirkungsdauer um QS +3 des Zaubers erhöht.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Adlerschwinge": "Adlerschwinge",
+ "Adlerschwinge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Fluglebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115",
+ "Aeolito": "Aeolito",
+ "Aeolito-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Aeolito erschafft einen stürmischen Wind, der beim Ziel je nach QS Schaden und den Status Liegend verursacht.
\n \t\t\t\t\t\t\tQS 1: 1W6 TP
\n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
\n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, Liegend
\n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, Liegend, 1 Schritt zurückgeworfen
\n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, Liegend, 2 Schritt zurückgeworfen
\n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, Liegend, 3 Schritt zurückgeworfen
\n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115",
+ "Affenarme": "Affenarme",
+ "Affenarme-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Die Hände und Füße der Hexe bekommen einen sehr guten Halt und so viel Kraft, um damit besser Klettern zu können. Die Hexe erhält QS/2 Erleichterung für Proben auf Klettern (Baumklettern, Bergsteigen oder Fassadenklettern) und Körperbeherrschung (Balance). Um die Erleichterung nutzen zu können, muss die Hexe barfuß sein, darf keine Handschuhe tragen und auch sonst nichts in den Händen halten (wohl aber weiterhin so etwas wie einen Ring am Finger tragen), ansonsten kommt keine Erleichterung zum Tragen.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 10 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 97",
+ "Affenruf": "Affenruf",
+ "Affenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/CH
\n \t\t\t\t\t\t\tWirkung: Die Hexe ruft mit diesem Zauberspruch bis zu QS x 2 Äffchen herbei, die für sie kämpfen. Es erscheinen maximal so viele Äffchen, wie die Anzahl der Gegner der Hexe beträgt. Die Hexe muss einen Punkt am Boden innerhalb der Reichweite bestimmen, an dem die Tiere dann in einem Radius von QS/2 Schritt erscheinen. Die Hexe kann gezielt Gegner benennen, welche von den Äffchen angegriffen werden. Sie kann jedoch nicht mehrere Tiere auf einen Gegner hetzen. Nach ihrem Erscheinen können die Äffchen sich beliebig weit vom Ort ihrer Herbeirufung wegbewegen. Wenn ein Gegner stirbt, verschwinden die Äffchen nicht, sondern die Hexe kann sie einzeln einem anderen Ziel zuordnen (aber nur ein Äffchen pro Gegner). Die Äffchen sind magische Wesen, die aus Magie erschaffen wurden. Endet die Wirkungsdauer, verschwinden die Äffchen wieder im Nichts.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: bis zum Tod der Tiere, maximal jedoch 20 KR
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR5 - Aventurische Magie II S. 97",
+ "Alpgestalt": "Alpgestalt",
+ "Alpgestalt-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Den Verzauberten befällt Angst und er erhält eine Stufe des Zustands Furcht.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116",
+ "Altisonus": "Altisonus",
+ "Altisonus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Die Stimme des Zauberers wird deutlich lauter und beeindruckender und vermag jede andere in einem Raum zu übertönen. Die Reichweite seiner Stimme verdoppelt sich.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116",
+ "Analys-Arkanstruktur": "Analys Arkanstruktur",
+ "Analys-Arkanstruktur-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Zauberer erhält detaillierte Hinweise, ob das Objekt magisch ist und falls ja, wie seine magische Struktur beschaffen ist. Durch die so gesammelten Informationen kann der Zauberer bei einer Magischen Analyse mehr QS ansammeln als üblich. Jede QS des Analys entspricht der Höhe der maximal ansammelbaren QS der Probe auf Magiekunde (unterschiedliche Anwendungsgebiete) für die Magische Analyse. Hat der Zauberer z. B. 3 QS im Analys erzielt, kann er maximal 3 QS bei der Magischen Analyse erzielen, hat er eine QS von 4, so sind maximal 4 QS bei der Analyse möglich usw. Mehr zur Magischen Analyse siehe VR01 - Regelwerk S. 269.
\n \t\t\t\t\t\t\tZauberdauer: 32 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Wesen, Objekte
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Angst-auslösen": "Angst auslösen",
+ "Angst-auslösen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE
\n \t\t\t\t\t\t\tWirkung: Alle Kulturschaffenden in einem Radius von QS x 2 Schritt um den Zauberer werden von panischer Angst vor ihm erfüllt. Solange sie sich im Wirkungsradius aufhalten, erleiden sie 2 Stufen des Zustands Furcht. Die Opfer müssen den Zauberer nicht sehen, damit der Spruch seine Wirkung entfaltet. Ist ihre SK aber höher als die QS des Zaubers, sind sie von den Auswirkungen nicht betroffen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 KR
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116",
+ "Ängste-lindern": "Ängste lindern",
+ "Ängste-lindern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: je nach QS können mit diesem Zauberspruch Stufen von Furcht augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten die Auswirkungen der höchsten QS.
\n \t\t\t\t\t\t\tQS 1: 1 Stufe Furcht
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht, +1 MU für 1 Minute
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht, +1 MU für 1 Minute
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht, +1 MU für 1 Minute
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht, +1 MU für 1 Minute
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, +2 MU für 1 Minute
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116",
+ "Arachnea": "Arachnea",
+ "Arachnea-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Alle innerhalb von 1 Meile befindlichen Insekten, Käfer und Spinnen der Größenkategorie winzig werden vom Zauberer angezogen und bewegen sich in seine Richtung. Betroffen sind davon nur solche Wesen, die KL (t) statt KL verwenden und deren SK die QS/2 nicht überschreitet. Zudem verlieren die Wesen nicht ihren Selbsterhaltungstrieb, werden sich also beispielsweise nicht durch Feuer bewegen, das den Pfad zum Zauberer versperrt. Sobald sie beim Zauberer angekommen sind, verbleiben sie in seiner unmittelbaren Nähe und folgen ihm, falls er sich fortbewegt. Der Zauber erlaubt dabei keinerlei Kontrolle über die herbeigeeilten Wesen, es ist also gut möglich, dass sie ihn oder auch die anderen eingetroffenen Wesen angreifen.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
\n\t\t\t\t\t\t\tZielkategorie: Zone (50 Schritt mit dem Zauberer als beweglichem Mittelpunkt)
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 98",
+ "Archofaxius": "Archofaxius",
+ "Archofaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt ein Erzstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6 + (QS x 2) Trefferpunkte Schaden. Der Erzstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Erzstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Das Ziel erhält zudem bei 1-3 auf 1W6 1 Stufe des Zustands Belastung, der erst nach 5 Minuten wieder endet.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 117",
+ "Archosphaero": "Archosphaero",
+ "Archosphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
\n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Erzball, der in gerader Linie sein Ziel trifft. Das Treffen ist in der Zauberdauer inbegriffen, der Magier muss also keine zusätzliche Aktion aufwenden. Der Erzball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Erzball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können getroffen werden, wenn der Erzball explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt einen Schritt um das Zentrum der Explosion herum 2W6 + (QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden). Pro Schritt Entfernung von diesem Bereich verringert sich der Schaden um 3 TP. Der Erzball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt weit weg vom Zentrum der Explosion bewegt. Trifft der Erzball sein Ziel, werden die TP durch den RS des Ziels vermindert. Alle getroffenen Ziele erhalten außerdem bei 1-3 auf 1W6
\n \t\t\t\t\t\t\t
\n \t\t\t\t\t\t\t1 Stufe des Zustands Belastung, der erst nach 5 Minuten wieder endet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 117",
+ "Armatrutz": "Armatrutz",
+ "Armatrutz-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Die Haut des Zaubernden verhärtet sich, ohne ihre Flexibilität zu verlieren. So erhält er einen natürlichen Rüstungsschutz, der sich auf getragene Rüstung aufaddiert, ohne die Belastung zu erhöhen. Die Höhe des gewünschten zusätzlichen Rüstungsschutzes muss der Zaubernde vor der Probe festlegen. Maximal ist ein zusätzlicher RS von 3 möglich.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP für RS 1, 8 AsP für RS 2, 16 AsP für RS 3 (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288",
+ "Aromatis-Illusionis": "Aromatis Illusionis",
+ "Aromatis-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber lassen sich beliebige Gerüche und Geschmäcker erzeugen, die jedoch niemals so intensiv sein können, dass sie bei betroffenen Personen Übelkeit hervorrufen könnten. Details zum Thema Illusionen finden sich im VR01 - Regelwerk S. 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone (Radius 3 x 3 Schritt)
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118",
+ "Attributo-CH": "Attributo (CH)",
+ "Attributo-CH-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel charismatischer und ansprechender. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt, bei QS 3 hat der Träger insgesamt CH +2 und SK +1.
\n\t\t\t\t\t\t\tQS 1:b> +1 CH
\n\t\t\t\t\t\t\tQS 2:b> +1 SK
\n\t\t\t\t\t\t\tQS 3:b> +1 CH
\n\t\t\t\t\t\t\tQS 4:b> +1 SK
\n\t\t\t\t\t\t\tQS 5:b> +1 CH
\n\t\t\t\t\t\t\tQS 6:b> +1 SK
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tAnmerkung: Die Verbesserung der CH und SK verändern keine abgeleiteten Werte.
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118",
+ "Attributo-FF": "Attributo (FF)",
+ "Attributo-FF-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel flinker und geschickter. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt FF +2 und FK +1.
\n \t\t\t\t\t\t\tQS 1: +1 FF
\n\t\t\t\t\t\t\tQS 2: +1 FK
\n\t\t\t\t\t\t\tQS 3: +1 FF
\n\t\t\t\t\t\t\tQS 4: +1 FK
\n\t\t\t\t\t\t\tQS 5: +1 FF
\n\t\t\t\t\t\t\tQS 6: +1 FK
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der FF und des FK verändern keine abgeleiteten Werte. Eine Verbesserung der FF erhöht dementsprechend nicht zusätzlich den FW.
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118",
+ "Attributo-KL": "Attributo (KL)",
+ "Attributo-KL-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel klüger und vernünftiger. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KL +2 und SK +1.
\n \t\t\t\t\t\t\tQS 1: +1 KL
\n\t\t\t\t\t\t\tQS 2: +1 SK
\n\t\t\t\t\t\t\tQS 3: +1 KL
\n\t\t\t\t\t\t\tQS 4: +1 SK
\n\t\t\t\t\t\t\tQS 5: +1 KL
\n\t\t\t\t\t\t\tQS 6: +1 SK
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KL und SK verändern keine abgeleiteten Werte. Eine Verbesserung der KL erhöht dementsprechend auch nicht zusätzlich die SK.
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119",
+ "Attributo-KK": "Attributo (KK)",
+ "Attributo-KK-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KK
\n \t\t\t\t\t\t\tWirkung: Durch den Attributo (Körperkraft) kann der Zauberer ein Ziel stärker und zäher machen. Für jede QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KK +2 und ZK +1.
\n \t\t\t\t\t\t\tQS 1: +1 KK
\n\t\t\t\t\t\t\tQS 2: +1 ZK
\n\t\t\t\t\t\t\tQS 3: +1 KK
\n\t\t\t\t\t\t\tQS 4: +1 ZK
\n\t\t\t\t\t\t\tQS 5: +1 KK
\n\t\t\t\t\t\t\tQS 6: +1 ZK
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KK und ZK verändern keine abgeleiteten Werte. Eine Verbesserung der KK erhöht dementsprechend auch nicht zusätzlich die ZK. Eine verbesserte KK kann allerdings z.B. zu mehr TP durch das Überschreiten der Schadensschwelle führen (siehe VR01 - Regelwerk S. 235).
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119",
+ "Aufwecken": "Aufwecken",
+ "Aufwecken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Ein schlafendes Ziel erwacht sofort aus seinen Träumen, und auch der Status Bewusstlos wird durch diesen Zauber aufgehoben. Das Ziel leidet aber danach für 6 – QS KR an 1 Stufe Verwirrung.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119",
+ "Auge-des-Limbus": "Auge des Limbus",
+ "Auge-des-Limbus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KK
\n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft einen Strudel in den angrenzenden Limbus. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS Schritt ausbreitet. Alle darin befindlichen Wesen werden in den Limbus gezogen, und auch unbefestigte Objekte sind betroffen. Jede KR muss eine Probe auf Kraftakt (Ziehen & Zerren) gelingen, ansonsten wird man 2 Schritt näher zum Zentrum gesogen. Sucht man Halt an einem befestigten Gegenstand, ist die Kraftakt-Probe um 1 erleichtert. Wer bei der Öffnung des Strudels direkt im Zentrum steht, kann eine Probe auf Sinnesschärfe (Wahrnehmen) erschwert um 3 ablegen. Bei Gelingen hat man sich intuitiv vom Sog wegbewegt und befindet sich 2 Schritt vom Zentrum entfernt. Wer sich im Radius des Sogs befindet, kann sich nicht normal von dem Zentrum wegbewegen.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Kristallomanten
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 120",
+ "Aureolus": "Aureolus",
+ "Aureolus-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
\n \t\t\t\t\t\t\tWirkung: Das Objekt wird von einem Glanz überzogen, der es wertvoller und prachtvoller erscheinen lässt. Der Glanz stellt jedoch keine Lichtquelle dar. Maximal kann eine Fläche von einem Rechtschritt überzogen werden. Proben auf Handel (Feilschen), um das verzauberte Objekt zu verkaufen, sind um QS/2 Punkte erleichtert. Dem Käufer steht nach dem Ende der Wirkungsdauer eine Probe auf Willenskraft zu. Gelingt die Probe, erkennt er, dass er betrogen wurde. Bei Misslingen empfindet er den Handel vielleicht als schlechtes Geschäft, aber nicht als Betrug. Details zum Thema Illusionen finden sich im VR01 Regelwerk auf S. 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121",
+ "Auris-Illusionis": "Auris Illusionis",
+ "Auris-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber ist die Täuschung des Gehörsinnes möglich. Es lassen sich Geräusche beliebiger Art erzeugen, die von allen Wesen in Hörreichweite wahrgenommen werden können.
\n \t\t\t\t\t\t\t
\n \t\t\t\t\t\t\tDie Lautstärke kann frei gewählt werden, vermag jedoch niemals ein Maß anzunehmen, das Schmerzen oder gar Schaden verursacht. Details zum Thema Illusionen finden sich im VR01 - Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone (Radius von 5 x 5 Schritt)
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121",
+ "Axxeleratus": " Axxeleratus",
+ "Axxeleratus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Die Bewegungen des Verzauberten werden übernatürlich beschleunigt. Dies bringt folgende Erleichterungen: +1 Verteidigung, GS x 2, INI-Basiswert x 2. Gegner können Attacken und Fernkampfangriffe des Beschleunigten schlechter abwehren und erhalten auf Verteidigung eine Erschwernis von 2.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288",
+ "Band-und-Fessel": " Band und Fessel",
+ "Band-und-Fessel-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KK (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel ist während der Wirkungsdauer nicht dazu in der Lage, sich weiter als 7 Schritt von dem Ort zu entfernen, an dem es sich am Ende der Zauberdauer aufhält. Wird es mit Gewalt herausgedrängt, erhält es solange 1 Stufe des Zustands Schmerz pro KR, bis es wieder in den Wirkungsbereich zurückkehrt.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Stunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121",
+ "Balsam-Salabunde": " Balsam Salabunde",
+ "Balsam-Salabunde-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte erhält innerhalb von 6 Minuten nach dem Wirken des Zaubers verlorene LeP in Höhe der verwendeten AsP zurück. Der Zauberer kann maximal so viele AsP einsetzen, wie er FW hat. Für jede QS sinkt die Zeit um 1 Minute. Wird der Zauber vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird der Zauber jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
\n \t\t\t\t\t\tallgemein\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 1 AsP pro LeP, mindestens jedoch 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Bannbaladin": " Bannbaladin",
+ "Bannbaladin-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Dieser ursprünglich elfische Freundschaftszauber weckt in seinem Ziel Sympathien und Freundschaft für den Zaubernden. Die genaue Wirkung ist davon abhängig, wie das Ziel zu dem Zaubernden steht. Pro QS verbessert sich die Verbindung zwischen den beiden um eine Stufe. Ist der Zaubernde dem Ziel vorher unbekannt, bewegt sich die Einstellung des Ziels meist zwischen Stufe 4 (Abneigung) und Stufe 6 (Zuneigung). Vorteile wie Gutaussehend oder Nachteile wie Vorurteile gegenüber dem Zaubernden können diesen ersten Eindruck je nach Situation um eine oder mehr Stufen modifizieren.
\n\t\t\t\t\t\t\tStufe 1: Das Ziel steht dem Zaubernden voller unstillbarem Hass gegenüber.
\n\t\t\t\t\t\t\tStufe 2: Das Ziel ist der erklärte Feind des Zaubernden.
\n\t\t\t\t\t\t\tStufe 3: Das Ziel verspürt dem Zaubernden gegenüber Abscheu und Ablehnung.
\n\t\t\t\t\t\t\tStufe 4: Das Ziel verspürt eine gewisse Abneigung für den Zaubernden.
\n\t\t\t\t\t\t\tStufe 5: Das Ziel ist dem Zaubernden gegenüber neutral.
\n\t\t\t\t\t\t\tStufe 6: Das Ziel verspürt eine gewisse Zuneigung für den Zaubernden.
\n\t\t\t\t\t\t\tStufe 7: Das Ziel empfindet Vertrauen und Freundschaft zum Zaubernden.
\n\t\t\t\t\t\t\tStufe 8: Das Ziel ist dem Zaubernden eng und loyal verbunden.
\n\t\t\t\t\t\t\tStufe 9: Das Ziel ist dem Zaubernden verfallen (geht für ihn jedoch nicht in den Tod).
\n\t\t\t\t\t\t\tDer Zauberspruch verändert nicht das Erinnerungsvermögen. Dem Verzauberten ist nach Ende des Zaubers bewusst, was er empfunden und getan hat. Während der Zauberwirkung mag er sich des Zaubers bewusst sein, das beeinflusst aber seine neue Einstellung nicht. Handlungen des Zauberers hingegen können während der Wirkung das Verhältnis zum Verzauberten positiv oder negativ beeinflussen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288",
+ "Blick-aufs-Wesen": " Blick aufs Wesen",
+ "Blick-aufs-Wesen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Dem Zauberer werden die Werte des Ziels offenbart. Er kann pro erreichter QS eine Kategorie auswählen, die für ihn offengelegt wird: Körperliche Eigenschaften, LE und ZK, Kampftechniken, Körperliche Vor- und Nachteile, Körperliche Sonderfertigkeiten, Kampfsonderfertigkeiten, aktuell vorhandene Zustände und Status, Körpertalente.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121",
+ "Blick-in-die-Gedanken": " Blick in die Gedanken",
+ "Blick-in-die-Gedanken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann die Gedanken des Verzauberten lesen. Er kann nur erkennen, was der Verzauberte gerade denkt, nicht jedoch gezielt in seinen Erinnerungen forschen. Der Verzauberte kann mit einer Erfolgsprobe auf Sinnesschärfe erschwert um QS des Zaubers entdecken, dass etwas Fremdes in seine Gedanken blickt. Mit einer um QS der Zauberprobe erschwerte Probe auf Willenskraft kann er gezielt Gedanken mit irreführenden Informationen aussenden oder seine Gedanken mit nutzlosem Durcheinander, inneren Monologen oder Gesang füllen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers), 4 AsP pro 30 Sekunden
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289",
+ "Blindheit": " Blindheit",
+ "Blindheit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel verliert schlagartig die Fähigkeit, seine Umgebung optisch wahrzunehmen, und es erhält dadurch den Status Blind.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122",
+ "Blitz-dich-find": " Blitz dich find",
+ "Blitz-dich-find-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte wird geblendet. Er erhält eine Stufe des Zustands Verwirrung.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Chamaelioni": " Chamaelioni",
+ "Chamaelioni-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE
\n \t\t\t\t\t\t\tWirkung: Steht der Zauberer still, verschmelzen Körper und Kleidung optisch mit der Umgebung (jedoch nicht Rüstungen , Waffen oder andere Ausrüstung). Eine Entdeckung ist nur dann möglich, wenn eine Vergleichsprobe zwischen Sinnesschärfe (Hinterhalte entdecken, Suchen oder Wahrnehmen) erschwert um QS gegen Verbergen gelingt. Sobald er sich bewegt, verfällt die Tarnung.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Nachtalben u. a.
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122",
+ "Claudibus": " Claudibus",
+ "Claudibus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Durch diesen Zauberspruch verschließen sich Schlösser automatisch und es wird schwerer, sie wieder zu öffnen oder zu knacken. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 30 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekte (Schlösser)
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122",
+ "Corpofesso": " Corpofesso",
+ "Corpofesso-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet schmerzhafte Muskelschwäche. Während der Wirkungsdauer erleidet er den Zustand Schmerz.\n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz, aber nur für 1 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289",
+ "Corpofrigo": " Corpofrigo",
+ "Corpofrigo-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (erschwert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Corpofrigo erzeugt je nach QS Schaden und Stufen von Paralyse.\n\t\t\t\t\t\t\tQS 1: 1W6 TP
\n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
\n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, 1 Stufe Paralyse
\n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, 1 Stufe Paralyse
\n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, 1 Stufe Paralyse
\n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, 2 Stufen Paralyse
\n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch und der Gegner kann weder ausweichen noch parieren.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123",
+ "Dämonenbann": " Dämonenbann",
+ "Dämonenbann-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Dämonisch wird aufgehoben, solange dessen QS nicht höher ist als die QS des Dämonenbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Dämonenbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 287",
+ "Dämonenschild": " Dämonenschild",
+ "Dämonenschild-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unsichtbare, 3 Schritt im Radius messende Kuppel um den Magier herum. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Dämonen können in sie eindringen, aber alle ihre Angriffe (und somit die TP) werden innerhalb des Radius von der Magie der Kuppel absorbiert. Dämonen werden teilweise halbmateriell und schlagen durch ihre Gegner hindurch oder ihre Angriffe werden von der Kuppel aufgesaugt wie Wasser von einem Schwamm. Zu diesem Zweck verfügt die Kuppel über eine Schildstärke in Höhe von AsP + (QS x 3), die TP in gleicher Höhe zu absorbieren vermag. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen und der Zauber endet.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123",
+ "Debilitatio": " Debilitatio",
+ "Debilitatio-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unbewegliche kugelförmige Zone, die darin befindlichen Dämonen und Elementaren eine Erschwernis in Höhe der QS/2 auf alle Proben einbringt. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS x 2 Schritt ausbreitet.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124",
+ "Desintegratus": " Desintegratus",
+ "Desintegratus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KK
\n \t\t\t\t\t\t\tWirkung: Das verzauberte Objekt verliert QS x 10 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfällt das Objekt zu Staub. Um Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffe können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Profane Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124",
+ "Disruptivo": " Disruptivo",
+ "Disruptivo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Dieser Grundzauber der Antimagie beeinträchtigt alle Arten von Zauberei in QS x 2 Schritt Radius um den Zaubernden herum, indem störende Schwingungen in die umgebenden astralen Muster gesendet werden. Alle Proben auf Zaubersprüche, die in dieser Zone gewirkt werden oder dort ihre Wirkung entfalten sollen, sind erschwert. Dies gilt ebenso für Zauber, die der Zaubernde selbst wirkt. Der Zaubernde muss vor dem Wirken festlegen, ob die Zone sich mit ihm mit bewegen oder an Ort und Stelle bleiben soll.\n\t\t\t\t\t\t\tQS 1: Probenerschwernis –1
\n\t\t\t\t\t\t\tQS 2: Probenerschwernis –2
\n\t\t\t\t\t\t\tQS 3: Probenerschwernis –3
\n\t\t\t\t\t\t\tQS 4: Probenerschwernis –4
\n\t\t\t\t\t\t\tQS 5: Probenerschwernis –5
\n\t\t\t\t\t\t\tQS 6: Probenerschwernis –6
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289",
+ "Dunkelheit": " Dunkelheit",
+ "Dunkelheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Um den Zaubernden herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 2 in Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Weder natürliche noch übernatürliche Lichtquellen können diese Dunkelheit erhellen. Für den Zaubernden werden die Sichtverhältnisse durch den Zauber nicht erschwert, bestehende Sichtmodifikatoren gelten allerdings weiterhin. Der Zaubernde muss vor dem Wirken des Zaubers entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP (Aktivierung des Zaubers) + 8 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125",
+ "Duplicatus": " Duplicatus",
+ "Duplicatus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt einen oder mehrere illusionäre Doppelgänger des Ziels, die sich synchron zu ihm bewegen und ständig mit ihm verschmelzen und sich wieder von ihm trennen. Je nach QS erscheinen mehrere Doppelgänger. Der Zaubernde kann sich entscheiden, weniger Doppelgänger als maximal möglich erscheinen zu lassen:\n\t\t\t\t\t\t\tQS 1: 1 Doppelgänger, aber nur 2 Kampfrunden
\n\t\t\t\t\t\t\tQS 2: 1 Doppelgänger
\n\t\t\t\t\t\t\tQS 3: 2 Doppelgänger
\n\t\t\t\t\t\t\tQS 4: 3 Doppelgänger
\n\t\t\t\t\t\t\tQS 5: 4 Doppelgänger
\n\t\t\t\t\t\t\tQS 6: 4 Doppelgänger, aber doppelte Wirkungsdauer
\n\t\t\t\t\t\t\tDa die Doppelgänger nicht vom Zaubernden zu unterscheiden sind, haben Angreifer mit Nah- und Fernkampfangriffen oder Zaubern eine entsprechende Chance, einen der Doppelgänger statt des Zaubernden zu treffen. Sollte der Zaubernde statt eines Doppelgängers getroffen werden, muss er den Angriff parieren oder ihm ausweichen. Flächenangriffe sind hiervon nicht betroffen. Mehr zu den Illusionen und wie man sie durchschaut siehe Seite 259.
\n\t\t\t\t\t\t\t1 Doppelgänger 50 % (1-10 auf W20)
\n\t\t\t\t\t\t\t2 Doppelgänger 33 % (1-7 auf W20)
\n\t\t\t\t\t\t\t3 Doppelgänger 25 % (1-5 auf W20)
\n\t\t\t\t\t\t\t4 Doppelgänger 20 % (1-4 auf W20)
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Doppelgänger (bei Misslingen entsprechend 2 AsP)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 290",
+ "Ecliptifactus": " Ecliptifactus",
+ "Ecliptifactus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Schatten des Zauberers wird durch diesen Zauberspruch belebt und kämpft für ihn. Mit dem Ecliptifactus kann der Magier immer nur einen Schatten heraufbeschwören. Erst nach Ablauf der Wirkungsdauer kann er den Zauber erneut wirken. Der Schatten besitzt die unten aufgeführten Werte. Zusätzlich erhält der Schatten folgende Boni:\n\t\t\t\t\t\t\tQS 1: keine Änderungen
\n\t\t\t\t\t\t\tQS 2: +1 AT, +5 LeP, +1 SK
\n\t\t\t\t\t\t\tQS 3: +1 AT, +1 PA, +1 AW, +1 TP, +5 LeP, +1 SK, Finte I
\n\t\t\t\t\t\t\tQS 4: +2 AT, +1 PA, +1 AW, +1 TP, +1 RS, +10 LeP, +1 SK, Finte I
\n\t\t\t\t\t\t\tQS 5: +2 AT, +2 PA, +2 AW, +1 TP, +1 RS, +10 LeP, +2 SK, Finte I
\n\t\t\t\t\t\t\tQS 6: +3 AT, +2 PA, +2 AW, +2 TP, +1 RS, +15 LeP, +2 SK, Finte I+II
\n\t\t\t\t\t\t\tDer Schatten ist außer durch Zauber mit dem Merkmal Antimagie nicht durch Magie beeinflussbar und erleidet keine Zustände. Sinken seine LeP auf 0, so verliert der Zaubernde schlagartig seine gesamte Astralenergie, davon 2 AsP permanent. Es dauert 7 Wochen, bis der Schatten sich regeneriert hat. Bis dahin besitzt der Zaubernde keinen Schatten und kann den Zauberspruch entsprechend auch nicht anwenden. Der fehlende Schatten wird in vielen Kulturen, besonders in den Ländern der Zwölfgöttergläubigen, als ein Stigma betrachtet. Ein fehlender Schatten wird schnell als ein Anzeichen gesehen, dass man es mit einem Dämonenbündler oder gar einem Geweihten des Namenlosen zu tun hat. Der Held bekommt für die Zeit ohne Schatten den Nachteil Stigma (siehe Regelwerk Seite 178).
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125",
+ "Einflussbann": " Einflussbann",
+ "Einflussbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Einfluss wird aufgehoben, solange dessen QS nicht höher ist als die QS des Einflussbanns. Es ist nicht möglich, den Bann auf die Auswirkungen eines Zaubers anzuwenden, dessen Wirkungsdauer bereits abgelaufen ist oder sofortiger Natur war. Ebenso können keine Zauber mit der Wirkungsdauer permanent gebannt werden. Handelt es sich um einen Zauber der Zielkategorie Zone, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Eisenrost": " Eisenrost",
+ "Eisenrost-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/GE
\n \t\t\t\t\t\t\tWirkung: Metallene Gegenstände verlieren 20 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfrisst der Rost das Objekt so stark, dass es nicht mehr verwendbar ist. Um metallene Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei metallenen Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffen können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen (kann nicht modifiziert werden)
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Profane Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Regelwerk S. 126",
+ "Elementarbann": " Elementarbann",
+ "Elementarbann-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Elementar wird aufgehoben, wenn dessen QS nicht höher als die QS des Elementarbanns ist. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Elementarbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 126",
+ "Elfenstimme": " Elfenstimme",
+ "Elfenstimme-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte akustische Signale, beispielsweise gesprochene Worte oder eine Melodie. Dem Empfänger ist bewusst, dass es sich nicht um natürliche Geräusche handelt. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127",
+ "Erinnerung-verlasse-dich": " Erinnerung verlasse dich",
+ "Erinnerung-verlasse-dich-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um die SK)
\n \t\t\t\t\t\t\tWirkung: Der Zauber unterdrückt alle persönlichen Erinnerungen des Opfers an die letzten QS Minuten. Für die Wirkungsdauer kann es sich an diesen Zeitraum weder erinnern noch Proben auf entsprechend erlangtes Wissen ablegen. Seine Reflexe sind davon jedoch ebenso wenig betroffen wie zuvor erlangtes Wissen und Fähigkeiten, weshalb auf diese uneingeschränkt geprobt werden darf. Allerdings ist das Ziel in den ersten 5 KR etwas desorientiert und erleidet bis zum Ende der 5. KR eine Stufe Verwirrung.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127",
+ "Exposami": " Exposami",
+ "Exposami-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberer kann alle Lebewesen innerhalb der Reichweite des Zauberspruchs spüren, sofern sie mindestens so groß sind wie eine Ratte. Die Auren nimmt der Zauberer als grün-leuchtende Flecken wahr. Er ist jedoch nicht darauf angewiesen diese zu sehen, um Lebewesen zu spüren. Pflanzen, Pilze und Lebewesen, die kleiner als eine Ratte sind, können durch den Zauberspruch nicht erkannt werden. Bauwerke aus den Elementen Erz oder Eis stören die Wirkung des Spruches. Hinter einer Mauer aus Stein oder in einem Iglu kann der Zauberer also keine Lebewesen orten. Der Zauberer kann erkennen, um was für einen Typus von Lebewesen es sich handelt (siehe Regelwerk Seite 355).
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: QS x 20 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 10 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen (außer Pflanzen, Pilze und Wesen, die kleiner als eine Ratte sind)
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127",
+ "Falkenauge": " Falkenauge",
+ "Falkenauge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte baut eine geistige Verbindung zu seinem Ziel auf. Hierdurch wird für den Verzauberten der nächste Fernkampfangriff auf dieses Ziel um QS des Zaubers erleichtert.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: Bis zum nächsten Schuss, maximal QS x 2 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Favilludo": " Favilludo",
+ "Favilludo-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/CH
\n \t\t\t\t\t\t\tWirkung: Das Ziel des Zaubers wird von einem Schwarm tanzender Funken umgeben. Ihre Farbe kann dabei beliebig gewählt werden. Alle Angriffe gegen den Zauberer sind um 1 erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Fischflosse": " Fischflosse",
+ "Fischflosse-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Wasserlebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128",
+ "Flim-Flam": " Flim Flam",
+ "Flim-Flam-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt eine kleine, schwebende Kugel aus Licht. Sie ist entweder stationär oder folgt dem Zaubernden. Dies muss er vor dem Zaubern festlegen, ebenso wie die Farbe des Lichtes. Die maximal erzeugbare Helligkeit variiert je nach QS. Der Zaubernde kann die Helligkeit jedoch nach Wunsch einmalig verringern. Die Zone des Lichts variiert je nach Helligkeit.\n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
\n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
\n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
\n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
\n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
\n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Aktivierung des Zaubers) + 1 AsP pro Stunde
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Foramen": " Foramen",
+ "Foramen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Durch diesen Zauberspruch öffnen sich einfache Schlösser automatisch, bei komplizierten Schlössern wird es leichter, sie zu öffnen. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erleichtert. Sollte der Gesamtmodifikator zum Knacken eines Schlosses dadurch zu einer Erleichterung werden, springt das Schloss augenblicklich auf. Die Erleichterung gilt binnen der Wirkungsdauer sowohl für den Zauberer als auch für andere Personen.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekte (Schlösser)
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128",
+ "Fortifex": " Fortifex",
+ "Fortifex-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Durch den Fortifex entsteht eine durchscheinende, allerdings leicht flimmernde (und damit sichtbare)Wand, die für physische Objekte undurchdringlich ist. Die Wand kann beispielsweise Pfeile, Bolzen, einen Ignifaxius oder Lebewesen aufhalten. Sie schützt nicht vor Hitze, Kälte, Licht, Gasen, körperlosen Wesen oder Zaubern und Liturgien, die keine physische Komponente aufweisen. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen. Von dort aus wirkt gradlinig eine Barriere, die QS x 2 Schritt lang ist. Den exakten Verlauf durch den Mittelpunkt kann der Zauberer festlegen. Die Höhe der Barriere beträgt 3 Schritt. Eine Tiefe besitzt die Wand nicht. Man kann sie nur aufgerichtet platzieren, nicht flach hinlegen oder schräg stellen. Die Wand besitzt 100 Strukturpunkte. Sollten die Strukturpunkte auf 0 oder darunter sinken, löst sie sich auf.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 30 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129",
+ "Fulminictus": " Fulminictus",
+ "Fulminictus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet Schaden, der auf seine Aura einwirkt und eine Reihe kleiner innerer Verletzungen erzeugt. Er erleidet 2W6+(QS x 2) Trefferpunkte. Rüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Gardianum": " Gardianum",
+ "Gardianum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberspruch erschafft eine unsichtbare Kuppel um den Magier herum, die von außen kommende magische Angriffe absorbiert. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nicht so wichtig. Der Radius der Kuppel beträgt 3 Schritt, ihre Schildstärke die investierten AsP + QS x 3. Sie kann ihre Schildstärke in Trefferpunkten an Schaden absorbieren, die von Schaden verursachenden Zaubern erzeugt werden, hält jedoch weder magische Wesen noch magische Waffen ab. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen. Schaden, der nicht mehr absorbiert werden kann, richtet Schaden an. Die Kuppel bewegt sich stets mit dem Zaubernden. Geschützt durch die Wirkung sind auch alle, die innerhalb der Kuppel stehen.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Gedankenbilder": " Gedankenbilder",
+ "Gedankenbilder-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte Bilder, beispielsweise dessen Sinneseindrücke, eine Warnung vor drohender Gefahr oder den Plan für ein gemeinsames Vorgehen. Dem Empfänger ist bewusst, dass ihm diese Bilder eingegeben werden. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129",
+ "Gefunden": " Gefunden",
+ "Gefunden-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Zauberer kann die Richtung bestimmen, in der sich ein Objekt befindet. Er muss dieses insgesamt mindestens einen Monat lang bei sich getragen haben oder über eine magische Verbindung zu ihm verfügen. Ist das Objekt weiter als QS x 3 Schritt von ihm entfernt, scheitert der Zauber.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129",
+ "Große-Gier": " Große Gier",
+ "Große-Gier-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte verspürt eine unbändige Gier nach einem Objekt oder einer Handlung, die der Zaubernde ihm nennt. Er wird alles ihm Mögliche tun, um dieses Ziel zu erreichen, solange er Leib und Leben damit nicht gefährdet. Er erhält eine Schlechte Eigenschaft Gier nach … für die Wirkungsdauer des Zauberspruchs.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung (Reichweite ist nicht modifizierbar)
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291",
+ "Große-Verwirrung": " Große Verwirrung",
+ "Große-Verwirrung-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer dieses Druidenzaubers erleidet je nach QS unterschiedliche Stufen Verwirrung:\n\t\t\t\t\t\t\tQS 1: 1 Stufe Verwirrung, aber nur für 2 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Verwirrung
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Verwirrung
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Verwirrung
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Verwirrung
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Verwirrung, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 KR
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VG02 - Die Streitenden Königreiche S. 164",
+ "Harmlose-Gestalt": " Harmlose Gestalt",
+ "Harmlose-Gestalt-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde nimmt die Gestalt einer unauffälligen Person wie eines Dieners oder eines Bettlers an, die an dem entsprechenden Ort nicht auffällt. Dies umfasst sowohl das Aussehen als auch die passende Stimme, jedoch nicht Kenntnisse wie Sprachen oder angemessenes Verhalten. Größere Gegenstände und Vertrautentiere werden nicht mit dem Zauberspruch verborgen. Der Zauberspruch wirkt intuitiv, daher kann die Hexe nicht explizit festlegen, welches Aussehen sie annimmt. Mehr zu Illusionen und wie man sie durchschaut siehe Regelwerk Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung) + 4 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292",
+ "Haselbusch": " Haselbusch",
+ "Haselbusch-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Zauber regt das Wachstum von Pflanzen an. Der Zauberer muss eine Pflanze oder Pflanzensamen an dem Objekt, das er erklettern will, ablegen und warten. Am Ende der Zauberdauer wächst die Pflanze pro KR 1 Schritt (bis maximal QS x 3 Schritt) hoch und erleichtert Klettern-Proben an der ausgewählten Stelle um QS/2 Punkte.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 2 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Tag
\n\t\t\t\t\t\t\tZielkategorie: Pflanze
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130",
+ "Heilungsbann": " Heilungsbann",
+ "Heilungsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Ein Zauber mit dem Merkmal Heilung wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Heilungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmalige Heilung). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche wirkt er nicht. Wird der Heilungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130",
+ "Hellsichtbann": " Hellsichtbann",
+ "Hellsichtbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Hellsicht wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Hellsichtbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Hellsichtbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Hexen, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130",
+ "Heptagramma": " Heptagramma",
+ "Heptagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Ein niederer Geist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenes als auch um ein freies Geisterwesen handeln. Ebenso ist es möglich, Geister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Geist in das Heptagramm gezogen und wechselt in eines der Totenreiche über. Anschließend kann er nicht mehr eigenständig in der Dritten Sphäre in Erscheinung treten, jedoch weiterhin beschworen werden.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Beseelte, Geister
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131",
+ "Herzschlag-ruhe": " Herzschlag ruhe",
+ "Herzschlag-ruhe-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KK (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Herzschlag des Ziels wird ausgesetzt, wodurch es jede Kampfrunde 1W3 LeP verliert. Mit Hilfe einer Probe auf Selbstbeherrschung erschwert um die QS oder auf Heilkunde Wunden (Stabilisieren) erschwert um QS/2 kann die Wirkung des Zaubers gestoppt werden. Eine Probe zählt als Aktion. Die Heilkunde Wunden- Probe kann sowohl das Opfer des Zaubers selbst als auch eine dritte Person einsetzen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131",
+ "Hexagramma": " Hexagramma",
+ "Hexagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Ein Elementargeist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0).
\n \t\t\t\t\t\t\t
\n\t\t\t\t\t\t\tEs kann sich dabei sowohl um einen beschworenen als auch um einen freien Elementargeist handeln. Ebenso ist es möglich, Elementargeister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird er in das Hexagramm gezogen und wechselt in die Sphäre der Elemente über. Er kann jedoch nach Ablauf von 24 Stunden in die Dritte Sphäre zurückkehren.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Elementare
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131",
+ "Hexengalle": " Hexengalle",
+ "Hexengalle-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Speichel der Hexe verwandelt sich augenblicklich in ätzende Säure, die für die Hexe selbst jedoch harmlos ist. Der Speichel verursacht 1W6+(QS) Trefferpunkte an dem nächsten Ziel, das die Hexe anspuckt. Die Spuckreichweite beträgt 3 Schritt. Die Hexe muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu spucken. Das Spucken ist in der Zauberdauer inbegriffen. Die Spucke trifft automatisch, wenn der Gegner sich nicht verteidigt. Der Spuckangriff zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Trifft die Spucke ihr Ziel, werden die TP durch den RS des Ziels vermindert.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292",
+ "Hexenkrallen": " Hexenkrallen",
+ "Hexenkrallen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Hexe wachsen an beiden Händen scharfe Krallen. Sie verursacht damit 1W6+3 TP im Nahkampf und verwendet dafür die Kampftechnik Raufen. Die Hexe gilt damit weiterhin als unbewaffnet. Hexenkrallen gelten als magische Waffen.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292",
+ "Höllenpein": " Höllenpein",
+ "Höllenpein-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet Schmerzen, die sich oft in Krämpfen manifestieren. Der Höllenpein ersetz bei Folterungen das Talent Einschüchtern (Folter). Das Opfer muss eine Vergleichsprobe mit Selbstbeherrschung (Folter widerstehen) gegen den Höllenpein bestehen, die um die Schmerzstufe des Zauberspruchs erschwert ist (zusätzlich zu allen sonstigen Modifikatoren). Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauber wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT notwendig.
\n\t\t\t\t\t\t\tQS 1: keine zusätzliche Wirkung
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, 0 SP
\n\t\t\t\t\t\t\tQS 3: 1 Stufe Schmerz, 1 SP
\n\t\t\t\t\t\t\tQS 4: 2 Stufen Schmerz, 1 SP
\n\t\t\t\t\t\t\tQS 5: 2 Stufen Schmerz, 2 SP
\n\t\t\t\t\t\t\tQS 6: 3 Stufen Schmerz, 2 SP
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132",
+ "Horriphobus": " Horriphobus",
+ "Horriphobus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Dem Verzauberten gegenüber wirkt der Zaubernde wie eine Angst einflößende Gestalt aus seinen Alpträumen. Die Stärke dieses Eindrucks variiert mit der QS:
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293",
+ "Ignifaxius": " Ignifaxius",
+ "Ignifaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt einen Flammenstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6+(QS x 2) Trefferpunkte Schaden. Der Flammenstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Flammenstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele erhalten bei 1-3 auf 1W6 den Status Brennend.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293",
+ "Ignisphaero": " Ignisphaero",
+ "Ignisphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
\n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Feuerball, der in gerader Linie sein Ziel trifft. Der Treffer des Feuerballs erfolgt am Ende der Zauberdauer, der Magier muss keine zusätzliche Aktion dafür aufwenden. Der Feuerball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Feuerball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können von dem Feuerball getroffen werden, wenn er explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt bis zu einem Schritt vom Zentrum entfernt 2W6+(QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden).
\n\t\t\t\t\t\t\tPro Schritt Entfernung von diesem Bereich verringert sich der Schaden um jeweils 3 TP. Der Feuerball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt vom Zentrum der Explosion entfernt. Trifft der Feuerball sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele fangen bei 1-3 auf 1W6 Feuer.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132",
+ "Ignorantia": " Ignorantia",
+ "Ignorantia-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel ignoriert den Zauberer und seine Handlungen. Dadurch kann dieser unbemerkt an seinem Opfer vorbeilaufen oder vor seinen Augen einen Diebstahl begehen. Interagiert der Zaubernde während der Wirkungsdauer mit dem Opfer oder greift er dieses an, endet der Zauber sofort. Achtet das Ziel explizit auf eine Sache, etwa eine Tür oder einen Gegenstand, bemerkt es alle diesbezüglichen Veränderungen, jedoch ohne die Quelle der Veränderung ausmachen zu können. So bemerkt es z. B. das Öffnen oder Schließen einer bewachten Tür, vermag aber nicht zu sagen, wer genau dafür verantwortlich war.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 133",
+ "Illusionsbann": " Illusionsbann",
+ "Illusionsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Illusion wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Illusionsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Illusionsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133",
+ "Imperavi": " Imperavi",
+ "Imperavi-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel befolgt einen einzigen Befehl des Zauberers, der seinem Selbsterhaltungstrieb nicht offensichtlich zuwiderläuft. Es wird also einen Diebstahl begehen,eine einzige Frage beantworten oder dem Zauberer in einem Kampf beistehen, nicht aber von einer Klippe springen oder seine eigenen Hände verspeisen.
\n \t\t\t\t\t\t\t
Der Zauber kann nicht dazu eingesetzt werden, dass das Opfer während der kompletten Wirkungsdauer Befehle entgegennimmt („Ich befehle dir, allen meinen Befehlen zu gehorchen.“) oder mehrere Fragen wahrheitsgemäß zu beantworten. Auch lange Befehlsketten sind nicht erlaubt („Öffne die Tür, gehe hinein, mache das Licht an und zerschlage die Kiste.“), sondern nur einzelne, knappe Befehle. Der Meister hat hierbei das letzte Wort, ob ein Befehl möglich ist oder nicht.
\n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133",
+ "Impersona": " Impersona",
+ "Impersona-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Zauberer kann sein Gesicht als ein beliebiges anderes erscheinen lassen. Soll es sich dabei um das Gesicht einer speziellen Person handeln, muss der Zauberer diese gut kennen oder während der Zauberdauer sehen können. Körper, Stimme und Kleidung sind nicht vom Zauber betroffen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134",
+ "Incendio": " Incendio",
+ "Incendio-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Incendio lässt das ausgewählte Lebewesen in Flammen aufgehen.
\n\t\t\t\t\t\t\tQS 1: 1W6 TP
\n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
\n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, Brennend auf kleiner Fläche
\n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, Brennend auf kleiner Fläche
\n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, Brennend auf kleiner Fläche
\n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, Brennend auf großer Fläche
\n\t\t\t\t\t\t\tDer Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134",
+ "Invercano": " Invercano",
+ "Invercano-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/FF
\n \t\t\t\t\t\t\tWirkung: Wird der Zauberer Ziel eines Angriffszaubers, kann er diesen mittels Raufen oder seinem Traditionsartefakt auf seinen Gegner zurückwerfen. Hierzu ist eine Parade erforderlich, die um 4 Punkte erschwert ist. Gelingt diese, wird der Zauber auf den Anwender zurückgeworfen und erreicht sein neues Ziel zu Beginn der nächsten Kampfrunde. Als Angriffszauber gelten alle Zauber, die TP oder SP verursachen und bei denen mindestens 1 Würfel geworfen wird. Zauber mit Zonenwirkung können nicht zurückgeworfen werden. Weisen das ursprüngliche und das neue Ziel eine unterschiedliche SK bzw. ZK auf, wird dies ignoriert. Auch die Reichweite spielt für das Zurückwerfen des Zaubers keine Rolle. Jedes Mal, wenn ein Zauber durch einen Invercano zurückgeworfen wird, sinkt seine QS um 1. Sinkt die QS dadurch auf 0, löst sich der Zauber auf.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: selbst
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134",
+ "Invocatio-Minima": " Invocatio Minima",
+ "Invocatio-Minima-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Es manifestiert sich eine Handvoll Substanz aus den Niederhöllen. Meist handelt es sich um Schleim, Säure, schweflige Dämpfe oder flüssiges Feuer. Das genaue Ergebnis der Beschwörung lässt sich nicht beeinflussen. Der Zauberspruch gilt als einfacher und risikoarmer Übungszauber für Beschwörer (Insgesamt erscheint etwa eine Menge von 0,05 l pro QS).
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 1 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293",
+ "Karnifilo": " Karnifilo",
+ "Karnifilo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel erhält den Status Blutrausch.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 KR (statt der üblichen Zeit von 2W20 KR des Status’ Blutrausch)
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Nachtalben u. a.
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135",
+ "Katzenaugen": " Katzenaugen",
+ "Katzenaugen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Die Lichtempfindlichkeit der Augen des Zieles erhöht sich ungemein. So kann es auch in fast völliger Dunkelheit deutlich besser sehen. Pro QS sinkt die Stufe der Sichterschwernis um 1. In völliger Dunkelheit nützt dieser Zauberspruch nichts.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Aktivierung) + 1 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Klarum-Purum": " Klarum Purum",
+ "Klarum-Purum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberspruch hebt die Wirkung eines Giftes auf. Die Giftstufe darf die QS nicht übersteigen, sonst wirkt der Zauber nicht und gilt als misslungen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 3 AsP pro Giftstufe (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135",
+ "Krötensprung": " Krötensprung",
+ "Krötensprung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte kann einmalig unnatürlich weit und hoch springen. Die Weite des Sprungs wird um QS + 3 in Schritt erhöht, die Höhe um QS. Mehr zu den Regeln des Springens siehe Regelwerk Seite 349.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Kusch": " Kusch",
+ "Kusch-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das verzauberte Tier wird von Angst vor dem Zauberer erfüllt. Die genauen Auswirkungen hängen von der QS ab:
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Tiere
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136",
+ "Last-des-Alters": " Last des Alters",
+ "Last-des-Alters-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel altert körperlich stark und wird zu einem Greis. Es wird jedoch nicht an Altersschwäche sterben und erhält am Ende der Wirkungsdauer sein ursprüngliches Alter zurück. Alle körperlichen Handlungen des Opfers sind aufgrund akuter Altersschwäche um QS/2 erschwert (z. B. Körpertalente, Handwerkstalente). Dies umfasst auch Kampfhandlungen und somit AT, PA, AW und FK. Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauberspruch wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT +2 oder eine AT +2 mit dem Traditionsartefakt notwendig.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136",
+ "Lunge-des-Leviatan": " Lunge des Leviatan",
+ "Lunge-des-Leviatan-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann der Zauberer sprinten, ohne dass ihn dies erschöpft. Sein FW in Körperbeherrschung (Laufen) wird für die Wirkungsdauer verdoppelt. Bei Verfolgungsjagden gilt diese Verdopplung jedoch vor der Einberechnung der effektiven GS.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136",
+ "Manifesto": " Manifesto",
+ "Manifesto-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Es manifestiert sich eine Handvoll eines bestimmten Elements nach Wahl des Zaubernden. Es handelt sich um einfache Manifestationen wie eine kleine Flamme, einen Kieselstein oder ein Stück Eis. Elementaristen erlernen diesen Zauberspruch früh in ihrer Ausbildung, um die Grundzüge der Herbeirufung zu erlernen, ohne Elementare zu belästigen (Insgesamt erscheint etwa eine Menge bvon 0,05 l pro QS).
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 1 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Manus-Illusionis": " Manus Illusionis",
+ "Manus-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber ist die Täuschung des Tastsinnes möglich. Die Illusion muss dabei auf eine bereits vorhandene Oberfläche gelegt werden, da sie lediglich die Art des Fühlens ändert, jedoch nicht etwas Fassbares aus dem Nichts zu erschaffen vermag. Nur die Oberfläche fühlt sich anders an, nicht jedoch das gesamte Objekt. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone (max. 3 x 3 Schritt)
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137",
+ "Manus-Miracula": " Manus Miracula",
+ "Manus-Miracula-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann auf QS Schritt Distanz unbelebte Gegenstände verschieben, drehen, verformen und biegen, als würde er sie mit einer Hand ergreifen. Er kann jedoch maximal 1 Kilogramm damit anheben. Bei Proben auf Talente, beispielsweise um mit einem telekinetisch gehaltenen Pinsel etwas zu malen oder mit dem Zauberspruch eine Figur aus Ton zu formen, haben die dazu nötigen körperlichen Eigenschaften einen Wert von QS + 7. Die Werte können auch die des Helden übersteigen. Die Krafteinwirkungen wirken punktuell und recht langsam. Daher können mit den so manipulierten Gegenständen keine Attacken oder Paraden ausgeführt werden.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Memorans": " Memorans",
+ "Memorans-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Durch den Zauberspruch kann sich der Zauberer alles einprägen, was er in den nächsten QS x 5 Minuten wahrnimmt, als besäße er ein fotografisches Gedächtnis. Dies kann ein Gespräch, gelesene Seiten, Wegstrecken, optische Eindrücke oder Gerüche umfassen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende (selbst)
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137",
+ "Menetekel": " Menetekel",
+ "Menetekel-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Zauber ermöglicht es, illusionäre Schriftzüge erscheinen zu lassen. Alles, was der Zauberer sagt, erscheint an einer imaginären Wand von bis zu 10 Rechtschritt Fläche, die sich beliebig in Breite und Länge ausformen kann. Die Buchstaben können in beliebiger Größe und Anzahl dargestellt werden, gelten aber nicht als Sichthindernis. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 30 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137",
+ "Motoricus": " Motoricus",
+ "Motoricus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann unbelebte Gegenstände telekinetisch anheben und bewegen. Sie bewegen sich mit einer Geschwindigkeit von maximal QS + 2 Schritt pro Aktion und dürfen maximal QS x 20 Stein wiegen. Pro 5 Stein Gewicht muss der Zaubernde dafür 1 AsP aufbringen. Befinden sich andere Objekte auf dem zu bewegenden Gegenstand, zählt deren Gewicht mit hinzu. Die Bewegungen des Objekts sind träge, weshalb sie für Angriffe oder Paraden ungeeignet sind. Um ein so bewegtes Objekt durch Festhalten oder Drücken aufzuhalten, ist eine um QS erschwerte Probe auf Kraftakt (Ziehen & Zerren) nötig.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Aktivierung) + Hälfte der notwendigen AsP pro 5 Minuten (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294",
+ "Nebelwand": " Nebelwand",
+ "Nebelwand-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erschafft eine Zone aus dichtem Nebel, der sich von Wind nicht fortwehen lässt. Je investiertem AsP kann er 200 Kubikmeter Nebel erschaffen (was etwa einer kleineren Hütte entspricht). Die Nebelwolke kann nach Belieben geformt werden, ob als kompakte Kugel, als lang gezogenes Band oder gar in Form eines Drachen. Der Nebel erzeugt einen Sichtmodifikator der Stufe 2.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten, danach verweht der Nebel
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295",
+ "Nuntiovolo": " Nuntiovolo",
+ "Nuntiovolo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberer beschwört eine Rauchgestalt in Form eines Vogels oder einer Fledermaus herauf, die ein maximal 250 Gramm wiegendes Objekt an einen vom Zauberer bestimmten Ort bringen kann. Die Entfernung zum Zielort darf höchstens 20 Meilen + 10 Meilen pro 1 AsP betragen. Sobald die Maximalentfernung überschritten wird, löst sich die Gestalt auf und lässt den Gegenstand fallen. Die Kreatur bewegt sich mit einer GS von 10 fort, ohne dabei vom Wetter beeinflusst zu werden. Sie besitzt eine LE in Höhe der QS und verfügt über keinen Verteidigungswert, allerdings ist sie von profanen Waffen nicht zu verletzen.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138",
+ "Objectobscuro": " Objectobscuro",
+ "Objectobscuro-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KO
\n \t\t\t\t\t\t\tWirkung: Das Zielobjekt wird innerhalb von 20 – (QS x 3) Kampfrunden unsichtbar. Während dieser Zeit wird es immer durchscheinender, bis es schließlich nicht mehr zu sehen ist. Objekte und Personen in oder hinter dem Objekt bleiben weiterhin sichtbar. Das verzauberte Objekt darf maximal 5 Stein wiegen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138",
+ "Objectofixo": " Objectofixo",
+ "Objectofixo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KK
\n \t\t\t\t\t\t\tWirkung: Das Zielobjekt wird am Boden befestigt und kann nur mit einer um die QS x 2 erschwerten Probe auf Kraftakt (Drücken & Verbiegen, Stemmen & Heben, Ziehen & Zerren) davon getrennt werden. Ist dies einmal gelungen, endet der Zauber vorzeitig. Das verzauberte Objekt darf maximal 5 Stein wiegen. Bei dem Boden kann es sich auch um andere waagerechte Flächen wie z. B. Tische oder Schiffsplanken handeln. Der gewählte Untergrund ist nicht dagegen gefeit, bewegt zu werden, wodurch eine Befestigung an Sand, lockerer Erde oder kleinen Möbelstücken meist nur wenig Sinn ergibt. Wird das Objekt während der Wirkungsdauer zerstört, haften stattdessen seine Trümmerstücke sowie der eventuell vorhandene Inhalt am Boden. In diesem Fall muss nur für eines der Stücke eine Probe auf Kraftakt gelingen, um den Zauber für alle Teile vorzeitig enden zu lassen.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138",
+ "Objektbann": " Objektbann",
+ "Objektbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Objekt wird aufgehoben, wenn dessen QS nicht höher als die QS des Objektbanns ist. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Objektbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139",
+ "Oculus-Astralis": " Oculus Astralis",
+ "Oculus-Astralis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Die normale Sicht des Zauberers wird um eine astrale Wahrnehmung ergänzt. Sie ist nicht detailreich genug, um magische Analysen vorzunehmen, der Zauberer kann jedoch mittels magischer Unsichtbarkeit verborgene Dinge oder Personen erkennen. Auch die Orientierung an magisch durchdrungenen Orten, beispielsweise dem Limbus, ist dank dieser Astralsicht erleichtert oder überhaupt erst möglich. Während er diese Sicht einsetzt, erleidet der Zauberer einen Modifikator von –2 auf alle Talentproben.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139",
+ "Oculus-Illusionis": " Oculus Illusionis",
+ "Oculus-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Die normale Sicht des Zauberers wird um eine astrale Wahrnehmung ergänzt. Sie ist nicht detailreich genug, um magische Analysen vorzunehmen, der Zauberer kann jedoch mittels magischer Unsichtbarkeit verborgene Dinge oder Personen erkennen. Auch die Orientierung an magisch durchdrungenen Orten, beispielsweise dem Limbus, ist dank dieser Astralsicht erleichtert oder überhaupt erst möglich. Während er diese Sicht einsetzt, erleidet der Zauberer einen Modifikator von –2 auf alle Talentproben.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139",
+ "Odem-Arcanum": " Odem Arcanum",
+ "Odem-Arcanum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
\n \t\t\t\t\t\t\tWirkung: Mit diesem Zauberspruch lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers Analys beeinflusst werden. Der Zauberer kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
\n\t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
\n\t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
\n\t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 1 erleichtert.
\n\t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 2 erleichtert.
\n\t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2.
\n\t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 3 erleichtert.
\n\t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim Analys. Wer also QS 4 beim Odem erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden Analys (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5). Mehr zur Magischen Analyse siehe Regelwerk Seite 269.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Minute
\n\t\t\t\t\t\t\tZielkategorie: Wesen, Objekt
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295",
+ "Orcanofaxius": " Orcanofaxius",
+ "Orcanofaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt ein Luftstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6 + (QS x 2) Trefferpunkte Schaden. Der Luftstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Luftstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Das Ziel wird zudem bei 1-3 auf 1W6 umgestoßen und erhält den Status Liegend.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139",
+ "Orcanosphaero": " Orcanosphaero",
+ "Orcanosphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
\n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Sturmball, der in gerader Linie sein Ziel trifft. Das Treffen ist in der Zauberdauer inbegriffen, der Magier muss also keine zusätzliche Aktion aufwenden. Der Sturmball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Sturmball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können getroffen werden, wenn er explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt einen Schritt um das Zentrum der Explosion herum 2W6 + (QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden). Pro Schritt Entfernung von diesem Bereich verringert sich der Schaden um 3 TP. Der Sturmball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt weit weg vom Zentrum der Explosion bewegt. Trifft der Sturmball sein Ziel, werden die TP durch den RS des Ziels vermindert. Alle getroffenen Ziele werden außerdem bei 1-3 auf 1W6 umgestoßen und erhalten den Status Liegend.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 140",
+ "Pentagramma": " Pentagramma",
+ "Pentagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Ein niederer Dämon wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenen als auch um einen freien Dämon handeln. Ebenso ist es möglich, Dämonen zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Dämon in das Pentagramm gezogen und wird zurück in die Siebte Sphäre gezwungen.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 140",
+ "Paralysis": " Paralysis",
+ "Paralysis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Körper des Verzauberten versteift und verhärtet sich. Wird er vollständig paralysiert (Stufe IV), verwandelt sich sein Körper in eine unzerstörbare Substanz, ohne sein Gewicht zu verändern. Ein so versteinerter Körper ist durch gewöhnliche Waffen, Feuer oder Stürze nicht zu verletzen. Das Opfer kann sich nicht bewegen, fühlen oder hören, aber innerhalb seines Sichtfeldes sehen. Die Wirkung von Giften und Krankheiten kommt zum Stillstand.
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Paralyse, aber nur für 2 KR
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Paralyse
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Paralyse
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Paralyse
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Paralyse
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Paralyse, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296",
+ "Penetrizzel": " Penetrizzel",
+ "Penetrizzel-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann durch feste Materie blicken. Pro QS kann der Zaubernde 20 Halbfinger durchblicken. Magiestörendes Material kann die Probe erschweren (z. B. Eisen –1, Koschbasalt –4). Magische Objekte können nicht durchblickt werden. Herrscht auf der anderen Seite des Hindernisses Dunkelheit oder Nebel, wirkt sich dies ganz normal auf die Sicht des Zaubernden aus.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Minute
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296",
+ "Physiostabilis": " Physiostabilis",
+ "Physiostabilis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Mittels dieses Zauberspruchs wird kurzfristig die Widerstandskraft gegen körperliche Beeinflussungen gestärkt. Die Zähigkeit des Verzauberten verbessert sich um QS/2.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 141 ",
+ "Plumbumbarum": " Plumbumbarum",
+ "Plumbumbarum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel erleidet einen Abzug in Höhe der QS des Zaubers auf seine AT.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 5 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 141",
+ "Projectimago": " Projectimago",
+ "Projectimago-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberer projiziert ein optisches Ebenbild seiner selbst an einen gewünschten Ort (inklusive Kleidung und Gegenständen, die er am Körper trägt). Für die dortigen Beobachter sieht es so aus, als stünde eine reale Person vor ihnen, die alle Handlungen vollzieht, die der Zauberer durch Bewegung vorgibt. Dreht er sich also im Kreis und springt in die Luft, wird die Projektion das Gleiche tun. Der Ort der Erscheinung darf maximal 5 Meilen + 1 Meile pro vom Zauberer zusätzlich freiwillig investierten AsP entfernt sein, und dieser muss ihn schon einmal aufgesucht haben oder ihn sehen können. Eine Übertragung der Sinne findet nicht statt, der Zauberer kann also im Normalfall nur vermuten, wie die Reaktionen am Zielort ausfallen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP + 1 AsP pro zusätzlicher Meile
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142 ",
+ "Psychostabilis": " Psychostabilis",
+ "Psychostabilis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Mittels dieses Zauberspruchs wird kurzfristig die Resistenz gegen geistige Beeinflussung gestärkt. Die Seelenkraft verbessert sich um QS/2.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296",
+ "Radau": " Radau",
+ "Radau-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Besen oder ein anderer Stab oder Stock nach Wahl des Zaubernden greift von sich aus einen von der Hexe bestimmten Gegner innerhalb von 8 Schritt an (nach dem Wirken des Zaubers können Ziel und Besen sich weiter entfernen). Er gilt während des Zaubers als unzerbrechlich und magisch und schlägt eine Attacke pro Runde zu. Er kann dabei keine Kampfmanöver ausführen. Seine Werte sind INI 12+1W6, AT 10+(QS), TP 1W6+3, GS 12. Sollte der Besen vor Ablauf der Wirkungsdauer den Gegner getötet haben oder keinen Gegner mehr vor sich haben, dann greift er ein weiteres zufälliges Opfer innerhalb von 16 Schritt an (eventuell auch die Hexe selbst). Ist kein Opfer in dieser Reichweite, endet der Zauber. Um den Besen festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt der Stab über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296",
+ "Reflectimago": " Reflectimago",
+ "Reflectimago-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Zauberer überzieht die glatte Fläche eines Objekts mit einer maximal 2 Rechtschritt messenden spiegelnden Oberfläche. Dabei handelt es sich jedoch nicht um einen echten Spiegel, sondern eine Illusion, man kann das Objekt also nicht dazu verwenden, um z. B. Sonnenstrahlen zu bündeln oder jemanden zu blenden. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142",
+ "Regeneratio": " Regeneratio",
+ "Regeneratio-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Der Zauberer regeneriert jede Kampfrunde LeP in Höhe der QS/2. Maximal kann der Zauberspruch FW Kampfrunden aufrechterhalten werden.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen (Zauberdauer ist nicht modifizierbar)
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro KR (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 143",
+ "Respondami": " Respondami",
+ "Respondami-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte muss auf QS Fragen wahrheitsgemäß antworten. Die Fragen müssen mit Ja oder Nein zu beantworten sein. Auf andere Fragen kann der Verzauberte schweigen. Das Opfer ist sich während der Wirkung des Zaubers bewusst, was es sagt. Das Opfer muss die Sprache des Zauberers verstehen und sprechen können, ansonsten kann es ihm nicht antworten.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297",
+ "Salander": " Salander",
+ "Salander-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Mit diesem Zauberspruch wird ein Lebewesen in ein anderes, kleineres und leichteres Lebewesen verwandelt. Bei sehr massiven Änderungen (Mammut zu Maus) ist die Probe um bis zu 3 erschwert. Es kann nur in Lebewesen verwandelt werden, die dem Zaubernden bekannt sind. Das Ziel behält einen kleinen Teil seiner geistigen Fähigkeiten und Erinnerungen, übernimmt jedoch die körperlichen Fähigkeiten der neuen Gestalt. Zudem behält es seine Lebensenergie und seinen natürlichen Rüstungsschutz, weshalb ein in einen Löwenzahn verwandelter Krieger kaum auszureißen ist. Das Ziel kann nicht in magische oder übernatürliche Lebewesen verzaubert werden. Ausrüstung wird nicht mitverwandelt. Verwandelte können sich nach dem Ende der Wirkungsdauer bruchstückhaft an die Zeit als Tier oder Pflanze erinnern. Details zum Thema Verwandlung finden sich im Abschnitt Verwandlungsregeln im Regelwerk auf Seite 258.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297",
+ "Sanftmut": " Sanftmut",
+ "Sanftmut-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das verzauberte Tier wird friedfertig und lässt sich ohne Schwierigkeiten von dem Zauberer anfassen. Der Zauberspruch lässt sich nur auf Tiere anwenden.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Tiere
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297",
+ "Sapefacta": " Sapefacta",
+ "Sapefacta-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Innerhalb eines Radius von QS Schritt um den Zauberer werden Lebewesen und ihre am Körper getragene Kleidung von jeglichem Schmutz befreit. Dies kann durch Verschmutzung verursachte Erschwernisse bei Gesellschaftstalenten, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen), nach Meisterentscheid reduzieren. Tätowierungen und ähnliche permanente Veränderungen sind nicht von der Zauberwirkung betroffen.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Satuarias-Herrlichkeit": " Satuarias Herrlichkeit",
+ "Satuarias-Herrlichkeit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt subtile Veränderungen seines Körpers, die ihn begehrlicher wirken lassen. Haar und Teint werden verbessert, die Zähne aufgehellt und begradigt und die gesamte Statur dem gewünschten Schönheitsideal angepasst. Proben auf das Talent Betören (Anbändeln, Liebeskünste) und Überreden (Schmeicheln) sind um QS erleichtert. Je nach Situation können andere Gesellschaftstalente auf die gleiche Weise erleichtert werden. Auf Wesen mit anderem Schönheitsideal wirkt die Veränderung nicht.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297",
+ "Schmerzen-lindern": " Schmerzen lindern",
+ "Schmerzen-lindern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Je nach QS können mit diesem Zauberspruch Stufen von Schmerz augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten jeweils die Auswirkungen der höchsten QS.
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, +1 KO für 1 Minute
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz, +1 KO für 1 Minute
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz, +1 KO für 1 Minute
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz, +1 KO für 1 Minute
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, +2 KO für 1 Minute
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 243",
+ "Schwarz-und-Rot": " Schwarz und Rot",
+ "Schwarz-und-Rot-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO (modifiziert um ZK
\n \t\t\t\t\t\t\tWirkung: Das Ziel verliert am Ende jeder Stunde LeP in Höhe der QS.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 8 Stunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 144",
+ "Schwarzer-Schrecken": " Schwarzer Schrecken",
+ "Schwarzer-Schrecken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel erhält 1 Stufe des Zustands Furcht, wenn es während der Wirkungsdauer etwas Schwarzes sieht. Dunkelheit zählt hierbei nicht als Schwarz.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Nachtalben, Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Sensibar": " Sensibar",
+ "Sensibar-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann die Gefühle des Verzauberten ergründen. Der Zauber offenbart nur die Gefühle selbst, nicht jedoch deren Grund oder Ursprung. Für den Zaubernden sind Proben auf Menschenkenntnis (Lügen durchschauen oder Motivation erkennen) gegen das Ziel des Sensibar um die erreichte QS erleichtert. Der Verzauberte kann bemerken, dass etwas Fremdes in seinen Geist blickt. Hierzu muss ihm eine Erfolgsprobe auf Sinnesschärfe erschwert um die QS des Zaubers gelingen. Er kann aber auch dann nicht zweifelsfrei sagen, wer dafür verantwortlich ist. Mit einer Probe auf Willenskraft, ebenfalls erschwert um die QS des Zaubers, kann er seine Gefühle gezielt unterdrücken. Ist der Verzauberte emotional stark aufgewühlt, ist dies jedoch nach Meisterentscheid um bis zu 3 Punkte zusätzlich erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers), 4 AsP pro Minute
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 167",
+ "Silentium": " Silentium",
+ "Silentium-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde erschafft eine kugelförmige Zone, in der keine Geräusche mehr übertragen werden. Der Radius der Zone beträgt QS x 3 in Schritt. Die Zone entsteht mit dem Zaubernden als Mittelpunkt. Er kann sich vor der Fertigkeitsprobe entscheiden, ob sie sich mit ihm mit bewegt oder an Ort und Stelle verbleiben soll. In letzterem Falle darf er sich maximal QS x 3 Schritt von der Zone entfernen, ansonsten endet der Zauber.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298",
+ "Skelettarius": " Skelettarius",
+ "Skelettarius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Der Zauberer erhebt die körperlichen Überreste eines verstorbenen Wesens kurzfristig zum Untoten. Er kann mit dem Zauberspruch einfache Mumien, Skelette und Zombies erwecken, jeweils maximal bis zur Größenkategorie mittel. Die Erschaffung funktioniert nach den gleichen Regeln wie die Beschwörung. Das untote Wesen verrichtet 1 + QS Dienste und kann wie Dämonen und Elementare verbessert werden (siehe Regelwerk Seite 263). Es ist zu den gleichen Diensten wie Dämonen und Untote in der Lage.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende (Verstorbene)
\n\t\t\t\t\t\t\tMerkmal: Dämonisch
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 145",
+ "Solidirid": " Solidirid",
+ "Solidirid-Regel": "\n \t\t\t\t\t\t\tProbe: Probe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Von den Füßen des Zauberers ausgehend erscheint eine Brücke aus mattem Licht. Ihre maximale Länge beträgt QS x 5 Schritt, die maximale Breite 1 Schritt. Sie ist entweder waagerecht oder leicht gewölbt, muss aber an keiner Stelle den Boden berühren. Wird sie auf ihrer gesamten Fläche mit einem höheren Gewicht als 500 Stein belastet, bricht sie zusammen und der Zauber endet vorzeitig. Das Gleiche geschieht, wenn sie mit Waffengewalt zerstört wird, wobei sie insgesamt 50 Strukturpunkte aufweist.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Somnigravis": " Somnigravis",
+ "Somnigravis-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zauberspruch betäubt den Bezauberten. Erreicht er so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298",
+ "Spinnenlauf": " Spinnenlauf",
+ "Spinnenlauf-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Hände und Füße des Verzauberten erhalten die Eigenschaft, sich auch an den glattesten Oberflächen festsaugen zu können. So kann er glatte Felswände und Mauern überwinden und an Decken Halt finden. Das Gewicht des Verzauberten ändert sich nicht. Daher kann es bei verputzten Wänden passieren, dass sich der Putz an Händen und Füßen unter der Belastung von der Mauer löst. Der Verzauberte muss sich mindestens mit drei Gliedmaßen festhalten. Für jeweils 2 QS kann es eine Gliedmaße weniger sein bis zu einem Minimum von einer Gliedmaße.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298",
+ "Spurlos": " Spurlos",
+ "Spurlos-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde hinterlässt keine Spuren mehr. Er knickt keine Grashalme um und erzeugt keine Fußabdrücke auf weichem Boden. Selbst verräterische Gerüche hinterlässt er nicht. Um Spuren des Zaubernden zu finden oder zu verfolgen, sind Proben auf Fährtensuchen um QS erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Wesen
\n\t\t\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299",
+ "Taubheit": " Taubheit",
+ "Taubheit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Ziel kann nichts mehr hören und erhält dadurch den Status Taub.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146",
+ "Telekinesebann": " Telekinesebann",
+ "Telekinesebann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Telekinese wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Bewegungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Telekinesebann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146",
+ "Tiergedanken": " Tiergedanken",
+ "Tiergedanken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann in den Gedanken und Erinnerungen eines Tieres lesen. Dabei erhält er Zugriff auf Erinnerungen, die maximal QS Tage zurückliegen dürfen. Je nach Intelligenz, Erinnerungsvermögen und Lebenswandel des Tieres wird er z. B. bei einem Goldfisch nur wenig erfahren, bei einem Affen hingegen verhältnismäßig viel. Um die Gedankenwelt des Tieres zu verstehen, ist eine Probe auf Tierkunde erforderlich. Der Meister kann je nach erreichter QS der Tierkunde-Probe detaillierter berichten, was der Zaubernde gesehen und richtig interpretiert hat.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers), + 2 AsP pro 30 Sekunden
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Tiere
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147",
+ "Transversalis": " Transversalis",
+ "Transversalis-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Mittels dieses Zaubers kann ein Held sich und maximal QS x 5 Stein Gegenstände (Kleidung, Waffen usw.) an einen anderen Ort teleportieren. Je näher Gegenstände am Körper liegen (meist die Kleidung), desto eher reisen sie mit dem Zaubernden mit. Sie reisen entweder am Stück mit oder bleiben zurück, werden jedoch nicht zerteilt. Die exakte Auswahl trifft der Meister. Der Held muss schon einmal an dem Zielort des Zaubers gewesen sein oder ihn sehen können. Der Ort darf maximal QS x 3 Meilen vom Zaubernden entfernt sein. Wenn er ihn nur sieht, ist die Probe um 2 erschwert.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP + 1 AsP pro Meile (nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Objekt, Wesen
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299",
+ "Verwandlungsbann": " Verwandlungsbann",
+ "Verwandlungsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Verwandlung wird aufgehoben, solange dessen QS nicht höher ist als die QS des Verwandlungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Verwandlungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: alle
\n\t\t\t\t\t\t\tMerkmal: Antimagie
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147",
+ "Visibili": " Visibili",
+ "Visibili-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte wird innerhalb von 20 – (QS x 3) Kampfrunden unsichtbar. Während dieser Zeit wird er immer durchscheinender, bis er schließlich nicht mehr zu sehen ist. Die Unsichtbarkeit gilt nur für ihn selbst, nicht für Kleidung oder Ausrüstungsgegenstände. Substanzen, die länger als 20 Sekunden im Körper verbleiben, werden auch unsichtbar. Substanzen, die den Körper verlassen, werden entsprechend nach 20 Sekunden wieder sichtbar. Während der Wirkungsdauer erhält der Verzauberte den Status Unsichtbar.
\n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299",
+ "Vogelzwitschern": " Vogelzwitschern",
+ "Vogelzwitschern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Innerhalb von QS x 2 Schritt um sich herum kann der Zauberer jedes beliebige Geräusch durch ein anderes ersetzen. Die Lautstärke bleibt dabei jedoch unverändert. Eine Stimme kann so etwa deutlich höher oder das Auftreten mit dem Fuß wie leiser Donner oder Fanfarenschall klingen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
\n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Illusion
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147",
+ "Wasseratem": " Wasseratem",
+ "Wasseratem-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Verzauberte kann sowohl normale Luft als auch Wasser atmen. Er kann grundsätzlich 1 Minute pro QS unter Wasser atmen + je nach AsP-Einsatz.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Wolfstatze": " Wolfstatze",
+ "Wolfstatze-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Landtier seiner Wahl, das jedoch weder fliegen, noch im Wasser leben darf (also keine Vögel, Fische usw.) und maximal die Größenkategorie klein aufweist. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
\n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Verwandlung
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 148",
+ "ZD": "ZD",
+ "Asp.": "Asp.",
+ "RW": "RW",
+ "WD": "WD",
+ "Analys": "Analys",
+ "Attributo-Charisma": "Attributo (Charisma)",
+ "Attributo-Fingerfertigkeit": "Attributo (Fingerfertigkeit)",
+ "Attributo-Klugheit": "Attributo (Klugheit)",
+ "Attributo-Körperkraft": "Attributo (Körperkraft)",
+ "Ritualmod-1-je-4-in-FW": "Ritualmod. (1 je 4 in FW)",
+ "RD-in-Min-Std": "RD in Min/Std",
+ "5M": "5M",
+ "30M": "30M",
+ "2S": "2S",
+ "8S": "8S",
+ "16S": "16S",
+ "32S": "32S",
+ "RW-in-Schritt": "RW in Schritt",
+ "Ritualplatz": "Ritualplatz",
+ "Heiligtum-magischer-Ort": "Heiligtum / mag. Ort",
+ "falscher-Ritualplatz": "falscher Ritualplatz",
+ "Zeit": "Zeit",
+ "Passend": "Passend",
+ "Unpassend": "Unpassend",
+ "Passende-Kleidung": "Passende Kleidung",
+ "Geeignete-Gerätschaften": "Geeignete Gerätschaften",
+ "Ritualmodifikationen": "Ritualmodifikationen",
+ "Ritual": "Ritual",
+ "Accuratum": "Accuratum",
+ "Accuratum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
\n \t\t\t\t\t\t\tWirkung: Ein Satz Kleidung wird nach Wünschen des Zauberers abgeändert. Dies betrifft Schnitt und Farbe, nicht jedoch Menge und Art des Materials. Auf diesem Wege sind sowohl das simple Flicken zerrissener Hosen wie auch die Umwandlung eines Stoffballens oder einer schlichten Kutte in eine deutlich prächtigere Robe möglich. Die Kleidung kann nach Meisterentscheid Erschwernisse bei Gesellschaftstalenten ausgleichen, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen).
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149",
+ "Arcanovi": "Arcanovi",
+ "Arcanovi-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Details zur Verzauberung stehen im Abschnitt Die Artefakte im Detail im Regelwerk ab Seite 266.
\n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: geweihte Objekte, profane Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Aufmerksamer-Wächter": "Aufmerksamer Wächter",
+ "Aufmerksamer-Wächter-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
\n \t\t\t\t\t\t\tWirkung: Der Tiergeist stößt einen Warnruf aus, wenn sich etwas nähert, das er als Gefahr betrachtet. Seine Sinnesschärfe entspricht QS x 3, seine Eigenschaften denen eines typischen Exemplars der Tierart.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Sichtweite des Tieres
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
\n\t\t\t\t\t\t\tZielkategorie: profane Objekte (Tierbild)
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Goblinzauberinnen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VA004 - Theaterritter Teil 1 - Der weisse See S. 61",
+ "Caldofrigo": "Caldofrigo",
+ "Caldofrigo-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
\n \t\t\t\t\t\t\tWirkung: Mittels Caldofrigo kann die Temperatur eines maximal truhengroßen Objekts verändert werden. Es kann abgekühlt oder erwärmt werden und zwar in einem Spielraum von +/–100 Grad Celsius der Ausgangstemperatur. Der Zauberer muss hierzu die gewünschte Gradzahl festlegen und kann nicht beliebig während der Wirkungsdauer die Temperatur ändern. Die Temperaturveränderung funktioniert außerdem immer nur in eine Richtung. Sollte ein Held mit einem Gegenstand in Berührung kommen, der extrem heiß ist (oder kalt; dabei einfach analog dieselben Regeln verwenden), gelten die Regeln für Brennende Personen (siehe Regelwerk Seite 341). Nach dem Ende der Wirkungsdauer nimmt das Objekt wieder seine ursprüngliche Temperatur an. Durch große Temperaturänderungen entsteht bei den meisten Objekten ein Schaden von 1W6 Strukturpunkten. Bei welchen Temperaturen dies der Fall ist, entscheidet der Meister.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekt (profane Objekte bis zur Größe einer Truhe)
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149",
+ "Dschinnenruf": "Dschinnenruf",
+ "Dschinnenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein Dschinn des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Dschinnen finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
\n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Elementare
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Elementarer-Diener": "Elementarer Diener",
+ "Elementarer-Diener-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein Elementargeist des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Elementargeistern finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Elementare
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: V
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Hagelschlag-und-Sturmgebrüll": "Hagelschlag und Sturmgebrüll",
+ "Hagelschlag-und-Sturmgebrüll-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Der Zauberer erschafft um sich herum eine Zone von QS x 50 Schritt Radius, innerhalb der er Bewölkung, Niederschlag und Windgeschwindigkeit um insgesamt QS Stufen senken oder anheben kann. Mit einer QS von 5 ist es beispielsweise möglich, die Windgeschwindigkeit um 2 Stufen zu verändern und den Niederschlag um 3. Bei Temperaturen unter dem Gefrierpunkt fällt der Niederschlag als Schnee oder Hagel zu Boden. Die Stufe des Niederschlags darf die Stufe der Bewölkung nicht überschreiten.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149",
+ "Hartes-Schmelze": "Hartes schmelze",
+ "Hartes-Schmelze-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Das Ritual raubt einem Objekt seine Festigkeit und macht einen harten Gegenstand weich und formbar. Dies erlaubt sowohl künstlerische Gestaltungen, ermöglicht aber auch das Erschaffen von Löchern oder das Abtrennen einzelner Teile. Der Zauberer kann z. B. Türen wie Knetmasse zusammenrollen oder ein Schloss aus der Tür entfernen. Dabei ist zu beachten, dass der Meister entscheidet, welche Gegenstände miteinander verbunden sind. Ein Schloss gehört zu einer Tür, eine Tür aber nicht zu einer Wand. Der Zauber ist kein Ersatz für Handwerkstalente, man kann damit beispielsweise nicht Metall verformen, um eine scharfe Schwertklinge zu erhalten. Am Ende der Wirkungsdauer wird der Gegenstand augenblicklich wieder hart.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 2/4/8/16 AsP für einen Gegenstand von der Größe einer Tasse/Truhe/Tür/Burgtor (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekt (profane Objekte bis zur Größe einer Truhe)
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150",
+ "Invocatio-Maior": "Invocatio Maior",
+ "Invocatio-Maior-Regel": "\n\t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein zuvor ausgewählter gehörnter Dämon mit maximal fünf Hörnern erscheint. Die Ritualprobe ist um die Beschwörungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
\n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Invocatio-Minor": "Invocatio Minor",
+ "Invocatio-Minor-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
\n \t\t\t\t\t\t\tWirkung: Ein zuvor ausgewählter niederer Dämon erscheint. Die Ritualprobe ist um die Anrufungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tMerkmal: Sphären
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300",
+ "Leidensbund": "Leidensbund",
+ "Leidensbund-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Der Zauberer kann den erlittenen LeP-Verlust von einer anderen Person auf sich selbst übertragen. Dadurch werden die Wunden des Ziels geheilt und entstehen dafür beim Zaubernden. Maximal können auf diesem Wege QS x 3 verlorene LeP übertragen werden, wobei sich der Zauberer auch für weniger entscheiden kann. Auch ist keine Übertragung möglich, die beim Zauberer zu einem LeP-Stand führen würde, der bei 0 oder darunter liegt. Die Wirkung des Zaubers setzt erst nach Ende der Ritualdauer ein, es ist daher mit diesem Ritual nicht möglich, Sterbende von der Schwelle des Todes zu retten.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150",
+ "Magischer-Raub": "Magischer Raub",
+ "Magischer-Raub-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann der Zauberer auf die AsP des Ziels zugreifen. Das Opfer kann sich nach Ende der Zauberdauer beliebig weit vom Zauberer entfernt haben. Die Verbindung endet nur dann automatisch, wenn das Opfer sich nicht mehr in der gleichen Sphäre wie der Zauberer aufhält. Wirkt der Zauberer Magie, während die Verbindung besteht, werden die benötigten AsP auf seinen Wunsch hin aus dem Vorrat des Opfers verbraucht. Sind alle AsP des Opfers aufgebraucht, muss der Zauberer alle weiteren Kosten selbst aufbringen. Der Verbrauch von pAsP kann jedoch nicht auf das Ziel übertragen werden. Maximal kann durch den Zauber 1 Ziel beraubt werden.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 30 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151",
+ "Memorabia-Falsifir": "Memorabia Falsifir",
+ "Memorabia-Falsifir-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Zauberer entfernt Erinnerungen aus dem Gedächtnis des Ziels. Dabei kann er jedoch keine bestimmte Erinnerung festlegen, sondern lediglich einen Zeitraum von maximal QS x 3 Tagen ab einem von ihm gewünschten Anfangszeitpunkt.
\n \t\t\t\t\t\t\tZauberdauer: 2 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Druiden
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151",
+ "Movimento": "Movimento",
+ "Movimento-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann sich der Zauberer beliebig lange im Dauerlauf fortbewegen, ohne dass ihn dies erschöpft. Die Reisestrecke erhöht sich um QS x 10 % für eine Tagesleistung Fußmarsch (siehe Strategische Bewegung im Regelwerk auf Seite 248).
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: 8 Stunden (Wirkungsdauer nicht modifizierbar)
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151",
+ "Orvai-Kurims-Kriegstrommel": "Orvai Kurims Kriegstrommel",
+ "Orvai-Kurims-Kriegstrommel-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO
\n \t\t\t\t\t\t\tWirkung: Der Klang der Trommel versetzt Angehörige der Spezies in Raserei, aus deren Haut das Trommelfell gefertigt wurde. Wenn ihnen keine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS des Rituals gelingt, erhalten alle Kulturschaffenden oder Tiere den Status Blutrausch (siehe Regelwerk Seite 35). Der Wirkungsradius beträgt 16 Schritt. Zum Schlagen der Trommel benötigt man 1 Aktion, der Blutrausch dauert für 2W20+QS KR an.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Tagen
\n\t\t\t\t\t\t\tZielkategorie: profane Objekte (Trommeln)
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Goblinzauberinnen
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 9, Der grüne Zug Seite 15",
+ "Ruf-des-Bienenstocks": "Ruf des Bienenstocks",
+ "Ruf-des-Bienenstocks-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Durch Berührung einer Münze oder Ware, die gegen das gesuchte Objekt getauscht wurde, erfährt man Richtung und Entfernung des Objekts in Tagesreisen. Jedes angefangene Jahr, in dem die Zibilja (oder ihre Sippe) das Objekt vorher besaß, erleichtert die Probe um 1, jedes angefangene Jahr nach dem Verkauf erschwert sie um 1 (insgesamt maximal +/–5).
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: FW x 50 Meilen
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: profane Objekte
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Zibilja
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 51",
+ "Ruhe-Körper": " Ruhe Körper",
+ "Ruhe-Körper-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO
\n \t\t\t\t\t\t\tWirkung: Die während der nächsten Regenerationsphase zurückgewonnenen LeP erhöhen sich um die doppelte QS. Zudem verläuft der Schlaf ruhig und traumlos, solange äußere Einflüsse dem nicht entgegenwirken. Der Zauber kann nicht verhindern, dass Gifte und Krankheiten in der Regenerationsphase wirken.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152",
+ "Unberührt-von-Satinav": "Unberührt von Satinav",
+ "Unberührt-von-Satinav-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Ein maximal 5 Stein wiegendes Objekt ist während der Wirkungsdauer vor Verfall geschützt. Die Zeit kann ihm nichts anhaben und es wird also weder verrotten, verrosten noch verfallen. Dies gilt auch in widrigen Umgebungen, etwa überdurchschnittlich feuchten oder heißen Gegenden. Vor gewaltsamen Einflüssen wie Waffenschaden, Feuer oder Säure bietet die Verzauberung jedoch keinen Schutz.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Wochen
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Zeit
\n\t\t\t\t\t\t\tVerbreitung: Kristallomanten
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152",
+ "Widerwille": "Widerwille",
+ "Widerwille-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE
\n \t\t\t\t\t\t\tWirkung: Personen mit SK 2 oder schlechter ignorieren ein vom Zauberer bestimmtes Objekt, selbst wenn es sich direkt vor ihnen befindet. Kommt es zu einer Interaktion mit dem Opfer, etwa wenn dieses mit einem bislang ignorierten Schwert angegriffen wird, endet die Wirkung jedoch. Ein einfaches Berühren oder Ertasten reicht hierfür aber nicht aus. Der Zauberer selbst nimmt das Objekt immer wahr, auch wenn der Zauber wirkt. Es können lediglich kleinere Gegenstände bis zur Größe einer Zweihandwaffe oder eines Seils verzaubert werden, nicht jedoch Truhen, Türen oder gar ganze Gebäude.
\n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
\n\t\t\t\t\t\t\tZielkategorie: Objekte
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 153",
+ "Wirbelform": "Wirbelform",
+ "Wirbelform-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
\n \t\t\t\t\t\t\tWirkung: Innerhalb eines Radius von QS Schritt vermag der Zauberer alle Materie des Elements Luft zu verformen, solange sie nicht Teil eines Wesens ist. Auf diesem Weg kann eine Zone erschaffen werden, in der ein Sturm nicht wütet, aber auch die Formung von Rauch und Dampf ist möglich. Der Prozess geht dabei nur langsam vonstatten. Soll die Luft in eine bestimmte Richtung geformt werden, dauert dies 1 KR pro Schritt Fortbewegung. Am Ende der Wirkungsdauer ist das Verformte wieder den normalen Gesetzen der Natur ausgeliefert.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 10 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 137",
+ "Xenographus": "Xenographus",
+ "Xenographus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Liest der Zauberer einen Text, erhält er ein Gefühl für die Bedeutung des Niedergelegten, selbst wenn er die Schrift oder Sprache nicht beherrscht. Damit ist es ihm möglich, jeden Text zu verstehen, jedoch lediglich auf dem Niveau einer Person, die die entsprechende Sprache auf Stufe II beherrscht. Die Wirkung umfasst lediglich das geschriebene Wort, nicht jedoch das gesprochene. Ebenso bietet das Ritual keine Hilfestellung bei Schwierigkeiten, die nicht sprachlicher Natur sind, etwa wenn der Text verschlüsselt, in Rätseln verfasst, unleserlich oder unzusammenhängend geschrieben wurde. Das Erlernen einer Sprache oder einer Schrift ist auf diesem Wege nicht möglich, da lediglich die Gesamtbedeutung eines Textes erfasst werden kann, nicht jedoch die Bedeutung einzelner Elemente.
\n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 153",
+ "Zauberklinge-Geisterspeer": "Zauberklinge Geisterspeer",
+ "Zauberklinge-Geisterspeer-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
\n \t\t\t\t\t\t\tWirkung: Mit diesem Ritual lassen sich arkane Kräfte in eine Waffe binden. Diese gilt dann als magische Waffe. Die Kosten des Rituals sind abhängig von der Größe der Waffe. Die Wirkungsdauer lässt sich auf QS x 30 Jahre erhöhen. In diesem Falle verfünffachen sich die AsP-Kosten, wobei 1/20 hiervon permanent verloren gehen.
\n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
\n\t\t\t\t\t\t\tAsP-Kosten: abhängig von der Waffe (nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: FP in Tage
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 301",
+ "Allgemeine-Magie-SF": "Allgemeine Magie-SF",
+ "Aura-verbergen": "Aura verbergen",
+ "Aura-verbergen-Tooltip": "Publikation: VR01 - Regelwerk S.284",
+ "Abgeschwächter-Zauber": "Abgeschwächter Zauber",
+ "Abgeschwächter-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Adaption-Zauber": "Adaption (Zauber)",
+ "Adaption-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Alchimieverstärkung": "Alchimieverstärkung",
+ "Alchimieverstärkung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Astrale-Meditation": "Astrale Meditation",
+ "Astrale-Meditation-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Aurapanzer": "Aurapanzer",
+ "Aurapanzer-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91",
+ "Eisen-und-Stahlverzauberung": "Eisen- und Stahlverzauberung",
+ "Eisen-und-Stahlverzauberung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92",
+ "Entschwörung-Dämon": "Entschwörung (Dämonen)",
+ "Entschwörung-Dämon-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92",
+ "Entschwörung-Elementare": "Entschwörung (Elementare)",
+ "Entschwörung-Elementare-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92",
+ "Entschwörung-Geister": "Entschwörung (Geister)",
+ "Entschwörung-Geister-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92",
+ "Flugsalbe": "Flugsalbe",
+ "Flugsalbe-Tooltip": "Publikation: VR01 - Regelwerk S.281",
+ "Merkmalskenntnis": "Merkmalskenntnis",
+ "Merkmalskenntnis-Tooltip": "Publikation: VR01 - Regelwerk S.285",
+ "Starke-Zaubertricks": "Starke Zaubertricks",
+ "Starke-Zaubertricks-Tooltip": "Publikation: VR01 - Regelwerk S.285",
+ "Verbotene-Pforten": "Verbotene Pforten",
+ "Verbotene-Pforten-Tooltip": "Publikation: VR01 - Regelwerk S.285",
+ "Vertrautenbindung": "Vertrautenbindung",
+ "Vertrautenbindung-Tooltip": "Publikation: VR01 - Regelwerk S.279",
+ "Zauberzeichen-Tooltip": "Publikation: VR01 - Regelwerk S.285",
+ "Bindung-des-Stabes": "Bindung des Stabes",
+ "Bindung-des-Stabes-Regel": "\n \t\t\t\t\tWirkung: Die Bindung des Stabes ist der erste Stabzauber, der auf einen Magierstab gewirkt wird. Mit ihm wird der Stab an den Magier gebunden. Zudem wird er unzerbrechlich, auch wenn er die Flexibilität des Holzes bewahrt. Einzig elementares Feuer, das heißer brennt als ein Drachenodem oder ein IGNIFAXIUS, oder aber gezielte Antimagie können ihn zerstören. Der Stab gilt von nun an als magische Waffe und kann nicht durch andere Mittel wie den ARCANOVI mit weiteren Zaubern belegt werden. Ein Magier kann immer nur einen Magierstab besitzen.
\n \t\t\t\t\t
\n \t\t\t\t\tDas Binden eines Stabes kostet den Magier einmalig 2 permanente AsP. Der Magier kann sich entscheiden, seine Verbindung zum Stab zu lösen, beispielsweise um einen neuen Stab an sich zu binden. Nach dem Tod eines Magiers verliert der Stab nach 24 Stunden die permanent gespeicherten AsP und jegliche Magie.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 0 Punkte
\n\t\t\t\t\tBindungskosten: 2 permanente AsP
\n\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276",
+ "Doppeltes-Maß": "Doppeltes Maß",
+ "Doppeltes-Maß-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann auf seine doppelte Länge verlängert werden, ohne dass er merklich an Dicke einbüßt. Die Wirkung hält an, solange der Magier Körperkontakt mit dem Stab hält. Ein mittlerer Stab wird so lang, dass er unter Stangenwaffen fällt und die Reichweite lang erhält, der lange Stab wird so lang, dass er als Waffe nicht mehr zu benutzen ist. Ein kurzer Stab erhält die Reichweite mittel.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 2 Punkte
\n\t\t\t\t\tBindungskosten: 1 AsP
\n\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\tAP-Wert: 5 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276",
+ "Ewige-Flamme": "Ewige Flamme",
+ "Ewige-Flamme-Regel": "\n \t\t\t\t\tWirkung: Das Ende des Stabes kann nun willentlich entzündet werden und brennt wie eine Fackel. Das Feuer hat die natürliche Helligkeit und Hitze einer solchen Flamme, zehrt den Stab jedoch nicht auf. Im Kampf eingesetzt bietet die ewige Flamme keinen besonderen Vorteil. Die Wirkung des Stabzaubers endet automatisch, wenn der Magier schläft, den Status Bewusstlos erleidet oder spätestens nach 1 Stunde.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 2 Punkte
\n\t\t\t\t\tBindungskosten: 1 AsP
\n\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Flammenschwert": "Flammenschwert",
+ "Flammenschwert-Regel": "\n \t\t\t\t\tWirkung: Mit diesem Stabzauber kann der Magier seinen Stab in ein heiß brennendes Flammenschwert oder, je nach Region, in einen Flammensäbel verwandeln. Dieses Flammenschwert gilt als magische Waffe und richtet wie jedes Feuer zusätzlichen Schaden an Wesen an, die feuerempfindlich sind. Es verursacht 1W6+7 Trefferpunkte. Der Stab muss eine Mindestlänge von einem Schritt besitzen, um in ein Flammenschwert verzaubert werden zu können. Die übrigen Werte entsprechen denen eines Langschwertes.
\n\t\t\t\t\t
\n\t\t\t\t\tDer Magier kann das Schwert auf zwei Varianten einsetzen:
\n\t\t\t\t\t
\n\t\t\t\t\t1. Er kann es wie ein normales Schwert mit der Kampftechnik Schwerter führen. Bei einem Patzer verwandelt sich das Flammenschwert zurück in den Stab. Pro Kampfrunde kostet diese Variante nach der Aktivierung 1 AsP.
\n\t\t\t\t\t2. Er kann es per Telekinese fliegen und kämpfen lassen. Hierbei werden die Kampftechnik Schwerter und der entsprechende Attackewert des Magiers für Attacken verwendet. Es bewegt sich mit Geschwindigkeit 8. Der Magier muss sich zur Kontrolle des Schwertes konzentrieren. Das Flammenschwert kontrolliert fliegen zu lassen, ist eine länger dauernde Handlung.
\n\t\t\t\t\t
\n\t\t\t\t\tWenn sich das Schwert weiter als 32 Schritt weg vom Magier bewegt, bricht der Stabzauber ab und das Schwert verwandelt sich wieder zurück. Pro Kampfrunde kostet diese Variante nach der Aktivierung 2 AsP.
\n\t\t\t\t\t
\n\t\t\t\t\tUm ein fliegendes Flammenschwert festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt das Schwert über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
\n \t\t\t\t\tVorrausetzungen: Ewige Flamme und Kraftfokus
\n\t\t\t\t\tVolumen: 7 Punkte
\n\t\t\t\t\tBindungskosten: 3 AsP, danach 1 bzw. 2 AsP pro Kampfrunde
\n\t\t\t\t\tMerkmal: Elementar
\n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Kraftfokus": "Kraftfokus",
+ "Kraftfokus-Regel": "\n \t\t\t\t\tWirkung: Solange der Magier den Stab berührt, spart er bei jedem Zauber 1 AsP ein. Dieser Abzug wird nach Berechnung aller anderen Modifikationen eingerechnet. Die Ersparnis kann nicht dazu führen, dass die Kosten unter 1 AsP fallen. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt die Ersparnis nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 6 Punkte
\n\t\t\t\t\tBindungskosten: keine
\n\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\tAP-Wert: 30 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Merkmalsfokus": "Merkmalsfokus",
+ "Merkmalsfokus-Regel": "\n \t\t\t\t\tWirkung: Bei diesem Stabzauber muss ein Merkmal gewählt werden, das der Fokus unterstützen soll. Proben auf Zauber mit dem so unterstützten Merkmal sind um 1 erleichtert. Der Merkmalsfokus kann mehrfach mit unterschiedlichen Merkmalen auf den Stab gewirkt werden. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt dieser Vorteil nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
\n \t\t\t\t\tVorrausetzungen: Kraftfokus, passende Merkmalskenntnis
\n\t\t\t\t\tVolumen: 8 Punkte
\n\t\t\t\t\tBindungskosten: keine
\n\t\t\t\t\tMerkmal: je nach Merkmal
\n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Seil-des-Adepten": "Seil des Adepten",
+ "Seil-des-Adepten-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann in ein unzerstörbares Seil von 10 Metern Länge verwandelt werden. Es kann sich um Objekte schlingen, wenn es geworfen wird. Knoten können so willentlich gebunden oder gelöst werden, solange der Magier das Seil berührt. Das Knoten und Entknoten zählt jeweils als 1 Aktion. Personen lassen sich damit nicht fesseln, außer sie haben den Status Bewegungsunfähig. Verliert der Magier den Kontakt zum Seil, verwandelt es sich zurück in seine ursprüngliche Stabform.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 2 Punkte
\n\t\t\t\t\tBindungskosten: 1 AsP
\n\t\t\t\t\tMerkmal: Objekt
\n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277",
+ "Stab-Apport": "Stab-Apport",
+ "Stab-Apport-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann vom Magier zu sich gerufen werden. Er fliegt auf dem kürzesten Weg mit Geschwindigkeit 15 zum Magier und umfliegt selbstständig Hindernisse. Fenster durchschlägt der Stab, Wände aus Holz oder Stein halten ihn jedoch auf. Der Magier muss für den Einsatz des Stab-Apports seinen Magierstab nicht sehen.
\n \t\t\t\t\tVorrausetzungen: keine
\n\t\t\t\t\tVolumen: 3 Punkte
\n\t\t\t\t\tBindungskosten: 1 AsP
\n\t\t\t\t\tMerkmal: Telekinese
\n\t\t\t\t\tAP-Wert: 15 Abenteuerpunkte
\n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 278",
+ "Fluch": "Fluch",
+ "Beiß-auf-Granit": "Beiß auf Granit!",
+ "Beiß-auf-Granit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Feste Nahrungsmittel, die das Opfer berührt, werden zu Stein oder einer anderen Substanz, die die Hexe im Fluch benannt hat. Üblich sind neben Stein auch Holz, Mist oder Schleim. Edelmetalle oder Ähnliches sind nicht möglich. Die Lebensmittel verwandeln sich nach fünf Minuten wieder zurück, insofern das Opfer sie nicht berührt. Der Versuch, Lebensmittel mit Zangen oder Trichtern in den Mund zu führen, kann dazu führen, dass das Opfer an einem Stein im Hals erstickt. Für Suppen, Milch und andere Flüssigkeiten gilt der Fluch nicht.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Objekt
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Beute": "Beute!",
+ "Beute-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
\n \t\t\t\t\t\t\tWirkung: Der Geruch des Opfers lockt alle Arten von fleischfressenden Wirbeltieren an. Diese sehen das Opfer als leichte Beute an. Während domestizierte Tiere mit einer um die Fertigkeitspunkte des Fluches erschwerten Tierkundeprobe beruhigt werden können, lassen sich wilde Tiere hiervon nicht abbringen. Der nur für die Tiere wahrnehmbare Geruch ist so stark, dass Wildtiere das Opfer bereits aus mehreren Meilen Entfernung wahrnehmen können.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Hagelschlag": "Hagelschlag",
+ "Hagelschlag-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Auf einer Fläche von bis zu (QS x 20.000) Rechtschritt geht ein schwerer Hagelsturm nieder. Je nach Region kann auch ein Schnee- oder Sandsturm die Fläche verheeren. Solche Stürme können Ernten zerstören, Dächer abdecken und bei ungeschützten Tieren und Personen 2W6 TP Schaden pro 5 Minuten verursachen.
\n \t\t\t\t\t\t\tZauberdauer: 21 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 15 Minuten
\n\t\t\t\t\t\t\tWirkungsdauer: Elementar
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Hexenschuss": "Hexenschuss",
+ "Hexenschuss-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer erleidet plötzlich einen starken Schmerz im Rücken oder im Kopf, je nach Wahl der Hexe. Durch den Hexenschuss erleidet das Opfer eine Stufe des Zustands Schmerz.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Stunden
\n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Juckreiz-verursachen": "Juckreiz verursachen",
+ "Juckreiz-verursachen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer des Fluchs ist von einem ständigen Juckreiz betroffen. Dadurch erhält es 1 Stufe Verwirrung. Zudem ist seine Regeneration halbiert, sofern diese anfängt, während der Fluch noch wirkt.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 Stunden
\n\t\t\t\t\t\t\tWirkungsdauer: Illusion
\n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Regelwerk II S. 24",
+ "Pech-an-den-Hals-wünschen": "Pech an den Hals wünschen",
+ "Pech-an-den-Hals-wünschen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
\n \t\t\t\t\t\t\tWirkung: Neben der 20 gilt nun auch die 19 als Patzer. Für Patzer bei Fertigkeitsproben reicht es so, wenn zwei Würfel eine 19 oder mehr zeigen. Außerdem zerbricht das Opfer aus Versehen Gegenstände, stolpert über Hindernisse, vergisst Verabredungen oder tritt bei Gesprächen in Fettnäpfchen. Details entscheidet der Meister.
\n \t\t\t\t\t\t\tZauberdauer: 7 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Pestilenz": "Pestilenz",
+ "Pestilenz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer wird von der Hexe mit einer ihr bekannten Krankheit infiziert, maximal jedoch mit einer Krankheitsstufe gleich dem Fertigkeitswert des Fluches. Ab der Infektion verläuft die Krankheit wie normal, ist allerdings nicht ansteckend. Nicht wählbar sind magische Erkrankungen wie Duglumspest.
\n \t\t\t\t\t\t\tZauberdauer: Stufe der Krankheit in AsP
\n\t\t\t\t\t\t\tAsP-Kosten: bis zum Ende der Krankheit, maximal aber QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Dämonisch
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Schlaf-rauben": "Schlaf rauben",
+ "Schlaf-rauben-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer kann nicht schlafen. Wenn es doch für einige Sekunden einschläft, wird es von Alpträumen wieder aufgeschreckt. Regeneration ist in diesem Zustand nicht möglich. Es reagiert genauso wie andere Menschen, die lange Zeit wach gehalten werden, wird also fahrig, reizbar und erleidet nach einigen Tagen Sinnestäuschungen. Pro zwei Tagen ohne Schlaf erhält das Opfer eine Stufe Verwirrung, die erst abklingt, wenn es wieder schlafen kann.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Unfruchtbarkeit": "Unfruchtbarkeit",
+ "Unfruchtbarkeit-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Das Opfer, Person oder Tier, ist nicht mehr in der Lage, Nachkommen zu zeugen oder zu gebären. Schwangere Wesen erleiden oft eine Miss- oder Totgeburt.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Wochen
\n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Warzen-sprießen": "Warzen sprießen",
+ "Warzen-sprießen-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Dem Opfer wachsen innerhalb einiger Minuten dicke Warzen im Gesicht und an den Händen und verleihen ihm so eine Stufe des Nachteils Hässlich. Der Vorteil Gutaussehend wird hierdurch zeitweise Hässlich.
\n \t\t\t\t\t\t\tZauberdauer: 7 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
\n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Zunge-lähmen": "Zunge lähmen",
+ "Zunge-lähmen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch ZK)
\n \t\t\t\t\t\t\tWirkung: Zunge und Lippen des Opfers sind gelähmt. Es kann daher nicht mehr artikuliert sprechen. Dies beeinflusst auch Zaubersprüche. Außerdem neigen so Verfluchte zu Speichelfluss. Der Verfluchte erhält den Status Stumm.
\n \t\t\t\t\t\t\tZauberdauer: 14 AsP
\n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Stunden
\n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282",
+ "Elfenlied": "Elfenlied",
+ "Erinnerungsmelodie": "Erinnerungsmelodie",
+ "Erinnerungsmelodie-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
\n \t\t\t\t\t\t\tWirkung: Mit dem Lied ruft sich der Elf eine Erinnerung aus lang vergangener Zeit zurück. Für je ein Jahr, das das Ereignis zurückliegt, muss er 5 Minuten spielen. Zusätzlich spielt er so lange, wie die Situation dauert, an die er sich zurückentsinnen will.
\n \t\t\t\t\t\t\tTalent: Musizieren
\n\t\t\t\t\t\t\tAsP-Kosten: 1 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 283",
+ "Friedenslied": "Friedenslied",
+ "Friedenslied-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Nach 5 Minuten des Spielens erzeugt dieses Lied eine Zone des Friedens um den Elfen herum (QS x 3 Schritt Radius). So lange er weiterspielt, verlieren Tiere und kulturschaffende Wesen das Interesse daran, mit Gewalt gegeneinander oder gegen den Elfen vorzugehen. Um trotzdem aktiv zu kämpfen, ist eine Fertigkeitsprobe auf Willenskraft, erschwert durch die QS x 2 in der Probe auf das Friedenslied fällig. Die Möglichkeit, sich zu verteidigen, ist durch das Friedenslied nicht eingeschränkt. Nicht betroffen sind widernatürliche Wesenheiten wie Untote, Dämonen, Elementare oder Golems.
\n \t\t\t\t\t\t\tTalent: Musizieren
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 283",
+ "Freundschaftslied": "Freundschaftslied",
+ "Freundschaftslied-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
\n \t\t\t\t\t\t\tWirkung: Mit dem Freundschaftslied können zwei Elfen, die es gemeinsam spielen, ein festes Band der Freundschaft zwischeneinander weben. Dies ist nur einmal im Leben eines Elfen möglich. Es besteht aus drei einstündigen Strophen, die an drei aufeinanderfolgenden Tagen von beiden gemeinsam gespielt werden müssen. So miteinander verbundene Elfen spüren die Anwesenheit des anderen und können starke Emotionen des anderen auch auf größere Entfernungen wahrnehmen. Sie können gegenseitig den Zauberspruch BALSAM aufeinander wirken, selbst wenn sie keine AsP zur Verfügung haben. In solchen Fällen können sie mit dem Zauberspruch ihre Lebensenergie direkt auf den anderen übertragen.
\n \t\t\t\t\t\t\tTalent: Musizieren
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Stunde, 1 permanenter AsP bei der letzten Strophe
\n\t\t\t\t\t\t\tMerkmal: Einfluss
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284",
+ "Melodie-der-Kunstfertigkeit": "Melodie der Kunstfertigkeit",
+ "Melodie-der-Kunstfertigkeit-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/CH
\n \t\t\t\t\t\t\tWirkung: Proben auf Handwerkstalente, die der Elf während der Melodie der Kunstfertigkeit nutzt, sind um QS des Rituals erleichtert.
\n \t\t\t\t\t\t\tTalent: Singen
\n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Stunde
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284",
+ "Sorgenlied": "Sorgenlied",
+ "Sorgenlied-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/IN
\n \t\t\t\t\t\t\tWirkung: Der Elf flicht Fragen in das Lied ein, die er an einen guten Freund stellen möchte. Hierdurch kann er erfahren, ob sein Freund gesund, krank oder gar tot ist, ob er um sein Leben fürchtet oder ob er zufrieden und glücklich ist. Mit dem Lied sind nur allgemeine Eindrücke zu erzielen. Klar formulierte Gedankenbilder lassen sich so nicht übertragen. Je weiter der gesuchte Freund vom Sänger entfernt ist, desto länger dauert das Lied. Pro 100 Meilen muss er 5 Minuten singen, um ihn zu erreichen.
\n \t\t\t\t\t\t\tTalent: Singen
\n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP pro 5 Minuten
\n\t\t\t\t\t\t\tMerkmal: Hellsicht
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284",
+ "Zaubermelodie": "Zaubermelodie",
+ "Zaubermelodie-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Spielt der Elf ungestört eine Stunde lang diese Melodie, kann er sich in einen tranceartigen Zustand versetzen, in dem er sich in Einklang mit den astralen Strömungen der Umgebung bringen kann. Er erwacht nach einer halben Stunde aus der Trance. Wenn er aus der Trance erwacht, sind für ihn alle Proben auf Zaubersprüche und Rituale bis zum nächsten Sonnenaufgang erleichtert. Bei QS 1-3 um 1, bei QS 4-6 um 2
\n \t\t\t\t\t\t\tTalent: Musizieren oder Singen
\n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
\n\t\t\t\t\t\t\tMerkmal: Heilung
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284",
+ "Bann-Schutzkreis-gegen-Elementargeister": "Bann-/Schutzkreis gegen Elementargeister",
+ "4-AsP": "4 AsP",
+ "Bann-Schutzkreis-gegen-Dschinne": "Bann-/Schutzkreis gegen Dschinne",
+ "8-AsP": "8 AsP",
+ "Bann-Schutzkreis-gegen-niedere-Dämonen": "Bann-/Schutzkreis gegen niedere Dämonen",
+ "Bann-Schutzkreis-gegen-gehörnte-Dämonen": "Bann-/Schutzkreis gegen Gehörnte Dämonen",
+ "Verschluss": "Verschluss",
+ "16-AsP": "16 AsP",
+ "Liturgien": "Liturgien",
+ "Zeremonien": "Zeremonien",
+ "KaP": "KaP",
+ "Praios": "Praios",
+ "Rondra": "Rondra",
+ "Boron": "Boron",
+ "Hesinde": "Hesinde",
+ "Phex": "Phex",
+ "Peraine": "Peraine",
+ "Firun": "Firun",
+ "Tsa": "Tsa",
+ "Travia": "Travia",
+ "Ingerimm": "Ingerimm",
+ "Efferd": "Efferd",
+ "Rahja": "Rahja",
+ "Namenloser": "Namenloser",
+ "Segnung": "Segnung",
+ "Eidsegen": "Eidsegen",
+ "Feuersegen": "Feuersegen",
+ "Geburtssegen": "Geburtssegen",
+ "Glückssegen": "Glückssegen",
+ "Grabsegen": "Grabsegen",
+ "Harmoniesegen": "Harmoniesegen",
+ "Kleiner-Heilsegen": "Kleiner Heilsegen",
+ "Kleiner-Schutzsegen": "Kleiner Schutzsegen",
+ "Speisesegen": "Speisesegen",
+ "Stärkungssegen": "Stärkungssegen",
+ "Tranksegen": "Tranksegen",
+ "Weisheitssegen": "Weisheitssegen",
+ "Sonderfertigkeit": "Sonderfertigkeit",
+ "Aspektkenntnis": "Aspektkenntnis",
+ "Fokussierung": "Fokussierung",
+ "Stärke-des-Glaubens": "Stärke des Glaubens",
+ "Starke-Segnungen": "Starke Segnungen",
+ "Liturgiemodifikationen-1-je-4-FW": "Liturgiemodifikationen (1 je 4 in FW)",
+ "Liturgiedauer-in-Aktionen": "Liturgiedauer in Aktionen",
+ "Gebete-weglassen": "Gebete weglassen",
+ "Gesten-weglassen": "Gesten weglassen",
+ "Liturgienpatzer": "Liturgienpatzer:",
+ "Liturgiemodifikationen": "Liturgiemodifikationen",
+ "Liturgie": "Liturgie",
+ "Bann-der-Dunkelheit": " Bann der Dunkelheit",
+ "Bann-der-Dunkelheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Aus der Hand des Geweihten strahlt ein helles Licht. Das Licht zählt regeltechnisch als Sonnenlicht.
\n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
\n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
\n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
\n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
\n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
\n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Praios (Ordnung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324",
+ "Bann-der-Furcht": " Bann der Furcht",
+ "Bann-der-Furcht-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
\n \t\t\t\t\t\t\tWirkung: Durch diese Liturgie wird pro QS eine Stufe des Zustands Furcht aufgehoben.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Boron (Traum)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324",
+ "Bann-des-Lichts": " Bann des Lichts",
+ "Bann-des-Lichts-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
\n \t\t\t\t\t\t\tWirkung: Um den Geweihten herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 3 Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Natürliche und magische Lichtquellen können die Dunkelheit nicht erhellen. Bei karmalen Lichtquellen entscheidet die höhere QS (wie bei einer Vergleichsprobe), ob das Licht zu sehen ist oder nicht. Hierbei gilt alles oder nichts: Das Licht wird nicht um die QS der Liturgie gedämpft, sondern die höhere QS entscheidet darüber ob Licht zu sehen ist oder nicht. Für den Geweihten werden die Sichtverhältnisse durch die Liturgie nicht erschwert. Der Geweihte muss vor dem Wirken der Liturgie entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP (Aktivierung) + 8 KaP pro 5 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tVerbreitung: Boron (Tod und Traum), Phex (Schatten)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324",
+ "Blendstrahl": " Blendstrahl",
+ "Blendstrahl-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Betroffene wird geblendet. Es erhält eine Stufe des Zustands Verwirrung.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie und Ordnung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324",
+ "Des-Einen-Bezauberner-Sphärenklang": " Des Einen bez. Sphärenklang",
+ "Des-Einen-Bezauberner-Sphärenklang-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
\n \t\t\t\t\t\t\tWirkung: Diese Liturgie des Namenlosen erzeugt Bilder im Geist des Opfers und lässt es verführerische Melodien hören. Das Opfer erhält den Status Hörigkeit und ist dem Geweihten hörig. Es wird auch Freunde angreifen, wenn der Priester es befiehlt. Alle 5 Minuten ist eine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS der Liturgie erlaubt, um sich von der Beherrschung zu lösen. Auch zu Beginn der Wirkung ist diese Probe erlaubt.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Namenloser
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 118",
+ "Ehrenhaftigkeit": " Ehrenhaftigkeit",
+ "Ehrenhaftigkeit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: „Ehrenhaft“ bedeutet in diesem Fall, dass der Betroffene sich an die Gebote des Geweihten hält. Dies kann je nach Auslegung und Kultur bedeuten, dass der Betroffene bei Patzern des Gegners auf weitere Angriffe verzichtet, nicht von hinten angreift, dem Gegner die Chance gibt, eine verlorene Waffe wieder aufzusammeln, auf Waffengifte verzichtet usw.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild und Sturm)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Entzifferung": " Entzifferung",
+ "Entzifferung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Die Textmenge richtet sich nach der QS. Für jede QS kann er fünf Foliantenseiten in normaler Schriftgröße entziffern.
\n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Wissen), Nandus (Bildung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Ermutigung": " Ermutigung",
+ "Ermutigung-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Das Ziel wird zuversichtlicher und mutiger. Je nach QS erhält es verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 3 hat das Ziel insgesamt MU +2 und AT +1.
\n \t\t\t\t\t\t\tQS 1: +1 MU
\n\t\t\t\t\t\t\tQS 2: +1 AT
\n\t\t\t\t\t\t\tQS 3: +1 MU
\n\t\t\t\t\t\t\tQS 4: +1 AT
\n\t\t\t\t\t\t\tQS 5: +1 MU
\n\t\t\t\t\t\t\tQS 6: +1 SK
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
\n\t\t\t\t\t\t\tVerbreitung: Rondra (Sturm), Efferd (Wind), Swafnir (Tapferkeit)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Fall-ins-nichts": " Fall ins nichts",
+ "Fall-ins-nichts-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
\n \t\t\t\t\t\t\tWirkung: Für jede QS kann der Geweihte drei Schritt Fallschaden ignorieren.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Friedvolle-Aura": "Friedvolle Aura",
+ "Friedvolle-Aura-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Um den Geweihten anzugreifen, ist eine Probe auf Willenskraft (Bedrohungen standhalten) des Gegners notwendig, bei der er mehr QS haben muss als der Geweihte. Ist diese Probe nicht erfolgreich, kann der Angriff nicht ausgeführt werden. Gelingt sie, so ist die Attacke gegen den Geweihten dennoch um QS der Liturgie erschwert. Die Wirkung der Liturgie bezieht sich nur auf den Geweihten. Während der Wirkung der Liturgie kann der Geweihte keine Angriffe (Attacke, Fernkampf) oder sonstige offensive Handlungen gegen seine Feinde ausführen, wohl aber seine Kampfgefährten mit Handlungen unterstützen.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in KR
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie und Wissen), Peraine (Heilung und Landwirtschaft). Travia (Freundschaft und Heim). Tsa (Freiheit und Wandel), Rahja (Ekstase und Harmonie), Ifirn (Hilfsbereitschaft), Nandus (Bildung und Erkenntnis)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Giftbann": " Giftbann",
+ "Giftbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Giftbann neutralisiert ein Gift. Die maximale Giftstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Giftstufe (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325",
+ "Göttlicher-Fingerzeig": " Gött. Fingerzeig",
+ "Göttlicher-Fingerzeig-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
\n \t\t\t\t\t\t\tWirkung: Voraussetzung ist, dass ein solcher Gegenstand überhaupt in Reichweite liegt. Dies kann z. B. ein verborgener Schlüssel für eine Truhe, ein Zettel mit Hinweisen oder ein benötigtes improvisiertes Werkzeug sein. Ist der Gegenstand durch Magie oder karmales Wirken verborgen, kann der Geweihte das Objekt nicht mittels dieser Liturgie entdecken. Der Gegenstand darf sich maximal QS Schritt vom Geweihten entfernt befinden.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326",
+ "Göttliches-Zeichen": " Gött. Zeichen",
+ "Göttliches-Zeichen-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/CH
\n \t\t\t\t\t\t\tWirkung: Das Zeichen äußert sich z. B. als Donnergrollen, obwohl keine Wolken am Himmel zu sehen sind (Rondra), das Schnattern eines Storches (Peraine) oder als kurzer Moment der Stille (Boron). Innerhalb der Zone der Liturgie können Personen das göttliche Zeichen wahrnehmen. Der Radius der Zone beträgt QS x 10 in Schritt. Bei Proben auf Bekehren & Überzeugen kann der Meister eine Erleichterung von 1 gewähren, wenn der Geweihte das Zeichen bei der Anwendung miteinbezieht.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326",
+ "Heilsegen": " Heilsegen",
+ "Heilsegen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Betroffene erhält innerhalb von 5 Minuten nach dem Wirken der Liturgie verlorene LeP in Höhe der verwendeten KaP zurück. Der Geweihte kann maximal so viele KaP einsetzen, wie er FW hat. Wird die Liturgie vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird die Liturgie jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
\n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 1 KaP pro LeP, mindestens jedoch 4 KaP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326",
+ "Herbeirufung-der-Herrscharen-des-Rattenkindes": " Herb. d. Herrsch. d. Ra
\n\t\t\t\t\t\t\t\t Kl. Bann wider Untote
\n\t\t\t\t\t\t\t\t Kl. Bannstrahl
\n\t\t\t\t\t\t\t\t Krankheitsbann
\n\t\t\t\t\t\t\t\t Lautlos
\n\t\t\t\t\t\t\t\t Magieschutz
\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t",
+ "Herbeirufung-der-Herrscharen-des-Rattenkindes-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Diese Liturgie ruft Ratten herbei, die häufig als Diener des Namenlosen angesehen werden. Die Tiere stehen unter der vollständigen Kontrolle des Geweihten und gehorchen seinen Befehlen. Es erscheinen QS x 5 Ratten aus dem Nichts.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 32 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
\n\t\t\t\t\t\t\tZielkategorie: Tiere (Ratten)
\n\t\t\t\t\t\t\tVerbreitung: Namenloser
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 125",
+ "Kleiner-Bann-wider-Untore": " Kl. Bann wider Untote",
+ "Kleiner-Bann-wider-Untore-Regel": "\n \t\t\t\t\t\t\tProbe: MU/MU/CH (modifiziert um ZK)
\n \t\t\t\t\t\t\tWirkung: Der Bann verursacht 2W6+(QS x2) SP gegen ein untotes Wesen. Der Bann trifft automatisch sein Ziel und dieses kann sich dagegen nicht verteidigen.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Untote
\n\t\t\t\t\t\t\tVerbreitung: Boron (Tod)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327",
+ "Kleiner-Bannstrahl": " Kl. Bannstrahl",
+ "Kleiner-Bannstrahl-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Bannstrahl richtet gegen einen Dämon 2W6+(QS x2) SP an. Gegen Dämonen aus Blakharaz’ Domäne wird der Schaden verdoppelt. Der Bannstrahl trifft automatisch sein Ziel und dieses kann sich dagegen nicht verteidigen. Der kleine Bannstrahl ist nicht davon abhängig, ob der Himmel zu sehen ist. Der Strahl entsteht direkt beim Dämon, auf den der Strahl wirken soll.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Kosten sind nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen
\n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327",
+ "Krankheitsbann": " Krankheitsbann",
+ "Krankheitsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Diese Liturgie heilt Krankheiten (die bisher erlittenen Auswirkungen werden nicht geheilt). Die maximale Krankheitsstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen. Die Liturgie heilt auch alle Symptome der Krankheit, aber keine bis dahin entstandenen Schäden (LeP-Verlust, Narben usw.).
\n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Krankheitsstufe (Kosten nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327",
+ "Lautlos": " Lautlos",
+ "Lautlos-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/GE
\n \t\t\t\t\t\t\tWirkung: Proben auf Verbergen (Schleichen) sind um QS erleichtert.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten), Firun (Jagd)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327",
+ "Magieschutz": " Magieschutz",
+ "Magieschutz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Er erhält einen Bonus von QS –1 auf SK und ZK (mindestens jedoch 1 Punkt) gegen magische Effekte.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Aktivierung der Liturgie) + 4 KaP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie), Hesinde (Magie)
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Magiesicht": " Magiesicht",
+ "Magiesicht-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
\n \t\t\t\t\t\t\tWirkung: Mit dieser Liturgie lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers ANALYS oder entsprechenden Liturgien beeinflusst werden. Der Geweihte kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
\n \t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
\n \t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
\n \t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 1 erleichtert.
\n \t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 2 erleichtert.
\n \t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2
\n \t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 3 erleichtert.
\n \t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim nachfolgenden ANALYS oder einer entsprechende Liturgie. Wer also QS 4 bei Magiesicht erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden ANALYS oder eine entsprechende Liturgie (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5).
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Minute
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen, Objekt
\n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie), Hesinde (Magie), Nandus (Erkenntnis)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Mondsicht": " Mondsicht",
+ "Mondsicht-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Erschwernisse der Sichtverhältnisse durch Dunkelheit werden um QS –1 Stufen gesenkt (mindestens jedoch 1 Stufe). In völliger Dunkelheit nutzt diese Liturgie nichts.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP (Aktivierung) + 1 KaP pro 10 Minuten
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten), Aves (Schicksal)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Mondsilberzunge": " Mondsilberzunge",
+ "Mondsilberzunge-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Held wirkt vertrauenerweckend. Er erhält eine Erleichterung von QS auf die Fertigkeiten Überreden und Handel (Feilschen).
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Handel)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Namenlose-Zweifel": " Namenlose Zweifel",
+ "Namenlose-Zweifel-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Die betroffene Person stellt innerhalb des Wirkungszeitraums ihre eigenen moralischen Vorstellungen in Frage und verliert den Glauben an ihre Götter oder ihre Prinzipien. Während der Wirkungsdauer sind Opfer der Liturgie bereit, Nachteile wie Prinzipientreue und Verpflichtungen zu ignorieren oder ins Gegenteil zu verkehren. Überzeugte Vegetarier essen Fleisch, ehrenhafte Krieger kämpfen aus dem Hinterhalt und ein Novadi wird sich achtlos über jedes der 99 Gesetze hinwegsetzen.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Namenloser
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ",
+ "Namenloses-Vergessen": " Namenloses Vergessen",
+ "Namenloses-Vergessen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Die Liturgie verdrängt jegliche Erinnerung des Opfers an sein früheres Leben. Der Geweihte kann dem Opfer bestimmte Ziele suggerieren und ihm einreden, dass sie auf der gleichen Seite stehen.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Nam1 enloser
\n\t\t\t\t\t\t\tSteigerungsfaktor: D
\n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ",
+ "Objektsegen": " Objektsegen",
+ "Objektsegen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Mit dieser Liturgie werden für Götterdienste benötigte Materialien (z. B. Salbungsöl eines Borongeweihten, das Saatgut eines Perainegeweihten oder Sternenstaub bei Phexgeweihten) gesegnet. Der Gegenstand zählt nicht als geweiht, sondern nur als gesegnet.
\n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328",
+ "Ort-der-Ruhe": " Ort der Ruhe",
+ "Ort-der-Ruhe-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Innerhalb der Zone werden Geräusche gedämpft. Der Radius der Zone beträgt QS x 3 Schritt. Proben gegen Sinnesschärfe (Wahrnehmen), um leise Geräusche wie Flüstern zu hören, sind innerhalb der Zone um QS erschwert. Die Zone verbleibt an Ort und Stelle. Geräusche, die aus der Zone dringen, bleiben gedämpft, Geräusche, die in die Zone eindringen, werden gedämpft.
\n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Zone
\n\t\t\t\t\t\t\tVerbreitung: Boron (Traum), Firun (Jagd)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Pflanzenwuchs": " Pflanzenwuchs",
+ "Pflanzenwuchs-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Die Liturgie lässt eine maximal buschgroße Pflanze übernatürlich schnell wachsen. Pro QS wächst die Pflanze 30 % schneller als für die Gattung typisch.
\n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
\n\t\t\t\t\t\t\tZielkategorie: Pflanzen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Landwirtschaft)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Rabenruf": " Rabenruf",
+ "Rabenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte ruft bis zu QS x 3 Raben aus einem Radius von QS x 3 Meilen herbei. Die Vögel verhalten sich ihm gegenüber zutraulich. Der Geweihte kann einen der Raben dazu benutzen, einen kleinen Gegenstand wie einen Ring zu transportieren, maximal bis zu einer Reichweite von QS x 3 Meile. Der Rabe findet den Zielort in der Regel automatisch. Es können maximal so viele Raben zum Geweihten fliegen, wie sich zu diesem Zeitpunkt in der Reichweite der Liturgie befinden.
\n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: QS x 3 in Meilen (nicht modifizierbar)
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Tiere
\n\t\t\t\t\t\t\tVerbreitung: Boron (Tod und Traum)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Schlaf": " Schlaf",
+ "Schlaf-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Geweihte betäubt den Betroffenen. Erreicht dieser so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
\n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
\n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
\n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
\n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Boron (Traum)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Schlangenstab": " Schlangenstab",
+ "Schlangenstab-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Die Schlange beschützt den Geweihten mit den ihr zur Verfügung stehenden Mitteln und folgt ihm. Stirbt die Schlange, verwandelt sie sich wieder zurück in das Objekt. Die Schlange gilt als gesegnet wie durch einen Objektsegen.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329",
+ "Schlangenzunge": " Schlangenzunge",
+ "Schlangenzunge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte kann mit Schlangen sprechen. Für Umstehende klingt dies wie zischende Laute. Bei der Darstellung eines solchen Gespräches sollte bedacht werden, dass Schlangen einen tierischen Verstand haben und die Welt anders wahrnehmen als Menschen.
\n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Tiere (nur Schlangen)
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie und Wissen)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Schmerzresistenz": " Schmerzresistenz",
+ "Schmerzresistenz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
\n \t\t\t\t\t\t\tWirkung: Alle Effekte der Stufen des Zustands Schmerz können ignoriert werden, bis auf Stufe IV (ab Stufe IV wird der Geweihe von den ganz normalen Auswirkungen des Zustands betroffen).
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Kor (Guter Kampf und Gutes Gold), Rondra (Schild), Swafnir (Kraft)
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Schutz-der-Wehrlosen": " Schutz der Wehrlosen",
+ "Schutz-der-Wehrlosen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Geweihte kann einen Kämpfer, der eine wehr- oder schutzlose Person angreift oder angreifen will, herausfordern. Der Herausgeforderte lässt von seinem Opfer ab und greift stattdessen den Rondrageweihten an.
\n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 16 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Sternenglanz": " Sternenglanz",
+ "Sternenglanz-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Es kann so einen um QS x 10 % höheren Preis erzielen. Misstrauische Käufer können diese Täuschung durchschauen, wenn ihnen eine vergleichende Probe auf Sinnesschärfe (Suchen) erschwert um QS +2 gelingt.
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: 8 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tVerbreitung: Phex (Handel)
\n\t\t\t\t\t\t\tSteigerungsfaktor: A
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Wahrheit": " Wahrheit",
+ "Wahrheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
\n \t\t\t\t\t\t\tWirkung: Der Betroffene muss dem Geweihten (und nur ihm) wahrheitsgemäß auf jede seiner Frage antworten, so lange die Wirkungsdauer der Liturgie anhält. Das Opfer der Liturgie weiß, was es sagt.
\n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: Berührung
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Praios (Ordnung), Nandus (Erkenntnis)
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Wieselflink": " Wieselflink",
+ "Wieselflink-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/GE
\n \t\t\t\t\t\t\tWirkung: Der Geweihte wird flinker und schneller. Je nach QS erhält er verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 5 hat der Geweihte insgesamt GE +3, GS + 1 und AW +1. Durch die Steigerung der GE können auch die Schadensschwellen bei Kampftechniken mit GE betroffen sein. Der Geweihte macht also eventuell mehr Schaden mit einigen Waffen.
\n\t\t\t\t\t\t\t1 QS: +1 GE
\n\t\t\t\t\t\t\t2 QS: +1 GS
\n\t\t\t\t\t\t\t3 QS: +1 GE
\n\t\t\t\t\t\t\t4 QS: +1 AW
\n\t\t\t\t\t\t\t5 QS: +1 GE
\n\t\t\t\t\t\t\t6 QS: +1 GS
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Wundersame-Verständigung": " Wunder. Verständigung",
+ "Wundersame-Verständigung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte erhält die Stufen in der Sprache, die er gerade für seine Kommunikation benötigt. Es ist nicht notwendig, dass der Geweihte schon einmal etwas von der Sprache gehört oder gelesen hat.
\n \t\t\t\t\t\t\t1-2 QS: Sprachstufe 1
\n\t\t\t\t\t\t\t3-4 QS: Sprachstufe 2
\n\t\t\t\t\t\t\t5-6 QS: Sprachstufe 3
\n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
\n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen
\n\t\t\t\t\t\t\tVerbreitung: Hesinde (Wissen), Phex (Handel)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330",
+ "Friedvolle": " Friedvolle Aura",
+ "Zeremoniemod-1-je-4-FW": "Zeremoniemod. (1 je 4 in FW)",
+ "Ort": "Ort",
+ "Heiligtum-der-Götter": "Heiligtum der Gottheit",
+ "Tempel-der-Götter": "Tempel der Gottheit (geweihter Boden)",
+ "Heiligtum-oder-Tempel-außerhalb-des-eigenen-Pantheon": "Heiligtum oder Tempel eines Gottes außerhalb des Pantheons der eigenen Gottheit",
+ "Heiligtum-oder-Tempel-feindseliger-Gott": "Heiligtum oder Tempel eines feindseligen Gottes",
+ "Unheiligtum-Erzdämon": "Unheiligtum eines Erzdämons",
+ "Unheiligtum-oder-Tempel-des-Namenlosen": "Unheiligtum oder Tempel des Namenlosen",
+ "Unheilig-des-Gegenspielers-der-eigenen-Gottheit": "Unheiligtum des Gegenspielers der eigenen Gottheit",
+ "Monat-des-eigenen-Gotts": "Monat des eigenen Gottes",
+ "Feiertag-des-eigenen-Gotts": "Feiertag des eigenen Gottes",
+ "Namenlose-Tage": "Namenlose Tage",
+ "Zeremonienpatzer": "Zeremonienpatzer:",
+ "Zeremoniemodifikationen": "Zeremoniemodifikationen",
+ "Zeremonie": "Zeremonie",
+ "Ackersegen": "Ackersegen",
+ "Ackersegen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte wandert über das frisch gesäte Feld und segnet die Ackerfrüchte. Die Wirkung des Segens entfaltet sich auf einer Fläche von bis zu QS x 1.000 Quadratschritt (der Geweihte darf vom Zentrum des betroffenen Gebietes aber nicht weiter weg sein, als die Reichweite der Liturgie beträgt). Die Ackerfrucht ist weniger anfällig gegen Krankheiten und Ungeziefer, während alle anderen Pflanzen auf dem Acker in ihrem Wachstum gehemmt werden. Der Segen schützt die Pflanzen jedoch nicht vor äußeren Einflüssen wie Dürre, Überflutung oder Hagelschlag.
\n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunde
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: Sicht
\n\t\t\t\t\t\t\tWirkungsdauer: ein Wachstumszyklus (zwischen 6 und 12 Monaten)
\n\t\t\t\t\t\t\tZielkategorie: Pflanzen
\n\t\t\t\t\t\t\tVerbreitung: Peraine (Landwirtschaft)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Exorzismus": "Exorzismus",
+ "Exorzismus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK des Wesens)
\n \t\t\t\t\t\t\tWirkung: Mit einem Exorzismus werden Dämonen und Geister ausgetrieben, die Besitz von einem Lebewesen ergriffen haben. Gelingt der Exorzismus, wird der Dämon oder Geist aus dem Körper vertrieben und zurück in die Niederhöllen oder ins Totenreich verbannt.
\n \t\t\t\t\t\t\tZeremoniedauer: 8 Stunden
\n\t\t\t\t\t\t\tKaP-Kosten: 32 KaP
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: sofort
\n\t\t\t\t\t\t\tZielkategorie: Dämonen, Geister
\n\t\t\t\t\t\t\tVerbreitung: allgemein, Praios (Antimagie), Boron (Traum)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Geweihter-Panzer": "Geweihter Panzer",
+ "Geweihter-Panzer-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
\n \t\t\t\t\t\t\tWirkung: Die Rüstung des Geweihten gilt als geweiht. Wenn Dämonen den Geweihten angreifen, verursachen erfolgreiche Angriffe des Dämons 1W3 SP bei ihm, da er den Geweihten oder seine Rüstung berühren muss.
\n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Ingerimm (Feuer und Handwerk), Kor (Gutes Gold), Rondra (Sturm), Swafnir (Tapferkeit)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331",
+ "Löwengestalt": "Löwengestalt",
+ "Löwengestalt-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
\n \t\t\t\t\t\t\tWirkung: Der Geweihte verwandelt sich in einen Löwen. Hierbei wird die Kleidung nicht mitverwandelt. In der Löwengestalt behält der Geweihte seine geistigen Eigenschaften und erhält die körperlichen Eigenschaften und Fähigkeiten des Löwen. Zudem kann er QS x 2 Punkte zusätzlich auf die körperlichen Eigenschaften des Löwen verteilen. In der Löwengestalt kann er keine übernatürlichen Fähigkeiten wie Zauber und Liturgien wirken. In Löwengestalt gilt der Geweihte als gesegnet.
\n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
\n\t\t\t\t\t\t\tZielkategorie: Lebewesen (nur der Geweihte selbst)
\n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild, Sturm)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287",
+ "Nebelleib": "Nebelleib",
+ "Nebelleib-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Der Körper des Phexgeweihten verwandelt sich in Nebel. Seine Kleidung und Gegenstände, die er am Körper trug, werden nicht mitverwandelt. Profane, magische und geweihte Waffen richten gegen den Nebel keinen Schaden an. Zauber mit dem Merkmal Verwandlung können nicht gegen den Nebel eingesetzt werden. Der Geweihte kann sich bei relativer Windstille mit GS 4 willentlich fortbewegen; bei leichtem Gegenwind muss er eine Probe auf Willenskraft bestehen, um nicht abgetrieben zu werden; bei starkem Gegenwind wird er aber in Windrichtung davongeblasen, ohne sich dagegen wehren zu können. Der Geweihte kann seine Umgebung mit allen fünf Sinnen wahrnehmen. Der Geweihte bleibt so lange ein Nebel, bis die Wirkungsdauer vorüber ist.
\n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
\n\t\t\t\t\t\t\tReichweite: selbst
\n\t\t\t\t\t\t\tWirkungsdauer: QS x 10 Minuten
\n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
\n\t\t\t\t\t\t\tVerbreitung: Efferd (Wind), Phex (Schatten)
\n\t\t\t\t\t\t\tSteigerungsfaktor: B
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 332",
+ "Objektweihe": "Objektweihe",
+ "Objektweihe-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
\n \t\t\t\t\t\t\tWirkung: Das Objekt, üblicherweise ein liturgischer Gegenstand oder eine rituelle Waffe wie ein Sonnenzepter oder ein Rondrakamm, wird geweiht. Damit wird es von den karmalen Kräften der jeweiligen Gottheit durchdrungen, weswegen üblicherweise nur ausgewählte, der Gottheit gefällige Gegenstände geweiht und nur wahren Gläubigen ausgehändigt werden. Sollte das geweihte Objekt eine Waffe sein, gilt sie nun als geweihte Waffe. Das Objekt darf maximal 4 Stein wiegen. Für jede QS kann das Objekt 1 Stein mehr wiegen. Die Objektweihe wird vor allem für die geweihten Rabenschnäbel der Borongeweihten, das Sonnenzepter der Praioten und die Rondrakämme der Rondrageweihtenschaft verwendet. (Für die Herstellung von Zeremonialgegenständen ist allerdings noch die SF \"Zeremonialgegenstände herstellen\" notwendig.)
\n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunden
\n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP, davon 2 permanent (nicht modifizierbar)
\n\t\t\t\t\t\t\tReichweite: 4 Schritt
\n\t\t\t\t\t\t\tWirkungsdauer: permanent
\n\t\t\t\t\t\t\tZielkategorie: Objekt
\n\t\t\t\t\t\t\tVerbreitung: allgemein
\n\t\t\t\t\t\t\tSteigerungsfaktor: C
\n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 333",
+ "Dukaten": "Dukaten",
+ "Silbertaler": "Silbertaler",
+ "Heller": "Heller",
+ "Kreuzer": "Kreuzer",
+ "Gesamtwert in Silber": "Gesamtwert in S",
+ "Anzahl": "Anzahl",
+ "Gegenstand": "Gegenstand",
+ "Wo-getragen": "Wo getragen",
+ "Ausrüstungsbelastung": "Ausrüstungsbelastung:",
+ "Aktuelle-Last": "Aktuelle Last:",
+ "Maximale-Last": "Maximale Last:",
+ "Anzeige": "Anzeige",
+ "Optionalregeln": "Optionalregeln",
+ "Hausregeln": "Hausregeln",
+ "Gegner-Sheet": "Gegner-Sheet",
+ "reduzierte-talentansicht": "Reduzierte Talentansicht",
+ "verstecke-inventer": "Verstecke Inventar",
+ "verstecke-notizen": "Verstecke Notizen",
+ "verstecke-magie": "Verstecke Magie",
+ "verstecke-götterwirken": "Verstecke Götterwirken",
+ "zeige-schilde": "Zeige Schilde",
+ "zeige-nebenhand": "Zeige Nebenhand",
+ "zeige-fernkampf": "Zeige Fernkampf",
+ "optionaler-paradebonus": "Opt. Paradebonus:",
+ "Nahkampf-Patzertabelle": "Nahkampf-Patzertabelle",
+ "Fernkampf-Patzertabelle": "Fernkampf-Patzertabelle",
+ "Verteidigung-Patzertabelle": "Verteidigung-Patzertabelle",
+ "Kulturkunde": "Kulturkunde",
+ "Zufallswert-für-Initiative": "Zufallswert für Initiative:",
+ "endnote": "\n\t\t
Created by Patrick Gebhardt, enhanced by Sönke Holsten, Adam Fedor, Marc Ehrenmann\n\t\t\n\t\t
DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA und RIESLAND sind eingetragene Marken der Significant Fantasy Medienrechte GbR. Ohne vorherige schriftliche Genehmigung der Ulisses Medien und Spiel Distribution GmbH ist eine Verwendung der genannten Markenzeichen nicht gestattet.\n\t",
+ "Verteidigungswurf: ": "Verteidigungswurf: ",
+ "Ergebnis: ": "Ergebnis: ",
+ "Mißlungen": "Mißlungen",
+ "Gelungen": "Gelungen",
+ "Modifikator: ": "Modifikator: ",
+ "Attackewurf: ": "Attackewurf: ",
+ "Trefferpunkte: ": "Trefferpunkte:",
+ "setze-le-max": "Setze LE max für Token",
+ "setze-ae-max": "Setze AE max für Token",
+ "setze-ke-max": "Setze KE max für Token"
+}
\ No newline at end of file
diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/ca.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ca.json
new file mode 100644
index 0000000000..d8aa0247ef
--- /dev/null
+++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ca.json
@@ -0,0 +1,718 @@
+{
+ "---": "---",
+ "1/2": "1/2",
+ "1-kategorie": "1 Kat.",
+ "2-kategorie": "2 Kat.",
+ "2-attacke": "2. Attacke",
+ "CH": "CH",
+ "FF": "FF",
+ "GE": "GE",
+ "IN": "IN",
+ "KK": "KK",
+ "KL": "KL",
+ "KO": "KO",
+ "MU": "MU",
+ "ae": "AE",
+ "aktstatus": "akt. Status",
+ "aktuell": "Aktuell",
+ "alter": "Alter",
+ "anmerkung": "Anmerkung",
+ "anmerkungen": "Anmerkungen",
+ "ap-ausgegeben": "AP ausgegeben",
+ "ap-gesamt": "AP gesamt",
+ "ap-verfuegbar": "AP verfügbar",
+ "armbrueste": "Armbrüste",
+ "armbrust": "Armbrust",
+ "astralenergie": "Astralenergie",
+ "at-fk": "AT/FK",
+ "at-mod": "AT-Mod",
+ "at-pa": "AT-/PA-Mod.",
+ "attacke": "Attacke",
+ "augenfarbe": "Augenfarbe",
+ "ausruestung": "Ausrüstung",
+ "ausweichen": "Ausweichen (AW)",
+ "auswirkung": "Auswirkung:",
+ "basis": "Basis",
+ "be": "BE",
+ "be-aktiviert": "BE aktiviert",
+ "be-gesamt": "BE gesamt",
+ "beidhaendigerkampf": "Beidhändig",
+ "belastung": "Belastung",
+ "beschreibung": "Beschreibung",
+ "betaeubung": "Betäubung",
+ "bewegungsunfaehig": "Bewegungsunfähig",
+ "bewusstlos": "Bewusstlos",
+ "blasrohre": "Blasrohre",
+ "blind": "Blind",
+ "blutrausch": "Blutrausch",
+ "bogen": "Bogen",
+ "boegen": "Bögen",
+ "bonus": "Bonus",
+ "bonus-malus": "Bonus/Malus",
+ "brennend": "Brennend",
+ "brillant": "Brillant (1700 AP)",
+ "charakteristika": "Charakteristika",
+ "charisma": "Charisma",
+ "dauer": "Dauer",
+ "diskus": "Diskus",
+ "diskusse": "Diskusse",
+ "distanz": "Distanz",
+ "dolche": "Dolche",
+ "durchschnittlich": "Durchschnittlich (1000 AP)",
+ "effekt-modat": "Effekt-Mod. AT",
+ "effekt-modaw": "Effekt-Mod. AW",
+ "effekt-modpa": "Effekt-Mod. PA",
+ "effekt-modtp": "Effekt-Mod. TP",
+ "elfenlieder": "Elfenlieder",
+ "eigenschaften": "Eigenschaften",
+ "eigenschaft": "Eigenschaft",
+ "eingeengt": "Eingeengt",
+ "entrueckung": "Entrückung",
+ "erfahren": "Erfahren (1100 AP)",
+ "erfahrungsgrad": "Erfahrungsgrad",
+ "erregung": "Erregung",
+ "erweiterungen": "Erweiterungen",
+ "erweiterung1": "1. Erweiterung",
+ "erweiterung2": "2. Erweiterung",
+ "erweiterung3": "3. Erweiterung",
+ "erweiterung4": "4. Erweiterung",
+ "erweiterung5": "5. Erweiterung",
+ "familie": "Familie",
+ "fechtwaffen": "Fechtwaffen",
+ "fernkampf": "Fernkampf",
+ "fernkampfwaffe": "Fernkampfwaffe",
+ "fernkampfwaffen": "Fernkampfwaffen",
+ "feuerspeien": "Feuerspeien",
+ "fingerfertigkeit": "Fingerfertigkeit",
+ "fixiert": "Fixiert",
+ "flueche": "Flüche",
+ "furcht": "Furcht",
+ "fw": "FW",
+ "fk-mod": "FK-Mod",
+ "geburtsort": "Geburtsort",
+ "geburtstag": "Tsatag",
+ "gegner-von-hinten": "Gegner von Hinten",
+ "gegnerische-kt": "Gegnerische KT",
+ "gehend": "gehend",
+ "gesamt": "Gesamt",
+ "gesamtmodifikator": "Summe",
+ "gesamtstatus-ab": "Gesamt: ab -8 handlungsunfähig",
+ "gesamtwert": "Gesamtwert",
+ "geschlecht": "Geschlecht",
+ "geschwindigkeit": "Geschwindigkeit",
+ "gesellschaftstalente": "Gesellschaftstalente",
+ "gewandheit": "Gewandheit",
+ "gewicht": "Gewicht",
+ "glaube": "Glaube",
+ "gm": "GM ",
+ "gross": "groß",
+ "groesse": "Größe",
+ "grundwert": "Grundwert",
+ "grundwerte": "Grundwerte",
+ "gs": "GS",
+ "haarfarbe": "Haarfarbe",
+ "hakenschlagend": "hakenschlagend",
+ "handlungsunfaehig": "Handlungsunfähig",
+ "handwerkstalente": "Handwerkstalente",
+ "hiebwaffen": "Hiebwaffen",
+ "info": "Info",
+ "initiative": "Initiative",
+ "intuition": "Intuition",
+ "inventar": "Inventar",
+ "ja": "ja",
+ "kampf": "Kampf",
+ "kampf-im-wasser": "Kampf im Wasser",
+ "kampf-unter-wasser": "Kampf unter Wasser",
+ "kampfsituationen-status": "Kampfsituationen / Status",
+ "kampftechniken": "Kampftechniken",
+ "kampftechnikwert": "Kampftechnikwert",
+ "karmaenergie": "Karmaenergie",
+ "ke": "KE",
+ "kettenwaffen": "Kettenwaffen",
+ "klein": "klein",
+ "klugheit": "Klugheit",
+ "koerperkraft": "Körperkraft",
+ "koerpertalente": "Körpertalente",
+ "kompetent": "Kompetent (1200 AP)",
+ "konstitution": "Konstitution",
+ "kosten": "Kosten",
+ "krank": "Krank",
+ "kultur": "Kultur",
+ "kurz": "kurz",
+ "kt": "KT",
+ "ladezeit": "Ladezeit in KR",
+ "lang": "lang",
+ "lanzen": "Lanzen",
+ "le": "LE",
+ "lebensenergie": "Lebensenergie",
+ "leicht": "leicht",
+ "legendaer": "Legendär (2100 AP)",
+ "leiteigenschaft": "Leiteigenschaft",
+ "leiteigschadensb": "TP-Bonus",
+ "liegend": "Liegend",
+ "magie": "Magie",
+ "malus": "Malus",
+ "max-5": "(max. -5) ",
+ "maximal": "Maximum",
+ "meisterlich": "Meisterlich (1400 AP)",
+ "merkmal": "Merkmal",
+ "mittel": "mittel",
+ "modfikator-hinzuf": "Modfikator hinzufügen",
+ "modifikator": "Modifikator",
+ "modifikatoren": "Modifikatoren",
+ "modifikatorplus": "Modifikator(+/-)",
+ "modeffekt": "EF-Mod",
+ "modsf": "SF-Mod",
+ "mut": "Mut",
+ "munition": "Munition",
+ "nachteile": "Nachteile",
+ "nah": "nah",
+ "nahkampf": "Nahkampf",
+ "nahkampfwaffe": "Nahkampfwaffe",
+ "nahkampfwaffen": "Nahkampfwaffen",
+ "name": "Name",
+ "naturtalente": "Naturtalente",
+ "nebenhand-at": "Nebenhand AT +/-",
+ "nebenhand-pa": "Nebenhand PA +/-",
+ "nebenhand-tp": "Nebenhand TP +/-",
+ "nebenhandwaffe": "Nebenhandwaffe",
+ "nein": "nein",
+ "normal": "Normal ",
+ "notizen": "Notizen",
+ "optionen": "Optionen",
+ "pa": "PA",
+ "pa-mod": "PA-Mod",
+ "passierschlag": "Passierschlag",
+ "parade": "Parade",
+ "parierwaffe": "Parierwaffe",
+ "paralyse": "Paralyse",
+ "patzer": "Patzer",
+ "pechmagnet": "Pechmagnet",
+ "perm-verlust": "Perm. Verlust",
+ "probe": "Probe",
+ "profession": "Profession",
+ "raserei": "Raserei",
+ "raufen": "Raufen",
+ "regeneration": "Regeneration",
+ "referenz": "Referenz",
+ "reichweite": "Reichweite",
+ "rennend": "rennend",
+ "riesig": "riesig",
+ "rituale": "Rituale",
+ "routineprobe": "Routineprobe",
+ "rs-mod": "RS-Mod.",
+ "rueckkauf": "Rückkauf",
+ "ruestung": "Rüstung",
+ "ruestungen": "Rüstungen",
+ "ruestungstyp": "Rüstungstyp",
+ "rs": "RS",
+ "schaden": "Schaden",
+ "schelmenstreiche": "Schelmenstreiche",
+ "schicksalspunkte": "Schicksalspunkte",
+ "schilde": "Schilde",
+ "schild-waffe": "Schild/Waffe",
+ "schilde-waffen": "Schilde/Zweitwaffen",
+ "schilde-und-nebenhandwaffen": "Schilde und Nebenhandwaffen",
+ "schildparade-parierwaffe": "Schildparade",
+ "schips": "SchiPs",
+ "schleudern": "Schleudern",
+ "schmerz": "Schmerz",
+ "schmerzstufen-1-2-3-4": "Schmerzstufen",
+ "schnell": "schnell",
+ "schriften": "Schriften",
+ "schuetzenbewegung": "Schützenbewegung",
+ "schuss-ins-kampfgetuemmel": "Schuss ins Kampfgetümmel",
+ "schwerter": "Schwerter",
+ "seelenkraft": "Seelenkraft",
+ "selbst": "Selbst ",
+ "sf-modat": "SF-Mod. AT",
+ "sf-modaw": "SF-Mod. AW",
+ "sf-modpa": "SF-Mod. PA",
+ "sf-modtp": "SF-Mod. TP",
+ "sf-modifikatoren": "SF-Modifikatoren",
+ "sichtmodifikator": "Sichtmodifikator",
+ "sicht-iv": "IV - Treffer auf 1",
+ "sk": "SK",
+ "sonderfertigkeiten": "Sonderfertigkeiten",
+ "sonstiges": "Sonstiges",
+ "sozialstatus": "Sozialstatus",
+ "spezies": "Spezies",
+ "sprachen": "Sprachen",
+ "stangenwaffen": "Stangenwaffen",
+ "status": "Status",
+ "status-aktiviert": "Status-Mod",
+ "steigerung": "Steigerung",
+ "steigerungsfaktor": "Steigerungsfaktor",
+ "stehend": "stehend",
+ "still": "still",
+ "stg": "Stg.",
+ "stufe-i": "Stufe I",
+ "stufe-ii": "Stufe II",
+ "stufe-iii": "Stufe III",
+ "stufe-iv": "Stufe IV",
+ "stufe-iv-nk": "IV - halbe AT, PA auf 1",
+ "stumm": "Stumm",
+ "summe": "Summe",
+ "summe-der-statusmodifikatoren": "Summe der Statusmodifikatoren",
+ "talente": "Talente",
+ "talent": "Talent",
+ "taub": "Taub",
+ "titel": "Titel",
+ "tp-at-pa-mod-": "TP/AT/PA-Mod.",
+ "tp-fk-mod-": "TP/FK-Mod.",
+ "tp-mod": "TP-Mod",
+ "tradition": "Tradition",
+ "traditionseigenschaft": "Traditionseigenschaft",
+ "trance": "Trance",
+ "trefferpunkte": "Trefferpunkte",
+ "ueberrascht": "Überrascht",
+ "uebler-geruch": "Übler Geruch",
+ "unerfahren": "Unerfahren (900 AP)",
+ "unsichtbar": "Unsichtbar",
+ "vergiftet": "Vergiftet",
+ "verschleiss": "Verschleiß",
+ "versteinert": "Versteinert",
+ "verwirrung": "Verwirrung",
+ "vornachteile": "Vor-/Nachteile",
+ "vorteile": "Vorteile",
+ "vorteilhafte-position": "Vorteilhafte Position",
+ "waffe": "Waffe",
+ "waffen": "Waffen",
+ "waffen-mod": "TP/AT/PA-Mod.",
+ "waffe-zu-kurz": "Waffe zu kurz",
+ "wasser-bis-zur-achsel": "Wasser reicht bis zur Achsel",
+ "wasser-bis-zur-huefte": "Wasser reicht bis zur Hüfte",
+ "weit": "weit",
+ "winzig": "winzig",
+ "wirkung": "Wirkung",
+ "wirkungsdauer": "Wirkungsdauer",
+ "wissenstalente": "Wissenstalente",
+ "wundschwelle": "Wundschwelle",
+ "wurfwaffen": "Wurfwaffen",
+ "x2": "x2",
+ "zaehigkeit": "Zähigkeit",
+ "zauber": "Zauber",
+ "zaubermelodien": "Zaubermelodien",
+ "zaubertaenze": "Zaubertänze",
+ "zaubertricks": "Zaubertricks",
+ "zielbewegung": "Zielbewegung",
+ "zielkategorie": "Zielkategorie",
+ "zk": "ZK",
+ "zustaende": "Zustände",
+ "zweihandhiebwaffen": "Zweihandhiebwaffen",
+ "zweihandschwerter": "Zweihandschwerter",
+ "ergebnis": "Ergebnis:",
+ "gelungen": "Gelungen",
+ "misslungen": "Mißlungen",
+ "fp": "FP:",
+ "qs": "QS:",
+ "modifikator-roll": "Modifikator:",
+ "eigenschaften-roll": "Eigenschaften:",
+ "fw-minimum-nicht-erfuellt": "FW-Minimum nicht erfüllt",
+ "max-modifikator-roll": "Max. Modifikator:",
+ "probe-roll": "Probe:",
+ "initiative-roll": "´s Initiative",
+ "wert-roll": "Wert:",
+ "attackewurf": "Attackewurf:",
+ "verteidigungswurf": "Verteidigungswurf:",
+ "trefferpunkte-roll": "Trefferpunkte:",
+ "fliegen": "Fliegen",
+ "gaukeleien": "Gaukeleien",
+ "klettern": "Klettern",
+ "koerperbeherrschung": "Körperbeherrschung",
+ "kraftakt": "Kraftakt",
+ "reiten": "Reiten",
+ "schwimmen": "Schwimmen",
+ "selbstbeherrschung": "Selbstbeherrschung",
+ "singen": "Singen",
+ "sinnesschaerfe": "Sinnesschärfe",
+ "tanzen": "Tanzen",
+ "taschendiebstahl": "Taschendiebstahl",
+ "verbergen": "Verbergen",
+ "zechen": "Zechen",
+ "bekehren": "Bekehren & Überzeugen",
+ "betoeren": "Betören",
+ "einschuechtern": "Einschüchtern",
+ "etikette": "Etikette",
+ "gassenwissen": "Gassenwissen",
+ "menschenkenntnis": "Menschenkenntnis",
+ "ueberreden": "Überreden",
+ "verkleiden": "Verkleiden",
+ "willenskraft": "Willenskraft",
+ "faehrtensuchen": "Fährtensuchen",
+ "fesseln": "Fesseln",
+ "fischen": "Fischen & Angeln",
+ "orientierung": "Orientierung",
+ "pflanzenkunde": "Pflanzenkunde",
+ "tierkunde": "Tierkunde",
+ "wildnisleben": "Wildnisleben",
+ "glueckspiel": "Brett- & Glücksspiel",
+ "geographie": "Geographie",
+ "geschichtswissen": "Geschichtswissen",
+ "goetterkulte": "Götter & Kulte",
+ "kriegskunst": "Kriegskunst",
+ "magiekunde": "Magiekunde",
+ "mechanik": "Mechanik",
+ "rechnen": "Rechnen",
+ "rechtskunde": "Rechtskunde",
+ "sagenlegenden": "Sagen & Legenden",
+ "sphaerenkunde": "Sphärenkunde",
+ "sternkunde": "Sternkunde",
+ "alchemie": "Alchemie",
+ "boote": "Boote & Schiffe",
+ "fahrzeuge": "Fahrzeuge",
+ "handel": "Handel",
+ "hkgift": "Heilkunde Gift",
+ "hkkrankheiten": "Heilkunde Krankheiten",
+ "hkseele": "Heilkunde Seele",
+ "hkwunden": "Heilkunde Wunden",
+ "holzbearbeitung": "Holzbearbeitung",
+ "lebensmittelbearbeitung": "Lebensmittelbearbeitung",
+ "lederbearbeitung": "Lederbearbeitung",
+ "malenzeichnen": "Malen & Zeichnen",
+ "metallbearbeitung": "Metallbearbeitung",
+ "musizieren": "Musizieren",
+ "schloesserknacken": "Schlösserknacken",
+ "steinbearbeitung": "Steinbearbeitung",
+ "stoffbearbeitung": "Stoffbearbeitung",
+ "fliegenfw": "Fliegen FW",
+ "gaukeleienfw": "Gaukeleien FW",
+ "kletternfw": "Klettern FW",
+ "koerperbeherrschungfw": "Körperbeherrschung FW",
+ "kraftaktfw": "Kraftakt FW",
+ "reitenfw": "Reiten FW",
+ "schwimmenfw": "Schwimmen FW",
+ "selbstbeherrschungfw": "Selbstbeherrschung FW",
+ "singenfw": "Singen FW",
+ "sinnesschaerfefw": "Sinnesschärfe FW",
+ "tanzenfw": "Tanzen FW",
+ "taschendiebstahlfw": "Taschendiebstahl FW",
+ "verbergenfw": "Verbergen FW",
+ "zechenfw": "Zechen FW",
+ "bekehrenfw": "Bekehren & Überzeugen FW",
+ "betoerenfw": "Betören FW",
+ "einschuechternfw": "Einschüchtern FW",
+ "etikettefw": "Etikette FW",
+ "gassenwissenfw": "Gassenwissen FW",
+ "menschenkenntnisfw": "Menschenkenntnis FW",
+ "ueberredenfw": "Überreden FW",
+ "verkleidenfw": "Verkleiden FW",
+ "willenskraftfw": "Willenskraft FW",
+ "faehrtensuchenfw": "Fährtensuchen FW",
+ "fesselnfw": "Fesseln FW",
+ "fischenfw": "Fischen & Angeln FW",
+ "orientierungfw": "Orientierung FW",
+ "pflanzenkundefw": "Pflanzenkunde FW",
+ "tierkundefw": "Tierkunde FW",
+ "wildnislebenfw": "Wildnisleben FW",
+ "glueckspielfw": "Brett- & Glücksspiel FW",
+ "geographiefw": "Geographie FW",
+ "geschichtswissenfw": "Geschichtswissen FW",
+ "goetterkultefw": "Götter & Kulte FW",
+ "kriegskunstfw": "Kriegskunst FW",
+ "magiekundefw": "Magiekunde FW",
+ "mechanikfw": "Mechanik FW",
+ "rechnenfw": "Rechnen FW",
+ "rechtskundefw": "Rechtskunde FW",
+ "sagenlegendenfw": "Sagen & Legenden FW",
+ "sphaerenkundefw": "Sphärenkunde FW",
+ "sternkundefw": "Sternkunde FW",
+ "alchemiefw": "Alchemie FW",
+ "bootefw": "Boote & Schiffe FW",
+ "fahrzeugefw": "Fahrzeuge FW",
+ "handelfw": "Handel FW",
+ "hkgiftfw": "Heilkunde Gift FW",
+ "hkkrankheitenfw": "Heilkunde Krankheiten FW",
+ "hkseelefw": "Heilkunde Seele FW",
+ "hkwundenfw": "Heilkunde Wunden FW",
+ "holzbearbeitungfw": "Holzbearbeitung FW",
+ "lebensmittelbearbeitungfw": "Lebensmittelbearbeitung FW",
+ "lederbearbeitungfw": "Lederbearbeitung FW",
+ "malenzeichnenfw": "Malen & Zeichnen FW",
+ "metallbearbeitungfw": "Metallbearbeitung FW",
+ "musizierenfw": "Musizieren FW",
+ "schloesserknackenfw": "Schlösserknacken FW",
+ "steinbearbeitungfw": "Steinbearbeitung FW",
+ "stoffbearbeitungfw": "Stoffbearbeitung FW",
+ "allgemeine-sonderfertigkeiten": "Allgemeine Sonderfertigkeiten",
+ "allgemeine-sonderfertigkeit": "Allgemeine Sonderfertigkeit",
+ "talent-sonderfertigkeiten": "Talentsonderfertigkeiten",
+ "talent-sonderfertigkeit": "Talentsonderfertigkeit",
+ "kampfsonderfertigkeit": "Kampfsonderfertigkeit",
+ "magiesonderfertigkeit": "Magiesonderfertigkeit",
+ "karmale-sonderfertigkeit": "Karmale Sonderfertigkeit",
+ "effekt-durch-wirken": "Effekt durch Zauber-/Götterwirken",
+ "traditionsartefakt": "Traditionsartefakt",
+ "abzug-gs": "Abzug GS",
+ "abzug-ini": "Abzug INI",
+ "angelegt": "angelegt",
+ "typ": "Typ",
+ "modifikationen": "Modifikationen",
+ "zauberdauer-in-aktionen": "Zauberdauer in Aktionen",
+ "zaubermodifikationen": "Zaubermodifikationen",
+ "geste-weglassen": "Geste weglassen",
+ "formel-weglassen": "Formel weglassen",
+ "fremdtradition": "Fremdtradition",
+ "aufrechterhalten": "Anz. Zauber aufrecht erhalten",
+ "sf-mod": "SF",
+ "effekte": "Effekte",
+ "ritualplatz": "Ritualplatz",
+ "zeit": "Zeit",
+ "passende-kleidung": "Passende Kleidung",
+ "geeignete-geraetschaften": "geeignete Gerätschaften",
+ "passend": "passend",
+ "unpassend": "unpassend",
+ "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort",
+ "falscher-ritualplatz": "-3 | falscher Ritualplatz",
+ "fluch": "Fluch",
+ "streich": "Streich",
+ "animistenkraft": "Animistenkraft",
+ "zaubermelodie": "Zaubermelodie",
+ "zaubertanz": "Zaubertanz",
+ "verbreitung": "Verbreitung",
+ "zielmodifikator": "Zielmodifikator",
+ "bitte-auswaehlen": "Bitte auswählen",
+ "dauer-verkuerzen": "-1 | Dauer verkürzen (halbiert)",
+ "dauer-verlaengern": "+1 | Dauer verlängern (verdoppelt)",
+ "reichweite-verlaengern": "-1 | Reichweite verlängern (verdoppelt)",
+ "kosten-verringern": "-1 | Kosten verringern (halbiert)",
+ "kosten-erhoehen": "+1 | Erzwingen (verdoppelt)",
+ "ort": "Ort",
+ "goetterwirken": "Götterwirken",
+ "artefakte": "Artefakte",
+ "zeremonial-gegenstand": "Zeremonialgegenstand",
+ "magie-modifikator": "Zauberwirken +/-",
+ "glaube-modifikator": "Göttliches Wirken +/-",
+ "schaden-durch-patzer": "Schaden durch Patzer",
+ "fernkampf-patzer": "Fernkampf-Patzer",
+ "zauber-patzer": "Zauber-Patzer",
+ "liturgie-patzer": "Liturgie-Patzer",
+ "zaubertrick": "Zaubertrick",
+ "vorteil": "Vorteil",
+ "nachteil": "Nachteil",
+ "alle": "Alle",
+ "segen": "Segen",
+ "liturgie": "Liturgie",
+ "zeremonie": "Zeremonie",
+ "typ-auswaehlen": "Typ auswählen",
+ "elfenlied": "Elfenlied",
+ "ritual": "Ritual",
+ "zauberspruch": "Zauberspruch",
+ "herrschaftsritual": "Herrschaftsritual",
+ "vertrautentrick": "Vertrautentrick",
+ "schipsf": "SchiP-Sonderfertigkeit",
+ "freier-modifikator": "freier Kampf-Mod.",
+ "ruestungsschutz": "Rüstungsschutz (RS)",
+ "faktor": "Faktor",
+ "disclaimer": "© 2019 Ulisses Spiele. DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA, RIESLAND und THE DARK EYE sind eingetragene Marken der Ulisses Spiele GmbH, Waldems.",
+ "dukaten": "Dukaten",
+ "silbertaler": "Silbertaler",
+ "heller": "Heller",
+ "kreuzer": "Kreuzer",
+ "geldbeutel": "Geldbeutel",
+ "Astralkraft-springt-auf-anderes-Ziel": "Astralkraft springt auf anderes Ziel über",
+ "Astralkraft-verlässt-den-Körper": "Astralkraft verlässt den Körper",
+ "Betäubung-durch-Kopfschmerzen": "Zustand Betäubung durch Kopfschmerzen",
+ "Beule": "Beule",
+ "brennbare-Materialien-gehen-in-Flammen-auf": "Brennbare Materialien gehen in Flammen auf",
+ "Durch-Blick-in-Sphären-eingeschüchtert": "Durch Blick in die Sphären eingeschüchtert",
+ "Eine-ätherische-Stimme-erklingt": "Eine ätherische Stimme erklingt",
+ "Fehlschuss": "Fehlschuss",
+ "Fuß-verdreht": "Fuß verdreht",
+ "Geist-tauscht-Körper-mit-Lebewesen": "Geist tauscht Körper mit Lebewesen",
+ "Geweihte-erhält-ein-Stigma": "Geweihte erhält ein Stigma",
+ "Geweihte-hat-nachts-seltsame-Visionen": "Geweihte hat nachts seltsame Visionen und Alpträume",
+ "Geweihte-ist-entrückt": "Geweihte ist entrückt",
+ "Geweihte-ist-verwirrt": "Geweihte ist verwirrt",
+ "Geweihte-verwurzelt-mit-Boden": "Geweihte verwurzelt mit dem Boden",
+ "Harre-färben-sich": "Haar und Bart färben sich bunt",
+ "Kamerad-Unschuldiger-getroffen": "Kamerad/Unschuldiger getroffen",
+ "Liturgie-hat-gegenteiligen-Effekt": "Liturgie/Zeremonie hat einen gegenteiligen Effekt",
+ "Schild-beschädigt": "Schild beschädigt",
+ "Schild-schwer-beschädigt": "Schild schwer beschädigt",
+ "Schild-stecken-geblieben": "Schild stecken geblieben",
+ "Schild-verloren": "Schild verloren",
+ "Schild-zerstört": "Schild zerstört",
+ "Sehne-herausgerutscht": "Sehne herausgerutscht / Waffe nicht richtig gegriffen / Ladehemmung",
+ "Selbst-schwer-verletzt": "Selbst schwer verletzt",
+ "Selbst-verletzt": "Selbst verletzt",
+ "Stolpern": "Stolpern",
+ "Sturz": "Sturz",
+ "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister",
+ "Verlust-der-Sprache": "Verlust der Sprache",
+ "Verwandlung-in-Kleintier": "Verwandlung in Kleintier",
+ "Waffe-beschädigt": "Waffe beschädigt",
+ "Waffe-schwer-beschädigt": "Waffe schwer beschädigt",
+ "Waffe-stecken-geblieben": "Waffe stecken geblieben",
+ "Waffe-verloren": "Waffe verloren",
+ "Waffe-zerstört": "Waffe zerstört",
+ "Zauberziel-ändert-sich": "Zauberziel ändert sich",
+ "Zerrung": "Zerrung",
+ "Ziel-der-Liturgie-ändert-sich": "Ziel der Liturgie/Zeremonie ändert sich",
+ "Zu-Konzentriert": "Zu konzentriert",
+ "Zugriff-auf-AE-blockiert": "Zugriff auf AE-Vorrat geblockt",
+ "Zugriff-auf-KE-blockiert": "Zugriff auf KE-Vorrat geblockt",
+ "natur": "Natur",
+ "koerperlich": "Körperlich",
+ "handwerk": "Handwerk",
+ "gesellschaft": "Gesellschaft",
+ "wissen": "Wissen",
+ "1-parade": "1. Parade",
+ "2-parade": "2. Parade",
+ "3-parade": "3. Parade",
+ "4-parade": "4. Parade",
+ "5-parade": "5. Parade",
+ "nahkampf_doppelt": "Nahkampf, verdoppelt",
+ "fernkampf_doppelt": "Fernkampf, verdoppelt",
+ "query_trans": "Erleichterung(+) / Erschwernis(-), im Fall der Erleichterung ohne '+' eingeben",
+ "belastung-aktivieren": "Status für Belastung aktivieren",
+ "betäubung-aktivieren": "Malus für Betäubung aktivieren",
+ "furcht-aktivieren": "Malus für Furcht aktivieren",
+ "paralyse-aktivieren": "Malus für Paralyse aktivieren",
+ "schmerz-aktivieren": "Malus für Schmerz aktivieren",
+ "trance-aktivieren": "Malus für Trance aktivieren",
+ "verwirrung-aktivieren": "Malus für Verwirrung aktivieren",
+ "entrueckung-aktivieren": "Bonus/Malus für Entrückung aktivieren",
+ "atpa-patzer": "AT/PA-Patzer",
+ "erleidet": "erleidet",
+ "SPdurchPatzer": "SP durch einen Patzer",
+ "nahkampf-atpa-patzer": "Attacke/Parade-Patzer",
+ "schild-patzer": "Schild-Patzer",
+ "Nahkampf-TP": "Nahkampf-TP",
+ "halbeParade": "halbierte Parade",
+ "schildparade": "Schildparade",
+ "halbeSchildparade": "halbierte Schildparade",
+ "halbesAusweichen": "halbiertes Ausweichen",
+ "Fernkampf-TP": "Fernkampf-TP",
+ "Schmerzstufe-1": "Schmerzstufe 1",
+ "Schmerzstufe-2": "Schmerzstufe 2",
+ "Schmerzstufe-3": "Schmerzstufe 3",
+ "Schmerzstufe-4": "Schmerzstufe 4",
+ "Regen-LE": "Regeneration Lebensenergie",
+ "Regen-AE": "Regeneration Astralenergie",
+ "Regen-KE": "Regeneration Karmaenergie",
+ "keine": "keine",
+ "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert",
+ "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung",
+ "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen",
+ "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft",
+ "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben",
+ "wissenstalente-liste": "glueckspiel,geographie,geschichtswissen,goetterkulte,kriegskunst,magiekunde,mechanik,rechnen,rechtskunde,sagenlegenden,sphaerenkunde,sternkunde",
+ "handwerkstalente-liste": "alchemie,boote,fahrzeuge,handel,hkgift,hkkrankheiten,hkseele,hkwunden,holzbearbeitung,lebensmittelbearbeitung,lederbearbeitung,malenzeichnen,metallbearbeitung,musizieren,schloesserknacken,steinbearbeitung,stoffbearbeitung",
+ "farbschema": "Farbschema",
+ "add_modifikator": "Modifikator hinzufügen",
+ "mu_mod": "Mut +/-",
+ "kl_mod": "Klugheit +/-",
+ "in_mod": "Intuition +/-",
+ "ch_mod": "Charisma +/-",
+ "ff_mod": "Fingerfertigkeit +/-",
+ "ge_mod": "Gewandheit +/-",
+ "ko_mod": "Konstitution +/-",
+ "kk_mod": "Körperkraft +/-",
+ "abgeleitete_werte": "abgeleitete Werte",
+ "le_modifikator": "Lebensenergie +/-",
+ "ae_modifikator": "Astralenergie +/-",
+ "ke_modifikator": "Karmalenergie +/-",
+ "sk_modifikator": "Seelenkraft +/-",
+ "zk_modifikator": "Zähigkeit +/-",
+ "ini_modifikator": "Initiative +/-",
+ "aw_modifikator": "Ausweichen +/-",
+ "gs_modifikator": "Geschwindigkeit +/-",
+ "schips_modifikator": "Schicksalspunkte +/-",
+ "le_regeneration_mod": "Regeneration LE +/-",
+ "ae_regeneration_mod": "Regeneration AE +/-",
+ "ke_regeneration_mod": "Regeneration KE +/-",
+ "kampfsonderfertigkeiten": "Kampfsonderfertigkeiten",
+ "at_sf_mod": "Attacke +/-",
+ "pa_sf_mod": "Parade +/-",
+ "aw_sf_mod": "Ausweichen +/-",
+ "tp_sf_mod": "Trefferpunkte +/-",
+ "fk_sf_mod": "Fernkampf +/-",
+ "nh_at_sf_mod": "Nebenhand AT +/-",
+ "nh_pa_sf_mod": "Nebenhand PA +/-",
+ "nh_tp_sf_mod": "Nebenhand TP +/-",
+ "parade_zweite_mod": "Zusätzliche PA +/-",
+ "ausweichen_zweite_mod": "Zusätzliches AW +/-",
+ "beidhand_kampf_mod": "Beidhändigkeit-Mod. +/-",
+ "falsche_hand_mod": "Falsche Hand Mod. +/-",
+ "talente_mod": "Talente Würfelmodifikator",
+ "switch_description_status": "Anzeige umschalten",
+ "show_description": "Beschreibung anzeigen",
+ "show_modifier": "Modifikatoren anzeigen",
+ "filter": "Filter:",
+ "umgebung": "Umgebung",
+ "combat-situation": "Kampfsituation",
+ "artefakt": "Artefakt",
+ "kraeuter-tinkturen": "Kräuter und Tinkturen",
+ "add_effekt": "Effekt-Modifikator hinzufügen",
+ "quelle-auswaehlen": "Quelle auswählen",
+ "weitere-merkmale": "Weitere Merkmale",
+ "bruchfaktor": "Bruchfaktor",
+ "strukturpunkte": "Strukturpunkte",
+ "temp-modifikatoren": "temp. Mod.:",
+ "AT": "AT",
+ "PA": "PA",
+ "TP": "TP",
+ "FK": "FK",
+ "rucksack": "Rucksack",
+ "allgemein": "Allgemeines",
+ "header-anzeigen": " Kopfzeile einstellen: ",
+ "an": "an",
+ "aus": "aus",
+ "eigenschaften-aus": "Eigenschaften aus",
+ "attribute-aus": "Attribute aus",
+ "npc-bogen": " NPC-Bogen aktivieren: ",
+ "show-le": "Lebensenergie anzeigen: ",
+ "show-ae": "Astralenergie anzeigen: ",
+ "show-ke": "Karmaenergie anzeigen: ",
+ "typus": "Typus",
+ "gkategorie": "Größenkategorie",
+ "schwierigkeit": "Schwierigkeit",
+ "beute": "Beute",
+ "kampfverhalten": "Kampfverhalten",
+ "flucht": "Flucht",
+ "jagd": "Jagd",
+ "sonderregeln": "Sonderregeln",
+ "informationen": "Informationen",
+ "npcattribute": "NSC-Attribute",
+ "verteidigungswert": "Verteidigung (VW)",
+ "anzahlaktionen": "Anzahl Aktionen",
+ "tp": "TP",
+ "at": "AT",
+ "angriff": "Angriff",
+ "domaene": "Domäne",
+ "anzahl": "Anzahl",
+ "Magie-TP": "Schaden aus Magie",
+ "Glaube-TP": "Schaden aus Götterwirken",
+ "mitspezialisierung": "mit Fertigkeitsspezialisierung",
+ "d2": "W2",
+ "d3": "W3",
+ "d4": "W4",
+ "d6": "W6",
+ "d20": "W20",
+ "zusatz-aktivieren": "Malus für zusätzlichen Status aktivieren",
+ "stufe-iv-zustand": "Stufe IV - handlungsunfähig",
+ "ruestung_preset": "Abzüge BE/INI/GS",
+ "ruestung_preset_0": "BE 0",
+ "ruestung_preset_1": "BE 0, zusätzl. -1 INI, -1 GS",
+ "ruestung_preset_2": "BE 1",
+ "ruestung_preset_3": "BE 1, zusätzl. -1 INI, -1 GS",
+ "ruestung_preset_4": "BE 2",
+ "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS",
+ "ruestung_preset_6": "BE 3",
+ "ruestung_mod": "Zusätzliche Modifikatoren: ",
+ "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)",
+ "import": "Starte Import",
+ "lep": "LeP",
+ "asp": "AsP",
+ "kap": "KaP",
+ "INI": "INI",
+ "VW": "VW",
+ "RS/BE": "RS/BE",
+ "aktionen": "Aktionen",
+ "anrufungsschwierigkeit": "Anrufungsschwierigkeit",
+ "schmerzplus1": "Schmerz +1 bei",
+ "ENDTOKEN": "ENDTOKEN",
+ "magie_und_glaube": "Magie und Glaube",
+ "talente_fw_mod": "Talente FW-Modifikator"
+}
diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/hu.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/hu.json
new file mode 100644
index 0000000000..d8aa0247ef
--- /dev/null
+++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/hu.json
@@ -0,0 +1,718 @@
+{
+ "---": "---",
+ "1/2": "1/2",
+ "1-kategorie": "1 Kat.",
+ "2-kategorie": "2 Kat.",
+ "2-attacke": "2. Attacke",
+ "CH": "CH",
+ "FF": "FF",
+ "GE": "GE",
+ "IN": "IN",
+ "KK": "KK",
+ "KL": "KL",
+ "KO": "KO",
+ "MU": "MU",
+ "ae": "AE",
+ "aktstatus": "akt. Status",
+ "aktuell": "Aktuell",
+ "alter": "Alter",
+ "anmerkung": "Anmerkung",
+ "anmerkungen": "Anmerkungen",
+ "ap-ausgegeben": "AP ausgegeben",
+ "ap-gesamt": "AP gesamt",
+ "ap-verfuegbar": "AP verfügbar",
+ "armbrueste": "Armbrüste",
+ "armbrust": "Armbrust",
+ "astralenergie": "Astralenergie",
+ "at-fk": "AT/FK",
+ "at-mod": "AT-Mod",
+ "at-pa": "AT-/PA-Mod.",
+ "attacke": "Attacke",
+ "augenfarbe": "Augenfarbe",
+ "ausruestung": "Ausrüstung",
+ "ausweichen": "Ausweichen (AW)",
+ "auswirkung": "Auswirkung:",
+ "basis": "Basis",
+ "be": "BE",
+ "be-aktiviert": "BE aktiviert",
+ "be-gesamt": "BE gesamt",
+ "beidhaendigerkampf": "Beidhändig",
+ "belastung": "Belastung",
+ "beschreibung": "Beschreibung",
+ "betaeubung": "Betäubung",
+ "bewegungsunfaehig": "Bewegungsunfähig",
+ "bewusstlos": "Bewusstlos",
+ "blasrohre": "Blasrohre",
+ "blind": "Blind",
+ "blutrausch": "Blutrausch",
+ "bogen": "Bogen",
+ "boegen": "Bögen",
+ "bonus": "Bonus",
+ "bonus-malus": "Bonus/Malus",
+ "brennend": "Brennend",
+ "brillant": "Brillant (1700 AP)",
+ "charakteristika": "Charakteristika",
+ "charisma": "Charisma",
+ "dauer": "Dauer",
+ "diskus": "Diskus",
+ "diskusse": "Diskusse",
+ "distanz": "Distanz",
+ "dolche": "Dolche",
+ "durchschnittlich": "Durchschnittlich (1000 AP)",
+ "effekt-modat": "Effekt-Mod. AT",
+ "effekt-modaw": "Effekt-Mod. AW",
+ "effekt-modpa": "Effekt-Mod. PA",
+ "effekt-modtp": "Effekt-Mod. TP",
+ "elfenlieder": "Elfenlieder",
+ "eigenschaften": "Eigenschaften",
+ "eigenschaft": "Eigenschaft",
+ "eingeengt": "Eingeengt",
+ "entrueckung": "Entrückung",
+ "erfahren": "Erfahren (1100 AP)",
+ "erfahrungsgrad": "Erfahrungsgrad",
+ "erregung": "Erregung",
+ "erweiterungen": "Erweiterungen",
+ "erweiterung1": "1. Erweiterung",
+ "erweiterung2": "2. Erweiterung",
+ "erweiterung3": "3. Erweiterung",
+ "erweiterung4": "4. Erweiterung",
+ "erweiterung5": "5. Erweiterung",
+ "familie": "Familie",
+ "fechtwaffen": "Fechtwaffen",
+ "fernkampf": "Fernkampf",
+ "fernkampfwaffe": "Fernkampfwaffe",
+ "fernkampfwaffen": "Fernkampfwaffen",
+ "feuerspeien": "Feuerspeien",
+ "fingerfertigkeit": "Fingerfertigkeit",
+ "fixiert": "Fixiert",
+ "flueche": "Flüche",
+ "furcht": "Furcht",
+ "fw": "FW",
+ "fk-mod": "FK-Mod",
+ "geburtsort": "Geburtsort",
+ "geburtstag": "Tsatag",
+ "gegner-von-hinten": "Gegner von Hinten",
+ "gegnerische-kt": "Gegnerische KT",
+ "gehend": "gehend",
+ "gesamt": "Gesamt",
+ "gesamtmodifikator": "Summe",
+ "gesamtstatus-ab": "Gesamt: ab -8 handlungsunfähig",
+ "gesamtwert": "Gesamtwert",
+ "geschlecht": "Geschlecht",
+ "geschwindigkeit": "Geschwindigkeit",
+ "gesellschaftstalente": "Gesellschaftstalente",
+ "gewandheit": "Gewandheit",
+ "gewicht": "Gewicht",
+ "glaube": "Glaube",
+ "gm": "GM ",
+ "gross": "groß",
+ "groesse": "Größe",
+ "grundwert": "Grundwert",
+ "grundwerte": "Grundwerte",
+ "gs": "GS",
+ "haarfarbe": "Haarfarbe",
+ "hakenschlagend": "hakenschlagend",
+ "handlungsunfaehig": "Handlungsunfähig",
+ "handwerkstalente": "Handwerkstalente",
+ "hiebwaffen": "Hiebwaffen",
+ "info": "Info",
+ "initiative": "Initiative",
+ "intuition": "Intuition",
+ "inventar": "Inventar",
+ "ja": "ja",
+ "kampf": "Kampf",
+ "kampf-im-wasser": "Kampf im Wasser",
+ "kampf-unter-wasser": "Kampf unter Wasser",
+ "kampfsituationen-status": "Kampfsituationen / Status",
+ "kampftechniken": "Kampftechniken",
+ "kampftechnikwert": "Kampftechnikwert",
+ "karmaenergie": "Karmaenergie",
+ "ke": "KE",
+ "kettenwaffen": "Kettenwaffen",
+ "klein": "klein",
+ "klugheit": "Klugheit",
+ "koerperkraft": "Körperkraft",
+ "koerpertalente": "Körpertalente",
+ "kompetent": "Kompetent (1200 AP)",
+ "konstitution": "Konstitution",
+ "kosten": "Kosten",
+ "krank": "Krank",
+ "kultur": "Kultur",
+ "kurz": "kurz",
+ "kt": "KT",
+ "ladezeit": "Ladezeit in KR",
+ "lang": "lang",
+ "lanzen": "Lanzen",
+ "le": "LE",
+ "lebensenergie": "Lebensenergie",
+ "leicht": "leicht",
+ "legendaer": "Legendär (2100 AP)",
+ "leiteigenschaft": "Leiteigenschaft",
+ "leiteigschadensb": "TP-Bonus",
+ "liegend": "Liegend",
+ "magie": "Magie",
+ "malus": "Malus",
+ "max-5": "(max. -5) ",
+ "maximal": "Maximum",
+ "meisterlich": "Meisterlich (1400 AP)",
+ "merkmal": "Merkmal",
+ "mittel": "mittel",
+ "modfikator-hinzuf": "Modfikator hinzufügen",
+ "modifikator": "Modifikator",
+ "modifikatoren": "Modifikatoren",
+ "modifikatorplus": "Modifikator(+/-)",
+ "modeffekt": "EF-Mod",
+ "modsf": "SF-Mod",
+ "mut": "Mut",
+ "munition": "Munition",
+ "nachteile": "Nachteile",
+ "nah": "nah",
+ "nahkampf": "Nahkampf",
+ "nahkampfwaffe": "Nahkampfwaffe",
+ "nahkampfwaffen": "Nahkampfwaffen",
+ "name": "Name",
+ "naturtalente": "Naturtalente",
+ "nebenhand-at": "Nebenhand AT +/-",
+ "nebenhand-pa": "Nebenhand PA +/-",
+ "nebenhand-tp": "Nebenhand TP +/-",
+ "nebenhandwaffe": "Nebenhandwaffe",
+ "nein": "nein",
+ "normal": "Normal ",
+ "notizen": "Notizen",
+ "optionen": "Optionen",
+ "pa": "PA",
+ "pa-mod": "PA-Mod",
+ "passierschlag": "Passierschlag",
+ "parade": "Parade",
+ "parierwaffe": "Parierwaffe",
+ "paralyse": "Paralyse",
+ "patzer": "Patzer",
+ "pechmagnet": "Pechmagnet",
+ "perm-verlust": "Perm. Verlust",
+ "probe": "Probe",
+ "profession": "Profession",
+ "raserei": "Raserei",
+ "raufen": "Raufen",
+ "regeneration": "Regeneration",
+ "referenz": "Referenz",
+ "reichweite": "Reichweite",
+ "rennend": "rennend",
+ "riesig": "riesig",
+ "rituale": "Rituale",
+ "routineprobe": "Routineprobe",
+ "rs-mod": "RS-Mod.",
+ "rueckkauf": "Rückkauf",
+ "ruestung": "Rüstung",
+ "ruestungen": "Rüstungen",
+ "ruestungstyp": "Rüstungstyp",
+ "rs": "RS",
+ "schaden": "Schaden",
+ "schelmenstreiche": "Schelmenstreiche",
+ "schicksalspunkte": "Schicksalspunkte",
+ "schilde": "Schilde",
+ "schild-waffe": "Schild/Waffe",
+ "schilde-waffen": "Schilde/Zweitwaffen",
+ "schilde-und-nebenhandwaffen": "Schilde und Nebenhandwaffen",
+ "schildparade-parierwaffe": "Schildparade",
+ "schips": "SchiPs",
+ "schleudern": "Schleudern",
+ "schmerz": "Schmerz",
+ "schmerzstufen-1-2-3-4": "Schmerzstufen",
+ "schnell": "schnell",
+ "schriften": "Schriften",
+ "schuetzenbewegung": "Schützenbewegung",
+ "schuss-ins-kampfgetuemmel": "Schuss ins Kampfgetümmel",
+ "schwerter": "Schwerter",
+ "seelenkraft": "Seelenkraft",
+ "selbst": "Selbst ",
+ "sf-modat": "SF-Mod. AT",
+ "sf-modaw": "SF-Mod. AW",
+ "sf-modpa": "SF-Mod. PA",
+ "sf-modtp": "SF-Mod. TP",
+ "sf-modifikatoren": "SF-Modifikatoren",
+ "sichtmodifikator": "Sichtmodifikator",
+ "sicht-iv": "IV - Treffer auf 1",
+ "sk": "SK",
+ "sonderfertigkeiten": "Sonderfertigkeiten",
+ "sonstiges": "Sonstiges",
+ "sozialstatus": "Sozialstatus",
+ "spezies": "Spezies",
+ "sprachen": "Sprachen",
+ "stangenwaffen": "Stangenwaffen",
+ "status": "Status",
+ "status-aktiviert": "Status-Mod",
+ "steigerung": "Steigerung",
+ "steigerungsfaktor": "Steigerungsfaktor",
+ "stehend": "stehend",
+ "still": "still",
+ "stg": "Stg.",
+ "stufe-i": "Stufe I",
+ "stufe-ii": "Stufe II",
+ "stufe-iii": "Stufe III",
+ "stufe-iv": "Stufe IV",
+ "stufe-iv-nk": "IV - halbe AT, PA auf 1",
+ "stumm": "Stumm",
+ "summe": "Summe",
+ "summe-der-statusmodifikatoren": "Summe der Statusmodifikatoren",
+ "talente": "Talente",
+ "talent": "Talent",
+ "taub": "Taub",
+ "titel": "Titel",
+ "tp-at-pa-mod-": "TP/AT/PA-Mod.",
+ "tp-fk-mod-": "TP/FK-Mod.",
+ "tp-mod": "TP-Mod",
+ "tradition": "Tradition",
+ "traditionseigenschaft": "Traditionseigenschaft",
+ "trance": "Trance",
+ "trefferpunkte": "Trefferpunkte",
+ "ueberrascht": "Überrascht",
+ "uebler-geruch": "Übler Geruch",
+ "unerfahren": "Unerfahren (900 AP)",
+ "unsichtbar": "Unsichtbar",
+ "vergiftet": "Vergiftet",
+ "verschleiss": "Verschleiß",
+ "versteinert": "Versteinert",
+ "verwirrung": "Verwirrung",
+ "vornachteile": "Vor-/Nachteile",
+ "vorteile": "Vorteile",
+ "vorteilhafte-position": "Vorteilhafte Position",
+ "waffe": "Waffe",
+ "waffen": "Waffen",
+ "waffen-mod": "TP/AT/PA-Mod.",
+ "waffe-zu-kurz": "Waffe zu kurz",
+ "wasser-bis-zur-achsel": "Wasser reicht bis zur Achsel",
+ "wasser-bis-zur-huefte": "Wasser reicht bis zur Hüfte",
+ "weit": "weit",
+ "winzig": "winzig",
+ "wirkung": "Wirkung",
+ "wirkungsdauer": "Wirkungsdauer",
+ "wissenstalente": "Wissenstalente",
+ "wundschwelle": "Wundschwelle",
+ "wurfwaffen": "Wurfwaffen",
+ "x2": "x2",
+ "zaehigkeit": "Zähigkeit",
+ "zauber": "Zauber",
+ "zaubermelodien": "Zaubermelodien",
+ "zaubertaenze": "Zaubertänze",
+ "zaubertricks": "Zaubertricks",
+ "zielbewegung": "Zielbewegung",
+ "zielkategorie": "Zielkategorie",
+ "zk": "ZK",
+ "zustaende": "Zustände",
+ "zweihandhiebwaffen": "Zweihandhiebwaffen",
+ "zweihandschwerter": "Zweihandschwerter",
+ "ergebnis": "Ergebnis:",
+ "gelungen": "Gelungen",
+ "misslungen": "Mißlungen",
+ "fp": "FP:",
+ "qs": "QS:",
+ "modifikator-roll": "Modifikator:",
+ "eigenschaften-roll": "Eigenschaften:",
+ "fw-minimum-nicht-erfuellt": "FW-Minimum nicht erfüllt",
+ "max-modifikator-roll": "Max. Modifikator:",
+ "probe-roll": "Probe:",
+ "initiative-roll": "´s Initiative",
+ "wert-roll": "Wert:",
+ "attackewurf": "Attackewurf:",
+ "verteidigungswurf": "Verteidigungswurf:",
+ "trefferpunkte-roll": "Trefferpunkte:",
+ "fliegen": "Fliegen",
+ "gaukeleien": "Gaukeleien",
+ "klettern": "Klettern",
+ "koerperbeherrschung": "Körperbeherrschung",
+ "kraftakt": "Kraftakt",
+ "reiten": "Reiten",
+ "schwimmen": "Schwimmen",
+ "selbstbeherrschung": "Selbstbeherrschung",
+ "singen": "Singen",
+ "sinnesschaerfe": "Sinnesschärfe",
+ "tanzen": "Tanzen",
+ "taschendiebstahl": "Taschendiebstahl",
+ "verbergen": "Verbergen",
+ "zechen": "Zechen",
+ "bekehren": "Bekehren & Überzeugen",
+ "betoeren": "Betören",
+ "einschuechtern": "Einschüchtern",
+ "etikette": "Etikette",
+ "gassenwissen": "Gassenwissen",
+ "menschenkenntnis": "Menschenkenntnis",
+ "ueberreden": "Überreden",
+ "verkleiden": "Verkleiden",
+ "willenskraft": "Willenskraft",
+ "faehrtensuchen": "Fährtensuchen",
+ "fesseln": "Fesseln",
+ "fischen": "Fischen & Angeln",
+ "orientierung": "Orientierung",
+ "pflanzenkunde": "Pflanzenkunde",
+ "tierkunde": "Tierkunde",
+ "wildnisleben": "Wildnisleben",
+ "glueckspiel": "Brett- & Glücksspiel",
+ "geographie": "Geographie",
+ "geschichtswissen": "Geschichtswissen",
+ "goetterkulte": "Götter & Kulte",
+ "kriegskunst": "Kriegskunst",
+ "magiekunde": "Magiekunde",
+ "mechanik": "Mechanik",
+ "rechnen": "Rechnen",
+ "rechtskunde": "Rechtskunde",
+ "sagenlegenden": "Sagen & Legenden",
+ "sphaerenkunde": "Sphärenkunde",
+ "sternkunde": "Sternkunde",
+ "alchemie": "Alchemie",
+ "boote": "Boote & Schiffe",
+ "fahrzeuge": "Fahrzeuge",
+ "handel": "Handel",
+ "hkgift": "Heilkunde Gift",
+ "hkkrankheiten": "Heilkunde Krankheiten",
+ "hkseele": "Heilkunde Seele",
+ "hkwunden": "Heilkunde Wunden",
+ "holzbearbeitung": "Holzbearbeitung",
+ "lebensmittelbearbeitung": "Lebensmittelbearbeitung",
+ "lederbearbeitung": "Lederbearbeitung",
+ "malenzeichnen": "Malen & Zeichnen",
+ "metallbearbeitung": "Metallbearbeitung",
+ "musizieren": "Musizieren",
+ "schloesserknacken": "Schlösserknacken",
+ "steinbearbeitung": "Steinbearbeitung",
+ "stoffbearbeitung": "Stoffbearbeitung",
+ "fliegenfw": "Fliegen FW",
+ "gaukeleienfw": "Gaukeleien FW",
+ "kletternfw": "Klettern FW",
+ "koerperbeherrschungfw": "Körperbeherrschung FW",
+ "kraftaktfw": "Kraftakt FW",
+ "reitenfw": "Reiten FW",
+ "schwimmenfw": "Schwimmen FW",
+ "selbstbeherrschungfw": "Selbstbeherrschung FW",
+ "singenfw": "Singen FW",
+ "sinnesschaerfefw": "Sinnesschärfe FW",
+ "tanzenfw": "Tanzen FW",
+ "taschendiebstahlfw": "Taschendiebstahl FW",
+ "verbergenfw": "Verbergen FW",
+ "zechenfw": "Zechen FW",
+ "bekehrenfw": "Bekehren & Überzeugen FW",
+ "betoerenfw": "Betören FW",
+ "einschuechternfw": "Einschüchtern FW",
+ "etikettefw": "Etikette FW",
+ "gassenwissenfw": "Gassenwissen FW",
+ "menschenkenntnisfw": "Menschenkenntnis FW",
+ "ueberredenfw": "Überreden FW",
+ "verkleidenfw": "Verkleiden FW",
+ "willenskraftfw": "Willenskraft FW",
+ "faehrtensuchenfw": "Fährtensuchen FW",
+ "fesselnfw": "Fesseln FW",
+ "fischenfw": "Fischen & Angeln FW",
+ "orientierungfw": "Orientierung FW",
+ "pflanzenkundefw": "Pflanzenkunde FW",
+ "tierkundefw": "Tierkunde FW",
+ "wildnislebenfw": "Wildnisleben FW",
+ "glueckspielfw": "Brett- & Glücksspiel FW",
+ "geographiefw": "Geographie FW",
+ "geschichtswissenfw": "Geschichtswissen FW",
+ "goetterkultefw": "Götter & Kulte FW",
+ "kriegskunstfw": "Kriegskunst FW",
+ "magiekundefw": "Magiekunde FW",
+ "mechanikfw": "Mechanik FW",
+ "rechnenfw": "Rechnen FW",
+ "rechtskundefw": "Rechtskunde FW",
+ "sagenlegendenfw": "Sagen & Legenden FW",
+ "sphaerenkundefw": "Sphärenkunde FW",
+ "sternkundefw": "Sternkunde FW",
+ "alchemiefw": "Alchemie FW",
+ "bootefw": "Boote & Schiffe FW",
+ "fahrzeugefw": "Fahrzeuge FW",
+ "handelfw": "Handel FW",
+ "hkgiftfw": "Heilkunde Gift FW",
+ "hkkrankheitenfw": "Heilkunde Krankheiten FW",
+ "hkseelefw": "Heilkunde Seele FW",
+ "hkwundenfw": "Heilkunde Wunden FW",
+ "holzbearbeitungfw": "Holzbearbeitung FW",
+ "lebensmittelbearbeitungfw": "Lebensmittelbearbeitung FW",
+ "lederbearbeitungfw": "Lederbearbeitung FW",
+ "malenzeichnenfw": "Malen & Zeichnen FW",
+ "metallbearbeitungfw": "Metallbearbeitung FW",
+ "musizierenfw": "Musizieren FW",
+ "schloesserknackenfw": "Schlösserknacken FW",
+ "steinbearbeitungfw": "Steinbearbeitung FW",
+ "stoffbearbeitungfw": "Stoffbearbeitung FW",
+ "allgemeine-sonderfertigkeiten": "Allgemeine Sonderfertigkeiten",
+ "allgemeine-sonderfertigkeit": "Allgemeine Sonderfertigkeit",
+ "talent-sonderfertigkeiten": "Talentsonderfertigkeiten",
+ "talent-sonderfertigkeit": "Talentsonderfertigkeit",
+ "kampfsonderfertigkeit": "Kampfsonderfertigkeit",
+ "magiesonderfertigkeit": "Magiesonderfertigkeit",
+ "karmale-sonderfertigkeit": "Karmale Sonderfertigkeit",
+ "effekt-durch-wirken": "Effekt durch Zauber-/Götterwirken",
+ "traditionsartefakt": "Traditionsartefakt",
+ "abzug-gs": "Abzug GS",
+ "abzug-ini": "Abzug INI",
+ "angelegt": "angelegt",
+ "typ": "Typ",
+ "modifikationen": "Modifikationen",
+ "zauberdauer-in-aktionen": "Zauberdauer in Aktionen",
+ "zaubermodifikationen": "Zaubermodifikationen",
+ "geste-weglassen": "Geste weglassen",
+ "formel-weglassen": "Formel weglassen",
+ "fremdtradition": "Fremdtradition",
+ "aufrechterhalten": "Anz. Zauber aufrecht erhalten",
+ "sf-mod": "SF",
+ "effekte": "Effekte",
+ "ritualplatz": "Ritualplatz",
+ "zeit": "Zeit",
+ "passende-kleidung": "Passende Kleidung",
+ "geeignete-geraetschaften": "geeignete Gerätschaften",
+ "passend": "passend",
+ "unpassend": "unpassend",
+ "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort",
+ "falscher-ritualplatz": "-3 | falscher Ritualplatz",
+ "fluch": "Fluch",
+ "streich": "Streich",
+ "animistenkraft": "Animistenkraft",
+ "zaubermelodie": "Zaubermelodie",
+ "zaubertanz": "Zaubertanz",
+ "verbreitung": "Verbreitung",
+ "zielmodifikator": "Zielmodifikator",
+ "bitte-auswaehlen": "Bitte auswählen",
+ "dauer-verkuerzen": "-1 | Dauer verkürzen (halbiert)",
+ "dauer-verlaengern": "+1 | Dauer verlängern (verdoppelt)",
+ "reichweite-verlaengern": "-1 | Reichweite verlängern (verdoppelt)",
+ "kosten-verringern": "-1 | Kosten verringern (halbiert)",
+ "kosten-erhoehen": "+1 | Erzwingen (verdoppelt)",
+ "ort": "Ort",
+ "goetterwirken": "Götterwirken",
+ "artefakte": "Artefakte",
+ "zeremonial-gegenstand": "Zeremonialgegenstand",
+ "magie-modifikator": "Zauberwirken +/-",
+ "glaube-modifikator": "Göttliches Wirken +/-",
+ "schaden-durch-patzer": "Schaden durch Patzer",
+ "fernkampf-patzer": "Fernkampf-Patzer",
+ "zauber-patzer": "Zauber-Patzer",
+ "liturgie-patzer": "Liturgie-Patzer",
+ "zaubertrick": "Zaubertrick",
+ "vorteil": "Vorteil",
+ "nachteil": "Nachteil",
+ "alle": "Alle",
+ "segen": "Segen",
+ "liturgie": "Liturgie",
+ "zeremonie": "Zeremonie",
+ "typ-auswaehlen": "Typ auswählen",
+ "elfenlied": "Elfenlied",
+ "ritual": "Ritual",
+ "zauberspruch": "Zauberspruch",
+ "herrschaftsritual": "Herrschaftsritual",
+ "vertrautentrick": "Vertrautentrick",
+ "schipsf": "SchiP-Sonderfertigkeit",
+ "freier-modifikator": "freier Kampf-Mod.",
+ "ruestungsschutz": "Rüstungsschutz (RS)",
+ "faktor": "Faktor",
+ "disclaimer": "© 2019 Ulisses Spiele. DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA, RIESLAND und THE DARK EYE sind eingetragene Marken der Ulisses Spiele GmbH, Waldems.",
+ "dukaten": "Dukaten",
+ "silbertaler": "Silbertaler",
+ "heller": "Heller",
+ "kreuzer": "Kreuzer",
+ "geldbeutel": "Geldbeutel",
+ "Astralkraft-springt-auf-anderes-Ziel": "Astralkraft springt auf anderes Ziel über",
+ "Astralkraft-verlässt-den-Körper": "Astralkraft verlässt den Körper",
+ "Betäubung-durch-Kopfschmerzen": "Zustand Betäubung durch Kopfschmerzen",
+ "Beule": "Beule",
+ "brennbare-Materialien-gehen-in-Flammen-auf": "Brennbare Materialien gehen in Flammen auf",
+ "Durch-Blick-in-Sphären-eingeschüchtert": "Durch Blick in die Sphären eingeschüchtert",
+ "Eine-ätherische-Stimme-erklingt": "Eine ätherische Stimme erklingt",
+ "Fehlschuss": "Fehlschuss",
+ "Fuß-verdreht": "Fuß verdreht",
+ "Geist-tauscht-Körper-mit-Lebewesen": "Geist tauscht Körper mit Lebewesen",
+ "Geweihte-erhält-ein-Stigma": "Geweihte erhält ein Stigma",
+ "Geweihte-hat-nachts-seltsame-Visionen": "Geweihte hat nachts seltsame Visionen und Alpträume",
+ "Geweihte-ist-entrückt": "Geweihte ist entrückt",
+ "Geweihte-ist-verwirrt": "Geweihte ist verwirrt",
+ "Geweihte-verwurzelt-mit-Boden": "Geweihte verwurzelt mit dem Boden",
+ "Harre-färben-sich": "Haar und Bart färben sich bunt",
+ "Kamerad-Unschuldiger-getroffen": "Kamerad/Unschuldiger getroffen",
+ "Liturgie-hat-gegenteiligen-Effekt": "Liturgie/Zeremonie hat einen gegenteiligen Effekt",
+ "Schild-beschädigt": "Schild beschädigt",
+ "Schild-schwer-beschädigt": "Schild schwer beschädigt",
+ "Schild-stecken-geblieben": "Schild stecken geblieben",
+ "Schild-verloren": "Schild verloren",
+ "Schild-zerstört": "Schild zerstört",
+ "Sehne-herausgerutscht": "Sehne herausgerutscht / Waffe nicht richtig gegriffen / Ladehemmung",
+ "Selbst-schwer-verletzt": "Selbst schwer verletzt",
+ "Selbst-verletzt": "Selbst verletzt",
+ "Stolpern": "Stolpern",
+ "Sturz": "Sturz",
+ "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister",
+ "Verlust-der-Sprache": "Verlust der Sprache",
+ "Verwandlung-in-Kleintier": "Verwandlung in Kleintier",
+ "Waffe-beschädigt": "Waffe beschädigt",
+ "Waffe-schwer-beschädigt": "Waffe schwer beschädigt",
+ "Waffe-stecken-geblieben": "Waffe stecken geblieben",
+ "Waffe-verloren": "Waffe verloren",
+ "Waffe-zerstört": "Waffe zerstört",
+ "Zauberziel-ändert-sich": "Zauberziel ändert sich",
+ "Zerrung": "Zerrung",
+ "Ziel-der-Liturgie-ändert-sich": "Ziel der Liturgie/Zeremonie ändert sich",
+ "Zu-Konzentriert": "Zu konzentriert",
+ "Zugriff-auf-AE-blockiert": "Zugriff auf AE-Vorrat geblockt",
+ "Zugriff-auf-KE-blockiert": "Zugriff auf KE-Vorrat geblockt",
+ "natur": "Natur",
+ "koerperlich": "Körperlich",
+ "handwerk": "Handwerk",
+ "gesellschaft": "Gesellschaft",
+ "wissen": "Wissen",
+ "1-parade": "1. Parade",
+ "2-parade": "2. Parade",
+ "3-parade": "3. Parade",
+ "4-parade": "4. Parade",
+ "5-parade": "5. Parade",
+ "nahkampf_doppelt": "Nahkampf, verdoppelt",
+ "fernkampf_doppelt": "Fernkampf, verdoppelt",
+ "query_trans": "Erleichterung(+) / Erschwernis(-), im Fall der Erleichterung ohne '+' eingeben",
+ "belastung-aktivieren": "Status für Belastung aktivieren",
+ "betäubung-aktivieren": "Malus für Betäubung aktivieren",
+ "furcht-aktivieren": "Malus für Furcht aktivieren",
+ "paralyse-aktivieren": "Malus für Paralyse aktivieren",
+ "schmerz-aktivieren": "Malus für Schmerz aktivieren",
+ "trance-aktivieren": "Malus für Trance aktivieren",
+ "verwirrung-aktivieren": "Malus für Verwirrung aktivieren",
+ "entrueckung-aktivieren": "Bonus/Malus für Entrückung aktivieren",
+ "atpa-patzer": "AT/PA-Patzer",
+ "erleidet": "erleidet",
+ "SPdurchPatzer": "SP durch einen Patzer",
+ "nahkampf-atpa-patzer": "Attacke/Parade-Patzer",
+ "schild-patzer": "Schild-Patzer",
+ "Nahkampf-TP": "Nahkampf-TP",
+ "halbeParade": "halbierte Parade",
+ "schildparade": "Schildparade",
+ "halbeSchildparade": "halbierte Schildparade",
+ "halbesAusweichen": "halbiertes Ausweichen",
+ "Fernkampf-TP": "Fernkampf-TP",
+ "Schmerzstufe-1": "Schmerzstufe 1",
+ "Schmerzstufe-2": "Schmerzstufe 2",
+ "Schmerzstufe-3": "Schmerzstufe 3",
+ "Schmerzstufe-4": "Schmerzstufe 4",
+ "Regen-LE": "Regeneration Lebensenergie",
+ "Regen-AE": "Regeneration Astralenergie",
+ "Regen-KE": "Regeneration Karmaenergie",
+ "keine": "keine",
+ "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert",
+ "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung",
+ "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen",
+ "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft",
+ "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben",
+ "wissenstalente-liste": "glueckspiel,geographie,geschichtswissen,goetterkulte,kriegskunst,magiekunde,mechanik,rechnen,rechtskunde,sagenlegenden,sphaerenkunde,sternkunde",
+ "handwerkstalente-liste": "alchemie,boote,fahrzeuge,handel,hkgift,hkkrankheiten,hkseele,hkwunden,holzbearbeitung,lebensmittelbearbeitung,lederbearbeitung,malenzeichnen,metallbearbeitung,musizieren,schloesserknacken,steinbearbeitung,stoffbearbeitung",
+ "farbschema": "Farbschema",
+ "add_modifikator": "Modifikator hinzufügen",
+ "mu_mod": "Mut +/-",
+ "kl_mod": "Klugheit +/-",
+ "in_mod": "Intuition +/-",
+ "ch_mod": "Charisma +/-",
+ "ff_mod": "Fingerfertigkeit +/-",
+ "ge_mod": "Gewandheit +/-",
+ "ko_mod": "Konstitution +/-",
+ "kk_mod": "Körperkraft +/-",
+ "abgeleitete_werte": "abgeleitete Werte",
+ "le_modifikator": "Lebensenergie +/-",
+ "ae_modifikator": "Astralenergie +/-",
+ "ke_modifikator": "Karmalenergie +/-",
+ "sk_modifikator": "Seelenkraft +/-",
+ "zk_modifikator": "Zähigkeit +/-",
+ "ini_modifikator": "Initiative +/-",
+ "aw_modifikator": "Ausweichen +/-",
+ "gs_modifikator": "Geschwindigkeit +/-",
+ "schips_modifikator": "Schicksalspunkte +/-",
+ "le_regeneration_mod": "Regeneration LE +/-",
+ "ae_regeneration_mod": "Regeneration AE +/-",
+ "ke_regeneration_mod": "Regeneration KE +/-",
+ "kampfsonderfertigkeiten": "Kampfsonderfertigkeiten",
+ "at_sf_mod": "Attacke +/-",
+ "pa_sf_mod": "Parade +/-",
+ "aw_sf_mod": "Ausweichen +/-",
+ "tp_sf_mod": "Trefferpunkte +/-",
+ "fk_sf_mod": "Fernkampf +/-",
+ "nh_at_sf_mod": "Nebenhand AT +/-",
+ "nh_pa_sf_mod": "Nebenhand PA +/-",
+ "nh_tp_sf_mod": "Nebenhand TP +/-",
+ "parade_zweite_mod": "Zusätzliche PA +/-",
+ "ausweichen_zweite_mod": "Zusätzliches AW +/-",
+ "beidhand_kampf_mod": "Beidhändigkeit-Mod. +/-",
+ "falsche_hand_mod": "Falsche Hand Mod. +/-",
+ "talente_mod": "Talente Würfelmodifikator",
+ "switch_description_status": "Anzeige umschalten",
+ "show_description": "Beschreibung anzeigen",
+ "show_modifier": "Modifikatoren anzeigen",
+ "filter": "Filter:",
+ "umgebung": "Umgebung",
+ "combat-situation": "Kampfsituation",
+ "artefakt": "Artefakt",
+ "kraeuter-tinkturen": "Kräuter und Tinkturen",
+ "add_effekt": "Effekt-Modifikator hinzufügen",
+ "quelle-auswaehlen": "Quelle auswählen",
+ "weitere-merkmale": "Weitere Merkmale",
+ "bruchfaktor": "Bruchfaktor",
+ "strukturpunkte": "Strukturpunkte",
+ "temp-modifikatoren": "temp. Mod.:",
+ "AT": "AT",
+ "PA": "PA",
+ "TP": "TP",
+ "FK": "FK",
+ "rucksack": "Rucksack",
+ "allgemein": "Allgemeines",
+ "header-anzeigen": " Kopfzeile einstellen: ",
+ "an": "an",
+ "aus": "aus",
+ "eigenschaften-aus": "Eigenschaften aus",
+ "attribute-aus": "Attribute aus",
+ "npc-bogen": " NPC-Bogen aktivieren: ",
+ "show-le": "Lebensenergie anzeigen: ",
+ "show-ae": "Astralenergie anzeigen: ",
+ "show-ke": "Karmaenergie anzeigen: ",
+ "typus": "Typus",
+ "gkategorie": "Größenkategorie",
+ "schwierigkeit": "Schwierigkeit",
+ "beute": "Beute",
+ "kampfverhalten": "Kampfverhalten",
+ "flucht": "Flucht",
+ "jagd": "Jagd",
+ "sonderregeln": "Sonderregeln",
+ "informationen": "Informationen",
+ "npcattribute": "NSC-Attribute",
+ "verteidigungswert": "Verteidigung (VW)",
+ "anzahlaktionen": "Anzahl Aktionen",
+ "tp": "TP",
+ "at": "AT",
+ "angriff": "Angriff",
+ "domaene": "Domäne",
+ "anzahl": "Anzahl",
+ "Magie-TP": "Schaden aus Magie",
+ "Glaube-TP": "Schaden aus Götterwirken",
+ "mitspezialisierung": "mit Fertigkeitsspezialisierung",
+ "d2": "W2",
+ "d3": "W3",
+ "d4": "W4",
+ "d6": "W6",
+ "d20": "W20",
+ "zusatz-aktivieren": "Malus für zusätzlichen Status aktivieren",
+ "stufe-iv-zustand": "Stufe IV - handlungsunfähig",
+ "ruestung_preset": "Abzüge BE/INI/GS",
+ "ruestung_preset_0": "BE 0",
+ "ruestung_preset_1": "BE 0, zusätzl. -1 INI, -1 GS",
+ "ruestung_preset_2": "BE 1",
+ "ruestung_preset_3": "BE 1, zusätzl. -1 INI, -1 GS",
+ "ruestung_preset_4": "BE 2",
+ "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS",
+ "ruestung_preset_6": "BE 3",
+ "ruestung_mod": "Zusätzliche Modifikatoren: ",
+ "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)",
+ "import": "Starte Import",
+ "lep": "LeP",
+ "asp": "AsP",
+ "kap": "KaP",
+ "INI": "INI",
+ "VW": "VW",
+ "RS/BE": "RS/BE",
+ "aktionen": "Aktionen",
+ "anrufungsschwierigkeit": "Anrufungsschwierigkeit",
+ "schmerzplus1": "Schmerz +1 bei",
+ "ENDTOKEN": "ENDTOKEN",
+ "magie_und_glaube": "Magie und Glaube",
+ "talente_fw_mod": "Talente FW-Modifikator"
+}
diff --git a/Deadlands Classic Anniversary - Improved/translations/ca.json b/Deadlands Classic Anniversary - Improved/translations/ca.json
new file mode 100644
index 0000000000..e8f75a8a45
--- /dev/null
+++ b/Deadlands Classic Anniversary - Improved/translations/ca.json
@@ -0,0 +1,170 @@
+{
+ "academia": "Academia",
+ "ammo": "Ammo",
+ "ammoName": "Ammo Name",
+ "animalWrangling": "Animal Wranglin'",
+ "appeasement": "Appeasement",
+ "aptitude": "Aptitude",
+ "arcane": "Arcane Abilities",
+ "arcaneAbilities": "Arcane Abilities",
+ "areaKnowledge": "Area Knowledge",
+ "armor": "Armor",
+ "armorLight": "Light",
+ "armorNormal": "Armor",
+ "art": "Arts",
+ "artillery": "Artillery",
+ "blessed": "Blessed",
+ "bluff": "Bluff",
+ "bounty": "Bounty",
+ "bow": "Bow",
+ "chips": "Fate Chips",
+ "chipsB": "Blue",
+ "chipsL": "Legendary",
+ "chipsR": "Red",
+ "chipsW": "White",
+ "climbing": "Climbin'",
+ "cognition": "Cognition",
+ "combat": "Combat Stuff",
+ "commonRolls": "Common Rolls",
+ "core": "Core",
+ "coreAttributes": "Core Attributes",
+ "cost": "Cost",
+ "critical": "Critical",
+ "currentShots": "Left",
+ "damage": "Damage",
+ "defense": "Defense",
+ "deftness": "Deftness",
+ "demolition": "Demolition",
+ "device": "Device",
+ "dice": "Dice",
+ "disguise": "Disguise",
+ "dodge": "Dodge",
+ "driving": "Drivin'",
+ "duration": "Duration",
+ "edges": "Edges",
+ "equipment": "Equipment",
+ "faith": "Faith",
+ "favors": "Favors",
+ "fighting": "Fightin'",
+ "filching": "Filchin'",
+ "gambling": "Gamblin'",
+ "gizzards": "Gizzards",
+ "gmRollToggle": "GM Roll Toggle",
+ "grit": "Grit",
+ "guts": "Guts",
+ "gutsAndGrit": "Guts + Grit",
+ "gutsw": "Guts",
+ "hand": "Hand",
+ "hand2hand": "Hand-To-Hand Weapons",
+ "heavy": "Heavy",
+ "hexes": "Hexes",
+ "hexslingin": "Hexslingin'",
+ "hindrances": "Hindrances",
+ "hoardingChips": "You appear to be hoardin' chips partner. Suggestin' you spend some.",
+ "homeCounty": "Home County",
+ "horseRiding": "Horse Ridin'",
+ "inventions": "Inventions",
+ "knowledge": "Knowledge",
+ "language": "Language",
+ "leadership": "Leadership",
+ "leftArm": "Left Arm",
+ "leftLeg": "Left Leg",
+ "light": "Light",
+ "location": "Location",
+ "locationToggle": "Location Toggle",
+ "lockpicking": "Lockpickin'",
+ "lowerGuts": "Lower Guts",
+ "madScience": "Mad Science",
+ "maimed": "Maimed",
+ "max": "Max",
+ "maxWind": "Max Wind",
+ "medicine": "Medicine",
+ "mien": "Mien",
+ "miracle": "Miracle",
+ "miracles": "Miracles",
+ "misc": "Misc",
+ "money": "Money",
+ "name": "Name",
+ "nimbleness": "Nimbleness",
+ "nogging": "Noggin'",
+ "none": "None",
+ "notes": "Notes",
+ "obsolete": "Obsolete Data",
+ "occupation": "Occupation",
+ "off": "Off",
+ "on": "On",
+ "overawe": "Overawe",
+ "pace": "Pace",
+ "performing": "Performin'",
+ "persuasion": "Persuasion",
+ "pokerhandAce": "Ace",
+ "pokerhandPair": "Pair",
+ "pokerhandJacks": "Jacks",
+ "pokerhandTwoPair": "Two Pair",
+ "pokerhandThreeOfAKind": "Three of a kind",
+ "pokerhandStraight": "Straight",
+ "pokerhandFlush": "Flush",
+ "pokerhandFullHouse": "Full House",
+ "pokerhandFourOfAKind": "Four of a kind",
+ "pokerhandStraightFlush": "Straight Flush",
+ "professional": "Professional",
+ "quantity": "Quantity",
+ "quickDraw": "Quick Draw",
+ "quickness": "Quickness",
+ "range": "Range",
+ "rating": "Rating",
+ "reliability": "Reliability",
+ "result": "Result",
+ "ridicule": "Ridicule",
+ "rightArm": "Right Arm",
+ "rightLeg": "Right Leg",
+ "ritual": "Ritual",
+ "rituals": "Rituals",
+ "rof": "RoF",
+ "science": "Science",
+ "scrounging": "Scroungin'",
+ "scrutinize": "Scrutinze",
+ "search": "Search",
+ "serious": "Serious",
+ "shaman": "Shaman",
+ "sheetTabbedDisplay": "Use Section Tabs",
+ "sheetTabbedDisplayDescription": "Uses the default tabbed display for main character sheet sections, including Traits & Aptitudes, Combat, Arcane, and Misc.",
+ "shooting": "Shootin'",
+ "shootingIronsAndSuch": "Shootin' Irons & Such",
+ "shots": "Shots",
+ "size": "Size",
+ "skill": "Skill",
+ "sleightofhand": "Sleight o'Hand",
+ "smarts": "Smarts",
+ "sneak": "Sneak",
+ "special": "Special",
+ "speed": "Speed",
+ "speedload": "Speed Load",
+ "spirit": "Spirit",
+ "streetwise": "Streetwise",
+ "strength": "Strength",
+ "surprise": "Surprise",
+ "survival": "Survival",
+ "swimming": "Swimmin'",
+ "taleTell": "Tale Tellin'",
+ "teamster": "Teamster",
+ "throwing": "Throwin'",
+ "tinkering": "Tinkerin'",
+ "tn": "TN",
+ "toHit": "To Hit",
+ "total": "Total",
+ "tracking": "Trackin'",
+ "trade": "Trade",
+ "trait": "Trait",
+ "traits": "Traits & Aptitudes",
+ "type": "Type",
+ "unskilled": "Unskilled",
+ "unspent": "Unspent",
+ "upperGuts": "Upper Guts",
+ "vigor": "Vigor",
+ "weapon": "Weapon",
+ "wind": "Wind",
+ "worstNightmare": "Your Worst Nightmare",
+ "woundMod": "Wound Modifier",
+ "wounds": "Wounds"
+}
\ No newline at end of file
diff --git a/Deadlands Classic Anniversary - Improved/translations/hu.json b/Deadlands Classic Anniversary - Improved/translations/hu.json
new file mode 100644
index 0000000000..e8f75a8a45
--- /dev/null
+++ b/Deadlands Classic Anniversary - Improved/translations/hu.json
@@ -0,0 +1,170 @@
+{
+ "academia": "Academia",
+ "ammo": "Ammo",
+ "ammoName": "Ammo Name",
+ "animalWrangling": "Animal Wranglin'",
+ "appeasement": "Appeasement",
+ "aptitude": "Aptitude",
+ "arcane": "Arcane Abilities",
+ "arcaneAbilities": "Arcane Abilities",
+ "areaKnowledge": "Area Knowledge",
+ "armor": "Armor",
+ "armorLight": "Light",
+ "armorNormal": "Armor",
+ "art": "Arts",
+ "artillery": "Artillery",
+ "blessed": "Blessed",
+ "bluff": "Bluff",
+ "bounty": "Bounty",
+ "bow": "Bow",
+ "chips": "Fate Chips",
+ "chipsB": "Blue",
+ "chipsL": "Legendary",
+ "chipsR": "Red",
+ "chipsW": "White",
+ "climbing": "Climbin'",
+ "cognition": "Cognition",
+ "combat": "Combat Stuff",
+ "commonRolls": "Common Rolls",
+ "core": "Core",
+ "coreAttributes": "Core Attributes",
+ "cost": "Cost",
+ "critical": "Critical",
+ "currentShots": "Left",
+ "damage": "Damage",
+ "defense": "Defense",
+ "deftness": "Deftness",
+ "demolition": "Demolition",
+ "device": "Device",
+ "dice": "Dice",
+ "disguise": "Disguise",
+ "dodge": "Dodge",
+ "driving": "Drivin'",
+ "duration": "Duration",
+ "edges": "Edges",
+ "equipment": "Equipment",
+ "faith": "Faith",
+ "favors": "Favors",
+ "fighting": "Fightin'",
+ "filching": "Filchin'",
+ "gambling": "Gamblin'",
+ "gizzards": "Gizzards",
+ "gmRollToggle": "GM Roll Toggle",
+ "grit": "Grit",
+ "guts": "Guts",
+ "gutsAndGrit": "Guts + Grit",
+ "gutsw": "Guts",
+ "hand": "Hand",
+ "hand2hand": "Hand-To-Hand Weapons",
+ "heavy": "Heavy",
+ "hexes": "Hexes",
+ "hexslingin": "Hexslingin'",
+ "hindrances": "Hindrances",
+ "hoardingChips": "You appear to be hoardin' chips partner. Suggestin' you spend some.",
+ "homeCounty": "Home County",
+ "horseRiding": "Horse Ridin'",
+ "inventions": "Inventions",
+ "knowledge": "Knowledge",
+ "language": "Language",
+ "leadership": "Leadership",
+ "leftArm": "Left Arm",
+ "leftLeg": "Left Leg",
+ "light": "Light",
+ "location": "Location",
+ "locationToggle": "Location Toggle",
+ "lockpicking": "Lockpickin'",
+ "lowerGuts": "Lower Guts",
+ "madScience": "Mad Science",
+ "maimed": "Maimed",
+ "max": "Max",
+ "maxWind": "Max Wind",
+ "medicine": "Medicine",
+ "mien": "Mien",
+ "miracle": "Miracle",
+ "miracles": "Miracles",
+ "misc": "Misc",
+ "money": "Money",
+ "name": "Name",
+ "nimbleness": "Nimbleness",
+ "nogging": "Noggin'",
+ "none": "None",
+ "notes": "Notes",
+ "obsolete": "Obsolete Data",
+ "occupation": "Occupation",
+ "off": "Off",
+ "on": "On",
+ "overawe": "Overawe",
+ "pace": "Pace",
+ "performing": "Performin'",
+ "persuasion": "Persuasion",
+ "pokerhandAce": "Ace",
+ "pokerhandPair": "Pair",
+ "pokerhandJacks": "Jacks",
+ "pokerhandTwoPair": "Two Pair",
+ "pokerhandThreeOfAKind": "Three of a kind",
+ "pokerhandStraight": "Straight",
+ "pokerhandFlush": "Flush",
+ "pokerhandFullHouse": "Full House",
+ "pokerhandFourOfAKind": "Four of a kind",
+ "pokerhandStraightFlush": "Straight Flush",
+ "professional": "Professional",
+ "quantity": "Quantity",
+ "quickDraw": "Quick Draw",
+ "quickness": "Quickness",
+ "range": "Range",
+ "rating": "Rating",
+ "reliability": "Reliability",
+ "result": "Result",
+ "ridicule": "Ridicule",
+ "rightArm": "Right Arm",
+ "rightLeg": "Right Leg",
+ "ritual": "Ritual",
+ "rituals": "Rituals",
+ "rof": "RoF",
+ "science": "Science",
+ "scrounging": "Scroungin'",
+ "scrutinize": "Scrutinze",
+ "search": "Search",
+ "serious": "Serious",
+ "shaman": "Shaman",
+ "sheetTabbedDisplay": "Use Section Tabs",
+ "sheetTabbedDisplayDescription": "Uses the default tabbed display for main character sheet sections, including Traits & Aptitudes, Combat, Arcane, and Misc.",
+ "shooting": "Shootin'",
+ "shootingIronsAndSuch": "Shootin' Irons & Such",
+ "shots": "Shots",
+ "size": "Size",
+ "skill": "Skill",
+ "sleightofhand": "Sleight o'Hand",
+ "smarts": "Smarts",
+ "sneak": "Sneak",
+ "special": "Special",
+ "speed": "Speed",
+ "speedload": "Speed Load",
+ "spirit": "Spirit",
+ "streetwise": "Streetwise",
+ "strength": "Strength",
+ "surprise": "Surprise",
+ "survival": "Survival",
+ "swimming": "Swimmin'",
+ "taleTell": "Tale Tellin'",
+ "teamster": "Teamster",
+ "throwing": "Throwin'",
+ "tinkering": "Tinkerin'",
+ "tn": "TN",
+ "toHit": "To Hit",
+ "total": "Total",
+ "tracking": "Trackin'",
+ "trade": "Trade",
+ "trait": "Trait",
+ "traits": "Traits & Aptitudes",
+ "type": "Type",
+ "unskilled": "Unskilled",
+ "unspent": "Unspent",
+ "upperGuts": "Upper Guts",
+ "vigor": "Vigor",
+ "weapon": "Weapon",
+ "wind": "Wind",
+ "worstNightmare": "Your Worst Nightmare",
+ "woundMod": "Wound Modifier",
+ "wounds": "Wounds"
+}
\ No newline at end of file
diff --git a/Deadlands Classic Anniversary/translations/ca.json b/Deadlands Classic Anniversary/translations/ca.json
new file mode 100644
index 0000000000..128033a1d5
--- /dev/null
+++ b/Deadlands Classic Anniversary/translations/ca.json
@@ -0,0 +1,130 @@
+{
+ "result": "Result",
+ "weaponDamage": "Weapon Damage",
+ "location": "Location",
+ "leftLeg": "Left Leg",
+ "rightLeg": "Right Leg",
+ "lowerGuts": "Lower Guts",
+ "gizzards": "Gizzards",
+ "leftArm": "Left Arm",
+ "rightArm": "Right Arm",
+ "upperGuts": "Upper Guts",
+ "nogging": "Noggin'",
+ "name": "Name",
+ "gmRollToggle": "GM Roll Toggle",
+ "core": "Core",
+ "on": "On",
+ "off": "Off",
+ "occupation": "Occupation",
+ "bounty": "Bounty",
+ "unspent": "Unspent/total",
+ "traits": "Traits & Aptitudes",
+ "combat": "Combat Stuff",
+ "arcane": "Arcane Abilities",
+ "misc": "Misc",
+ "obsolete": "Obsolete Data",
+ "coreAttributes": "Core Attributes",
+ "pace": "Pace",
+ "size": "Size",
+ "maxWind": "Max Wind",
+ "grit": "Grit",
+ "chips": "Fate Chips",
+ "chipsW": "White Chips",
+ "chipsL": "Legendary Chips",
+ "chipsR": "Red Chips",
+ "chipsB": "Blue Chips",
+ "commonRolls": "Common Rolls",
+ "gutsAndGrit": "Guts + Grit",
+ "cognition": "Cognition",
+ "artillery": "Artillery",
+ "scrutinize": "Scrutinze",
+ "art": "Art",
+ "tracking": "Trackin'",
+ "search": "Search",
+ "deftness": "Deftness",
+ "bow": "Bow",
+ "sleightofhand": "Sleight o'Hand",
+ "shooting": "Shootin'",
+ "lockpicking": "Lockpickin'",
+ "filching": "Filchin'",
+ "speedload": "Speed Load",
+ "throwing": "Throwin'",
+ "mine": "Mine",
+ "performing": "Performin'",
+ "overawe": "Overawe",
+ "leadership": "Leadership",
+ "taleTell": "Tale Tellin'",
+ "animalWrangling": "Animal Wranglin'",
+ "persuasion": "Persuasion",
+ "spirit": "Spirit",
+ "faith": "Faith",
+ "guts": "Guts",
+ "strength": "Strength",
+ "vigor": "Vigor",
+ "knowledge": "Knowledge",
+ "professional": "Professional",
+ "academia": "Academia",
+ "trade": "Trade",
+ "medicine": "Medicine",
+ "areaKnowledge": "Area Knowledge",
+ "homeCountry": "Home Country",
+ "demolition": "Demolition",
+ "language": "Language",
+ "disguise": "Disguise",
+ "madScience": "Mad Science",
+ "science": "Science",
+ "smarts": "Smarts",
+ "tinkering": "Tinkerin'",
+ "bluff": "Bluff",
+ "gambling": "Gamblin'",
+ "scrounging": "Scroungin'",
+ "ridicule": "Ridicule",
+ "streetwise": "Streetwise",
+ "survival": "Survival",
+ "nimbleness": "Nimbleness",
+ "dodge": "Dodge",
+ "driving": "Drivin'",
+ "fighting": "Fightin'",
+ "climbing": "Climbin'",
+ "teamster": "Teamster",
+ "horseRiding": "Horse Ridin'",
+ "sneak": "Sneak",
+ "swimming": "Swimmin'",
+ "quickness": "Quickness",
+ "quickDraw": "Quick Draw",
+ "wounds": "Wounds",
+ "gutsw": "Guts",
+ "none": "None",
+ "light": "Light",
+ "heavy": "Heavy",
+ "serious": "Serious",
+ "critical": "Critical",
+ "maimed": "Maimed",
+ "wind": "Wind",
+ "ammo": "Ammo",
+ "ammoName": "Ammo Name",
+ "quantity": "Quantity",
+ "notes": "Notes",
+ "shootingIronsAndSuch": "Shootin Irons & Such",
+ "weapon": "Weapon",
+ "shotsMax": "Shots / Max",
+ "rof": "RoF",
+ "range": "Range",
+ "damage": "Damage",
+ "locationToggle": "Location Toggle",
+ "hand2hand": "Hand-To-Hand Weapons",
+ "defense": "Defense",
+ "speed": "Speed",
+ "arcaneAbilities": "Arcane Abilities",
+ "skill": "Skill",
+ "ritual": "Ritual",
+ "rituals": "Rituals",
+ "duration": "Duration",
+ "dice": "Dice",
+ "tn": "TN",
+ "edges": "Edges",
+ "hindrances": "Hindrances",
+ "equipment": "Equipment",
+ "money": "Money",
+ "worstNightmare": "Your Worst Nightmare"
+}
\ No newline at end of file
diff --git a/Deadlands Classic Anniversary/translations/hu.json b/Deadlands Classic Anniversary/translations/hu.json
new file mode 100644
index 0000000000..128033a1d5
--- /dev/null
+++ b/Deadlands Classic Anniversary/translations/hu.json
@@ -0,0 +1,130 @@
+{
+ "result": "Result",
+ "weaponDamage": "Weapon Damage",
+ "location": "Location",
+ "leftLeg": "Left Leg",
+ "rightLeg": "Right Leg",
+ "lowerGuts": "Lower Guts",
+ "gizzards": "Gizzards",
+ "leftArm": "Left Arm",
+ "rightArm": "Right Arm",
+ "upperGuts": "Upper Guts",
+ "nogging": "Noggin'",
+ "name": "Name",
+ "gmRollToggle": "GM Roll Toggle",
+ "core": "Core",
+ "on": "On",
+ "off": "Off",
+ "occupation": "Occupation",
+ "bounty": "Bounty",
+ "unspent": "Unspent/total",
+ "traits": "Traits & Aptitudes",
+ "combat": "Combat Stuff",
+ "arcane": "Arcane Abilities",
+ "misc": "Misc",
+ "obsolete": "Obsolete Data",
+ "coreAttributes": "Core Attributes",
+ "pace": "Pace",
+ "size": "Size",
+ "maxWind": "Max Wind",
+ "grit": "Grit",
+ "chips": "Fate Chips",
+ "chipsW": "White Chips",
+ "chipsL": "Legendary Chips",
+ "chipsR": "Red Chips",
+ "chipsB": "Blue Chips",
+ "commonRolls": "Common Rolls",
+ "gutsAndGrit": "Guts + Grit",
+ "cognition": "Cognition",
+ "artillery": "Artillery",
+ "scrutinize": "Scrutinze",
+ "art": "Art",
+ "tracking": "Trackin'",
+ "search": "Search",
+ "deftness": "Deftness",
+ "bow": "Bow",
+ "sleightofhand": "Sleight o'Hand",
+ "shooting": "Shootin'",
+ "lockpicking": "Lockpickin'",
+ "filching": "Filchin'",
+ "speedload": "Speed Load",
+ "throwing": "Throwin'",
+ "mine": "Mine",
+ "performing": "Performin'",
+ "overawe": "Overawe",
+ "leadership": "Leadership",
+ "taleTell": "Tale Tellin'",
+ "animalWrangling": "Animal Wranglin'",
+ "persuasion": "Persuasion",
+ "spirit": "Spirit",
+ "faith": "Faith",
+ "guts": "Guts",
+ "strength": "Strength",
+ "vigor": "Vigor",
+ "knowledge": "Knowledge",
+ "professional": "Professional",
+ "academia": "Academia",
+ "trade": "Trade",
+ "medicine": "Medicine",
+ "areaKnowledge": "Area Knowledge",
+ "homeCountry": "Home Country",
+ "demolition": "Demolition",
+ "language": "Language",
+ "disguise": "Disguise",
+ "madScience": "Mad Science",
+ "science": "Science",
+ "smarts": "Smarts",
+ "tinkering": "Tinkerin'",
+ "bluff": "Bluff",
+ "gambling": "Gamblin'",
+ "scrounging": "Scroungin'",
+ "ridicule": "Ridicule",
+ "streetwise": "Streetwise",
+ "survival": "Survival",
+ "nimbleness": "Nimbleness",
+ "dodge": "Dodge",
+ "driving": "Drivin'",
+ "fighting": "Fightin'",
+ "climbing": "Climbin'",
+ "teamster": "Teamster",
+ "horseRiding": "Horse Ridin'",
+ "sneak": "Sneak",
+ "swimming": "Swimmin'",
+ "quickness": "Quickness",
+ "quickDraw": "Quick Draw",
+ "wounds": "Wounds",
+ "gutsw": "Guts",
+ "none": "None",
+ "light": "Light",
+ "heavy": "Heavy",
+ "serious": "Serious",
+ "critical": "Critical",
+ "maimed": "Maimed",
+ "wind": "Wind",
+ "ammo": "Ammo",
+ "ammoName": "Ammo Name",
+ "quantity": "Quantity",
+ "notes": "Notes",
+ "shootingIronsAndSuch": "Shootin Irons & Such",
+ "weapon": "Weapon",
+ "shotsMax": "Shots / Max",
+ "rof": "RoF",
+ "range": "Range",
+ "damage": "Damage",
+ "locationToggle": "Location Toggle",
+ "hand2hand": "Hand-To-Hand Weapons",
+ "defense": "Defense",
+ "speed": "Speed",
+ "arcaneAbilities": "Arcane Abilities",
+ "skill": "Skill",
+ "ritual": "Ritual",
+ "rituals": "Rituals",
+ "duration": "Duration",
+ "dice": "Dice",
+ "tn": "TN",
+ "edges": "Edges",
+ "hindrances": "Hindrances",
+ "equipment": "Equipment",
+ "money": "Money",
+ "worstNightmare": "Your Worst Nightmare"
+}
\ No newline at end of file
diff --git a/Degenesis-henry4k/translations/ca.json b/Degenesis-henry4k/translations/ca.json
new file mode 100644
index 0000000000..9fc7a7c106
--- /dev/null
+++ b/Degenesis-henry4k/translations/ca.json
@@ -0,0 +1,225 @@
+{
+ "action-modifier": "action mod.",
+ "active-defense-modifier": "active defense mod.",
+ "active-defense-title": "use for active defense",
+ "add-natural-weapons": "add natural weapons",
+ "ammunition": "ammunition",
+ "ammunition-current-placeholder": "cur.",
+ "ammunition-current-title": "current ammunition",
+ "ammunition-maximum-placeholder": "max.",
+ "ammunition-maximum-title": "maximum ammunition",
+ "ammunition-type-placeholder": "type",
+ "ammunition-type-title": "ammunition type",
+ "armor": "armor",
+ "armor-attack-modifier": "attack mod.",
+ "armor-rating": "armor rating",
+ "armor-rating-title": "reduces most physical damage",
+ "armor-type": "type",
+ "armor-type-armor": "armor",
+ "armor-type-shield": "shield",
+ "attack": "attack",
+ "attack-modifier": "attack mod.",
+ "attribute": "attribute",
+ "attribute-agility": "agility",
+ "attribute-agility-abbreviation": "agi",
+ "attribute-body": "body",
+ "attribute-body-abbreviation": "bod",
+ "attribute-charisma": "charisma",
+ "attribute-charisma-abbreviation": "cha",
+ "attribute-instinct": "instinct",
+ "attribute-instinct-abbreviation": "ins",
+ "attribute-intellect": "intellect",
+ "attribute-intellect-abbreviation": "int",
+ "attribute-psyche": "psyche",
+ "attribute-psyche-abbreviation": "psy",
+ "attributes": "attributes",
+ "base-damage-placeholder": "base",
+ "base-damage-title": "base damage",
+ "character-age": "age",
+ "character-concept": "concept",
+ "character-cult": "cult",
+ "character-culture": "culture",
+ "character-dinars": "dinars",
+ "character-dinars-title": "African dinars",
+ "character-drafts": "drafts",
+ "character-drafts-title": "Chroniclers’ drafts",
+ "character-experience": "experience",
+ "character-gender": "gender",
+ "character-image": "image",
+ "character-name": "name",
+ "character-rank": "rank",
+ "combat": "combat",
+ "compact-title": "compact",
+ "configuration": "configuration",
+ "custom-modifier": "ask for modifier",
+ "custom-modifier-description": "custom mod.",
+ "custom-modifier-question": "custom modifier",
+ "custom-modifier-title": "ask for a custom modifier on each roll",
+ "damage": "damage",
+ "damage-modifier": "damage mod.",
+ "damage-type": "damage type",
+ "damage-type-ego": "ego",
+ "damage-type-ego-label": "ego damage",
+ "damage-type-ego-postfix": "ego",
+ "damage-type-ego-title": "Armor still reduces damage unless noted differently.",
+ "damage-type-flesh_wounds": "flesh wounds",
+ "damage-type-flesh_wounds-label": "damage",
+ "damage-type-flesh_wounds-postfix": "",
+ "damage-type-flesh_wounds-title": "",
+ "damage-type-trauma": "trauma",
+ "damage-type-trauma-label": "trauma damage",
+ "damage-type-trauma-postfix": "trauma",
+ "damage-type-trauma-title": "Ignores any armor and directly causes trauma damage.",
+ "defense": "defense",
+ "description": "description",
+ "dice-letter": "D",
+ "distance": "distance",
+ "distance-effective-placeholder": "normal",
+ "distance-effective-title": "effective attack range",
+ "distance-extreme-title": "extreme attack range",
+ "distance-far-placeholder": "far",
+ "distance-far-title": "far attack range",
+ "distance-penalty": "distance penalty",
+ "dodge": "dodge",
+ "dodge-title": "dodge an attack as active defense",
+ "effect": "effect",
+ "effect-attribute-modifier": "modifier",
+ "effect-attribute-modifier-title": "Beside numbers you can use macro expressions like attributes, inline rolls, queries, etc.",
+ "effect-attribute-note": "note",
+ "effect-attribute-note-title": "Appears in relevant rolls. May also contain macro expressions.",
+ "effect-condition-placeholder": "condition",
+ "effect-origin-placeholder": "origin",
+ "effects": "effects",
+ "encumbrance": "encumbrance",
+ "encumbrance-penalty": "encumbrance penalty",
+ "encumbrance-title": "measures how hard the equipment is to carry around",
+ "equipment": "equipment",
+ "equipment-location": "location",
+ "equipment-location-at-hand": "at hand",
+ "equipment-location-at-hand-title": "The item is readily available",
+ "equipment-location-away": "away",
+ "equipment-location-away-title": "The item can't be accessed at all",
+ "equipment-location-stowed": "stowed",
+ "equipment-location-stowed-title": "The item can't be retrieved immediately",
+ "force-bonus-damage": "body force bonus damage",
+ "force-variable": "{{0}}F{{1}}",
+ "general": "general",
+ "handling": "handling",
+ "handling-title": "attack modifier",
+ "initialization-npc": "non-player character",
+ "initialization-player": "player character",
+ "initialization-question": "What sheet do you want?",
+ "initiative": "initiative",
+ "mental-defense": "mental defense",
+ "movement": "movement",
+ "movement-title": "movement distance in meters per turn",
+ "origin-allies": "allies",
+ "origin-authority": "authority",
+ "origin-network": "network",
+ "origin-renown": "renown",
+ "origin-resources": "resources",
+ "origin-secrets": "secrets",
+ "origins": "origins",
+ "passive-defense": "passive defense",
+ "passive-defense-base": "base",
+ "potential-description-placeholder": "description",
+ "potential-name-placeholder": "name",
+ "potentials": "potentials",
+ "shield-active-defense-placeholder": "active",
+ "shield-active-defense-title": "bonus dice for active defense",
+ "shield-defense": "defense",
+ "shield-defense-title": "bonus for active/passive defense",
+ "shield-passive-defense-placeholder": "passive",
+ "shield-passive-defense-title": "bonus for passive defense",
+ "skill-artifact_lore": "artifact lore",
+ "skill-arts": "arts",
+ "skill-athletics": "athletics",
+ "skill-brawl": "brawl",
+ "skill-conduct": "conduct",
+ "skill-crafting": "crafting",
+ "skill-cunning": "cunning",
+ "skill-deception": "deception",
+ "skill-dexterity": "dexterity",
+ "skill-domination": "domination",
+ "skill-empathy": "empathy",
+ "skill-engineering": "engineering",
+ "skill-expression": "expression",
+ "skill-faith": "faith",
+ "skill-focus": "focus",
+ "skill-force": "force",
+ "skill-leadership": "leadership",
+ "skill-legends": "legends",
+ "skill-medicine": "medicine",
+ "skill-melee": "melee",
+ "skill-mobility": "mobility",
+ "skill-navigation": "navigation",
+ "skill-negotiation": "negotiation",
+ "skill-orienteering": "orienteering",
+ "skill-perception": "perception",
+ "skill-primal": "primal",
+ "skill-projectiles": "projectiles",
+ "skill-reaction": "reaction",
+ "skill-science": "science",
+ "skill-seduction": "seduction",
+ "skill-stamina": "stamina",
+ "skill-stealth": "stealth",
+ "skill-survival": "survival",
+ "skill-taming": "taming",
+ "skill-toughness": "toughness",
+ "skill-willpower": "willpower",
+ "slots": "slots",
+ "slots-maximum-placeholder": "max.",
+ "slots-maximum-title": "maximum slots",
+ "slots-title": "used for augmentations/modifications",
+ "slots-used-placeholder": "used",
+ "slots-used-title": "active slots",
+ "spent-ego": "spent ego",
+ "spent-ego-title": "bonus dice for initiative and first action of the turn",
+ "state-active": "active and on my feet",
+ "state-cover": "cover",
+ "state-drop-stowed-equipment": "drop stowed equipment",
+ "state-drop-stowed-equipment-title": "stowed equipment is considered dropped and will not be added to your encumbrance anymore",
+ "state-ego": "ego",
+ "state-flesh-wounds": "flesh wounds",
+ "state-in-motion": "in motion",
+ "state-in-motion-title": "moved more than 2 meters this turn",
+ "state-spore-infestation": "spore infestation",
+ "state-spore-infestation-excess": "excess",
+ "state-spore-infestation-permanent": "permanent",
+ "state-spore-infestation-temporary": "temporary",
+ "state-trauma": "trauma",
+ "tech": "tech",
+ "tech-1-title": "primitive",
+ "tech-2-title": "medieval",
+ "tech-3-title": "progressive",
+ "tech-4-title": "industrial age",
+ "tech-5-title": "transhuman age",
+ "tech-6-title": "wonderland",
+ "tech-title": "technological level",
+ "triggers": "triggers",
+ "value": "value",
+ "value-title": "trade value in Chroniclers’ Drafts / Dinars",
+ "weapon-bite": "bite",
+ "weapon-blow": "blow",
+ "weapon-kick": "kick",
+ "weapon-quality-dazed": "Dazed",
+ "weapon-quality-smooth-running": "Smooth Running",
+ "weapon-skill": "skill",
+ "weapon-skill-title": "attack modifier",
+ "weapon-type": "type",
+ "weapon-type-melee": "melee",
+ "weapon-type-melee-title": "this is a melee weapon",
+ "weapon-type-ranged": "ranged",
+ "weapon-type-ranged-title": "this is a ranged weapon",
+ "weapons": "weapons",
+ "whisper": "whisper",
+ "whisper-always": "always",
+ "whisper-always-title": "only the game master sees your rolls",
+ "whisper-ask": "ask",
+ "whisper-ask-title": "you're asked on every roll",
+ "whisper-never": "never",
+ "whisper-never-title": "everyone sees your rolls",
+ "whisper-question": "Whisper roll to game master?",
+ "whisper-question-no": "no",
+ "whisper-question-yes": "yes"
+}
diff --git a/Degenesis-henry4k/translations/hu.json b/Degenesis-henry4k/translations/hu.json
new file mode 100644
index 0000000000..9fc7a7c106
--- /dev/null
+++ b/Degenesis-henry4k/translations/hu.json
@@ -0,0 +1,225 @@
+{
+ "action-modifier": "action mod.",
+ "active-defense-modifier": "active defense mod.",
+ "active-defense-title": "use for active defense",
+ "add-natural-weapons": "add natural weapons",
+ "ammunition": "ammunition",
+ "ammunition-current-placeholder": "cur.",
+ "ammunition-current-title": "current ammunition",
+ "ammunition-maximum-placeholder": "max.",
+ "ammunition-maximum-title": "maximum ammunition",
+ "ammunition-type-placeholder": "type",
+ "ammunition-type-title": "ammunition type",
+ "armor": "armor",
+ "armor-attack-modifier": "attack mod.",
+ "armor-rating": "armor rating",
+ "armor-rating-title": "reduces most physical damage",
+ "armor-type": "type",
+ "armor-type-armor": "armor",
+ "armor-type-shield": "shield",
+ "attack": "attack",
+ "attack-modifier": "attack mod.",
+ "attribute": "attribute",
+ "attribute-agility": "agility",
+ "attribute-agility-abbreviation": "agi",
+ "attribute-body": "body",
+ "attribute-body-abbreviation": "bod",
+ "attribute-charisma": "charisma",
+ "attribute-charisma-abbreviation": "cha",
+ "attribute-instinct": "instinct",
+ "attribute-instinct-abbreviation": "ins",
+ "attribute-intellect": "intellect",
+ "attribute-intellect-abbreviation": "int",
+ "attribute-psyche": "psyche",
+ "attribute-psyche-abbreviation": "psy",
+ "attributes": "attributes",
+ "base-damage-placeholder": "base",
+ "base-damage-title": "base damage",
+ "character-age": "age",
+ "character-concept": "concept",
+ "character-cult": "cult",
+ "character-culture": "culture",
+ "character-dinars": "dinars",
+ "character-dinars-title": "African dinars",
+ "character-drafts": "drafts",
+ "character-drafts-title": "Chroniclers’ drafts",
+ "character-experience": "experience",
+ "character-gender": "gender",
+ "character-image": "image",
+ "character-name": "name",
+ "character-rank": "rank",
+ "combat": "combat",
+ "compact-title": "compact",
+ "configuration": "configuration",
+ "custom-modifier": "ask for modifier",
+ "custom-modifier-description": "custom mod.",
+ "custom-modifier-question": "custom modifier",
+ "custom-modifier-title": "ask for a custom modifier on each roll",
+ "damage": "damage",
+ "damage-modifier": "damage mod.",
+ "damage-type": "damage type",
+ "damage-type-ego": "ego",
+ "damage-type-ego-label": "ego damage",
+ "damage-type-ego-postfix": "ego",
+ "damage-type-ego-title": "Armor still reduces damage unless noted differently.",
+ "damage-type-flesh_wounds": "flesh wounds",
+ "damage-type-flesh_wounds-label": "damage",
+ "damage-type-flesh_wounds-postfix": "",
+ "damage-type-flesh_wounds-title": "",
+ "damage-type-trauma": "trauma",
+ "damage-type-trauma-label": "trauma damage",
+ "damage-type-trauma-postfix": "trauma",
+ "damage-type-trauma-title": "Ignores any armor and directly causes trauma damage.",
+ "defense": "defense",
+ "description": "description",
+ "dice-letter": "D",
+ "distance": "distance",
+ "distance-effective-placeholder": "normal",
+ "distance-effective-title": "effective attack range",
+ "distance-extreme-title": "extreme attack range",
+ "distance-far-placeholder": "far",
+ "distance-far-title": "far attack range",
+ "distance-penalty": "distance penalty",
+ "dodge": "dodge",
+ "dodge-title": "dodge an attack as active defense",
+ "effect": "effect",
+ "effect-attribute-modifier": "modifier",
+ "effect-attribute-modifier-title": "Beside numbers you can use macro expressions like attributes, inline rolls, queries, etc.",
+ "effect-attribute-note": "note",
+ "effect-attribute-note-title": "Appears in relevant rolls. May also contain macro expressions.",
+ "effect-condition-placeholder": "condition",
+ "effect-origin-placeholder": "origin",
+ "effects": "effects",
+ "encumbrance": "encumbrance",
+ "encumbrance-penalty": "encumbrance penalty",
+ "encumbrance-title": "measures how hard the equipment is to carry around",
+ "equipment": "equipment",
+ "equipment-location": "location",
+ "equipment-location-at-hand": "at hand",
+ "equipment-location-at-hand-title": "The item is readily available",
+ "equipment-location-away": "away",
+ "equipment-location-away-title": "The item can't be accessed at all",
+ "equipment-location-stowed": "stowed",
+ "equipment-location-stowed-title": "The item can't be retrieved immediately",
+ "force-bonus-damage": "body force bonus damage",
+ "force-variable": "{{0}}F{{1}}",
+ "general": "general",
+ "handling": "handling",
+ "handling-title": "attack modifier",
+ "initialization-npc": "non-player character",
+ "initialization-player": "player character",
+ "initialization-question": "What sheet do you want?",
+ "initiative": "initiative",
+ "mental-defense": "mental defense",
+ "movement": "movement",
+ "movement-title": "movement distance in meters per turn",
+ "origin-allies": "allies",
+ "origin-authority": "authority",
+ "origin-network": "network",
+ "origin-renown": "renown",
+ "origin-resources": "resources",
+ "origin-secrets": "secrets",
+ "origins": "origins",
+ "passive-defense": "passive defense",
+ "passive-defense-base": "base",
+ "potential-description-placeholder": "description",
+ "potential-name-placeholder": "name",
+ "potentials": "potentials",
+ "shield-active-defense-placeholder": "active",
+ "shield-active-defense-title": "bonus dice for active defense",
+ "shield-defense": "defense",
+ "shield-defense-title": "bonus for active/passive defense",
+ "shield-passive-defense-placeholder": "passive",
+ "shield-passive-defense-title": "bonus for passive defense",
+ "skill-artifact_lore": "artifact lore",
+ "skill-arts": "arts",
+ "skill-athletics": "athletics",
+ "skill-brawl": "brawl",
+ "skill-conduct": "conduct",
+ "skill-crafting": "crafting",
+ "skill-cunning": "cunning",
+ "skill-deception": "deception",
+ "skill-dexterity": "dexterity",
+ "skill-domination": "domination",
+ "skill-empathy": "empathy",
+ "skill-engineering": "engineering",
+ "skill-expression": "expression",
+ "skill-faith": "faith",
+ "skill-focus": "focus",
+ "skill-force": "force",
+ "skill-leadership": "leadership",
+ "skill-legends": "legends",
+ "skill-medicine": "medicine",
+ "skill-melee": "melee",
+ "skill-mobility": "mobility",
+ "skill-navigation": "navigation",
+ "skill-negotiation": "negotiation",
+ "skill-orienteering": "orienteering",
+ "skill-perception": "perception",
+ "skill-primal": "primal",
+ "skill-projectiles": "projectiles",
+ "skill-reaction": "reaction",
+ "skill-science": "science",
+ "skill-seduction": "seduction",
+ "skill-stamina": "stamina",
+ "skill-stealth": "stealth",
+ "skill-survival": "survival",
+ "skill-taming": "taming",
+ "skill-toughness": "toughness",
+ "skill-willpower": "willpower",
+ "slots": "slots",
+ "slots-maximum-placeholder": "max.",
+ "slots-maximum-title": "maximum slots",
+ "slots-title": "used for augmentations/modifications",
+ "slots-used-placeholder": "used",
+ "slots-used-title": "active slots",
+ "spent-ego": "spent ego",
+ "spent-ego-title": "bonus dice for initiative and first action of the turn",
+ "state-active": "active and on my feet",
+ "state-cover": "cover",
+ "state-drop-stowed-equipment": "drop stowed equipment",
+ "state-drop-stowed-equipment-title": "stowed equipment is considered dropped and will not be added to your encumbrance anymore",
+ "state-ego": "ego",
+ "state-flesh-wounds": "flesh wounds",
+ "state-in-motion": "in motion",
+ "state-in-motion-title": "moved more than 2 meters this turn",
+ "state-spore-infestation": "spore infestation",
+ "state-spore-infestation-excess": "excess",
+ "state-spore-infestation-permanent": "permanent",
+ "state-spore-infestation-temporary": "temporary",
+ "state-trauma": "trauma",
+ "tech": "tech",
+ "tech-1-title": "primitive",
+ "tech-2-title": "medieval",
+ "tech-3-title": "progressive",
+ "tech-4-title": "industrial age",
+ "tech-5-title": "transhuman age",
+ "tech-6-title": "wonderland",
+ "tech-title": "technological level",
+ "triggers": "triggers",
+ "value": "value",
+ "value-title": "trade value in Chroniclers’ Drafts / Dinars",
+ "weapon-bite": "bite",
+ "weapon-blow": "blow",
+ "weapon-kick": "kick",
+ "weapon-quality-dazed": "Dazed",
+ "weapon-quality-smooth-running": "Smooth Running",
+ "weapon-skill": "skill",
+ "weapon-skill-title": "attack modifier",
+ "weapon-type": "type",
+ "weapon-type-melee": "melee",
+ "weapon-type-melee-title": "this is a melee weapon",
+ "weapon-type-ranged": "ranged",
+ "weapon-type-ranged-title": "this is a ranged weapon",
+ "weapons": "weapons",
+ "whisper": "whisper",
+ "whisper-always": "always",
+ "whisper-always-title": "only the game master sees your rolls",
+ "whisper-ask": "ask",
+ "whisper-ask-title": "you're asked on every roll",
+ "whisper-never": "never",
+ "whisper-never-title": "everyone sees your rolls",
+ "whisper-question": "Whisper roll to game master?",
+ "whisper-question-no": "no",
+ "whisper-question-yes": "yes"
+}
diff --git a/Degenesis/translations/ca.json b/Degenesis/translations/ca.json
new file mode 100644
index 0000000000..ac799ac0b2
--- /dev/null
+++ b/Degenesis/translations/ca.json
@@ -0,0 +1,341 @@
+{
+ "GENERAL": "GENERAL & ORIGINS",
+ "ATTRIBUTES-u": "ATTRIBUTES & SKILLS",
+ "INVENTORY-u": "INVENTORY",
+ "creationmod-u": " creation mod",
+ "PJName-u": "Name :",
+ "PJAge-u": "Age :",
+ "PJSex-u": "Sex :",
+ "PJHeight-u": "Height :",
+ "PJWeight-u": "Weight :",
+ "PJRank-u": "Rank :",
+ "PJTotalxp-u": "Total xp :",
+ "PJRemainingxp-u": "Remaining xp :",
+ "PJMoney-u": "Money :",
+ "CULTURE-u": "CULTURE",
+ "Borca-u": "Borca",
+ "Franka-u": "Franka",
+ "Pollen-u": "Pollen",
+ "Balkhan-u": "Balkhan",
+ "Hybrispania-u": "Hybrispania",
+ "Purgare-u": "Purgare",
+ "Africa-u": "Africa",
+ "CONCEPT-u": "CONCEPT",
+ "0-u": "The adventurer",
+ "I-u": "The creator",
+ "II-u": "The mentor",
+ "III-u": "The martyr",
+ "IV-u": "the ruler",
+ "V-u": "The seeker",
+ "VI-u": "The healer",
+ "VII-u": "The traditionnalist",
+ "VIII-u": "The mediator",
+ "IX-u": "The hermit",
+ "X-u": "The heretic",
+ "XI-u": "The conqueror",
+ "XII-u": "The abomination",
+ "XIII-u": "The destroyer",
+ "XIV-u": "The chosen",
+ "XV-u": "The defiler",
+ "XVI-u": "The protector",
+ "XVII-u": "The visionary",
+ "XVIII-u": "The zealot",
+ "XIX-u": "The disciple",
+ "XX-u": "The righteous",
+ "XXI-u": "The traveler",
+ "CULTE-u": "CULTE",
+ "Spitalian-u": "Spitalian",
+ "Chronicler-u": "Chronicler",
+ "Helvetic-u": "Helvetic",
+ "Judge-u": "Judge",
+ "Clanner-u": "Clanner",
+ "Scrapper-u": "Scrapper",
+ "Neolibyan-u": "Neolibyan",
+ "Scourger-u": "Scourger",
+ "Anubian-u": "Anubian",
+ "Jehammedans-u": "Jehammedans",
+ "Apocalyptic-u": "Apocalyptic",
+ "Anabaptist-u": "Anabaptist",
+ "Paler-u": "Paler",
+ "Ego-u": "Ego",
+ "Infestation-u": "Infestation",
+ "Encumbrance-u": "Encumbrance",
+ "Wounds-u": "Wounds",
+ "Trauma-u": "Trauma",
+ "Max-u": "Max",
+ "Actual-u": "Actual",
+ "Combat-u": "Combat",
+ "ORIGINS-u": "ORIGINS",
+ "Allies-u": "Allies",
+ "Authority-u": "Authority",
+ "Network-u": "Network",
+ "Renown-u": "Renown",
+ "Resources-u": "Resources",
+ "Secrets-u": "Secrets",
+ "Culture-u": "Culture :",
+ "None-u": "None",
+ "Culte-u": "Culte :",
+ "Jehammedan-u": "Jehammedan",
+ "Concept-u": "Concept :",
+ "AttPtsRemain-u": "Attribute points remaining :",
+ "SkillPtsRemain-u": "Skill points remaining :",
+ "Attitude-u": "Attitude :",
+ "Belief-u": "Belief :",
+ "BODY-u": "BODY",
+ "Athletics-u": "Athletics",
+ "Brawl-u": "Brawl",
+ "Force-u": "Force",
+ "Melee-u": "Melee",
+ "Stamina-u": "Stamina",
+ "Toughness-u": "Toughness",
+ "AGILITY-u": "AGILITY",
+ "Crafting-u": "Crafting",
+ "Dexterity-u": "Dexterity",
+ "Navigation-u": "Navigation",
+ "Mobility-u": "Mobility",
+ "Projectiles-u": "Projectiles",
+ "Stealth-u": "Stealth",
+ "CHARISMA-u": "CHARISMA",
+ "Arts-u": "Arts",
+ "Conduct-u": "Conduct",
+ "Expression-u": "Expression",
+ "Leadership-u": "Leadership",
+ "Negociation-u": "Negociation",
+ "Seduction-u": "Seduction",
+ "INTELLECT-u": "INTELLECT",
+ "Artefact-u": "Artefact lore",
+ "Engineering-u": "Engineering",
+ "Legends-u": "Legends",
+ "Medicine-u": "Medicine",
+ "Science-u": "Science",
+ "Focus-u": "Focus",
+ "PSYCHE-u": "PSYCHE",
+ "Cunning-u": "Cunning",
+ "Deception-u": "Deception",
+ "Domination-u": "Domination",
+ "Reaction-u": "Reaction",
+ "Faith-u": "Faith",
+ "Willpower-u": "Willpower",
+ "INSTINCT-u": "INSTINCT",
+ "Empathy-u": "Empathy",
+ "Orienteering-u": "Orienteering",
+ "Perception-u": "Perception",
+ "Survival-u": "Survival",
+ "Taming-u": "Taming",
+ "Primal-u": "Primal",
+ "POTENTIALS-u": "POTENTIALS",
+ "Potential-name-p": "Name",
+ "Potential-Description-p": "Description",
+ "TRAITS-u": "TRAITS",
+ "Traits-name-p": "Name",
+ "WEAPONSCAC-u": "WEAPONS (contact)",
+ "Description-t": "Description",
+ "Description-u": "Description",
+ "Hand-t": "Bonus/Malus in handling",
+ "Hand-u": "Hand",
+ "Range-t": "To what range is your target ?",
+ "Range-u": "Range ",
+ "Dam-t": "Dammage",
+ "Dam-u": "Dam",
+ "Mag-t": "Number of ammunition (max/actual)",
+ "Mag-u": "Mag",
+ "Wei-t": "Weight",
+ "Wei-u": "Wei",
+ "Tech-t": "Tech level",
+ "Tech-u": "Tech",
+ "Slots-t": "Number of slots for modifications (max/remaining)",
+ "Slots-u": "Slots",
+ "Att-t": "Attack roll",
+ "Att-u": "Att",
+ "Def-t": "Defense roll",
+ "Def-u": "Def",
+ "Name-p": "Name",
+ "Skillforthetest-t": "Skill for the test",
+ "Properties-p": "Properties",
+ "Properties-t": "Properties",
+ "BonusMalusinhandling-t": "Bonus/Malus in handling",
+ "Damage-t": "Damage",
+ "Maxnumberofammunition-t": "Max number of ammunition",
+ "Actualofammunitionmaxactual-t": "Actual of ammunition (max/actual)",
+ "Weight-t": "Weight",
+ "Techlevel-t": "Tech level",
+ "Primitive-t": "Primitive",
+ "Medieval-t": "Medieval",
+ "Progressive-t": "Progressive",
+ "Industrial-t": "Industrial Age",
+ "Transhuman-t": "Transhuman Age",
+ "Wonderland-t": "Wonderland",
+ "Maxnumberofslotsformodifications-t": "Max number of slots for modifications",
+ "Actualnumberofslotsformodifications-t": "Actual number of slots for modifications",
+ "SHIELDS-u": "SHIELDS",
+ "Activedefensebonus-t": "Active defense bonus",
+ "Passivedefensebonus-t": "Passive defense bonus",
+ "Attackmalus-t": "Attack malus",
+ "WEAPONSDIST-u": "WEAPONS (projectiles)",
+ "Type-t": "Type",
+ "Type-u": "Type",
+ "Munitions-t": "Number of ammunition (max/actuel)",
+ "Munitions-u": "Munitions",
+ "Properties-u": "Properties",
+ "Ammunition1-p": "Ammunition 1",
+ "Typeofammunition-t": "Type of ammunition",
+ "Dammage-t": "Dammage",
+ "Actualnumberofammunition-t": "Actual number of ammunition",
+ "Ammunition2-p": "Ammunition 2",
+ "Ammunition3-p": "Ammunition 3",
+ "ARMORS-u": "ARMORS",
+ "Ar-t": "Armor value",
+ "Ar-u": "Ar",
+ "Name-u": "Name",
+ "Armorvalue-t": "Armor value",
+ "EQUIPMENTS-u": "EQUIPMENTS",
+ "Effects-t": "Effects",
+ "COMBATHELPER-u": "COMBAT HELPER",
+ "BONUSMALUS-u": "BONUS/MALUS",
+ "Totalofbonusmalus-t": "Total of bonus/malus (Bonus/Malus/Moving/Range/Visibility/Ground/Trauma/Encumbrance)",
+ "Total-u": "Total",
+ "Bonus-t": "Bonus",
+ "Bonus-u": "Bonus ",
+ "Malus-t": "Malus",
+ "Malus-u": "Malus ",
+ "Standing-t": "Are you on your feet and active ?",
+ "Standing-u": "Standing ",
+ "No-u": "No",
+ "Yes-u": "Yes",
+ "Moving-t": "Did you move more than 2 meters ?",
+ "Moving-u": "Moving",
+ "Cover-t": "Are you behind any cover (natural cover and/or shield) ?",
+ "Cover-u": "Cover",
+ "Partial-u": "Partial/shield",
+ "Complete-u": "Complete",
+ "Visibility-t": "What is the visibility around you ?",
+ "Visibility-u": "Visibility ",
+ "Good-u": "Good",
+ "Poor-u": "Poor",
+ "Twilight-u": "Twilight",
+ "Obscurity-u": "Obscurity",
+ "Ground-t": "What kind of ground is beneath your feets ?",
+ "Ground-u": "Ground ",
+ "Normal-u": "Normal",
+ "Rough-u": "Rough",
+ "Hard-u": "Hard",
+ "Extreme-u": "Extreme",
+ "Long-u": "Long",
+ "Initiative-t": "Initiative roll (PSYCHE+Reaction) - You have to click on your token rolling dices",
+ "Initiative-u": "Initiative",
+ "Dodge-t": "Dodge roll (AGILITE+Mobility)",
+ "Dodge-u": "Dodge",
+ "Disarmed-t": "Disarmed parry roll (PHYSIQUE+Brawl)",
+ "Disarmed-u": "Disarmed parry",
+ "FirstAid-t": "First aid roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices",
+ "FirstAid-u": "First aid",
+ "Surgery-t": "Surgery roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices",
+ "Surgery-u": "Surgery",
+ "Movement-t": "Movement max per round in combat (in meters)",
+ "Movement-u": "Movement",
+ "Passive-t": "Your passive defense",
+ "Passive-u": "Passive defense",
+ "PassiveBase-t": "Your base passive defense",
+ "PassiveBase-u": "Base ",
+ "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)",
+ "PassiveActual-u": "Actual ",
+ "Successes-u": "success",
+ "damages-u": "damages",
+ "tests-u": "tests",
+ "Effects-p": "Effects",
+ "Permanent-u": "Perm",
+ "Heal-u": "heals",
+ "Operate-u": "operates",
+ "woundhealed-u": "1 wound healed (+1 by trigger)",
+ "traumahealed-u": "1 trauma healed (+1 by trigger)",
+ "Failure-u": "Failure !",
+ "Defend-u": "defends",
+ "Melee-weapon-u": "Melee",
+ "Range-weapon-t": "Range (short/long)",
+ "Dodge-emp-u": "dodges",
+ "PJRealName-u": "Player :",
+ "Attack-u": "attacks",
+ "Skill-u": "Skill",
+ "putmaxcontamination-t": "Maximum contamination points",
+ "putcontamination-t": "Actual contamination points",
+ "putpermcontamination-t": "Permanent contamination points",
+ "putmaxblessures-t": "Maximum wounds points",
+ "putblessures-t": "Acutal wounds points",
+ "putmaxtrauma-t": "Maximum trama points",
+ "puttrauma-t": "Actual trauma points",
+ "putmaxpoids-t": "Maximum weight points",
+ "putpoids-t": "Weight points in battle",
+ "putpoidsrepos-t": "Actual weight points",
+ "Athletics-t": "ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
+ "Brawl-t": "ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
+ "Force-t": "ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
+ "Melee-t": "ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
+ "Stamina-t": "ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
+ "Toughness-t": "ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
+ "Crafting-t": "ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
+ "Dexterity-t": "ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
+ "Navigation-t": "ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
+ "Mobility-t": "ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
+ "Projectiles-t": "ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
+ "Stealth-t": "ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
+ "Arts-t": "ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
+ "Conduct-t": "ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
+ "Expression-t": "ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
+ "Leadership-t": "ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
+ "Negociation-t": "ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
+ "Seduction-t": "ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
+ "Artefact-t": "ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
+ "Engineering-t": "ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
+ "Legends-t": "ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
+ "Medicine-t": "ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
+ "Science-t": "ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
+ "Focus-t": "ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
+ "Cunning-t": "ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
+ "Deception-t": "ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
+ "Domination-t": "ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
+ "Reaction-t": "ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
+ "Faith-t": "ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
+ "Willpower-t": "ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
+ "Empathy-t": "ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
+ "Orienteering-t": "ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
+ "Perception-t": "ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
+ "Survival-t": "ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
+ "Taming-t": "ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
+ "Primal-t": "ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
+ "ATTRSkill-u": "ATTR & Skill",
+ "Legacy-u": "Legacy :",
+ "Modifiers-u": "MODIFIERS",
+ "Complications-u": "COMPLICATIONS",
+ "SCARS-u": "SCARS",
+ "GRPName-u": "Group :",
+ "Alignm-u": "Alignment",
+ "Constel-u": "Constellation",
+ "ScarsVal-u": "Scars value",
+ "Infamy-u": "Infamy",
+ "Ambition-u": "Ambition",
+ "Loyalty-u": "Loyalty",
+ "Chance-u": "Chance",
+ "Destiny-u": "Destiny",
+ "Dogma-u": "Dogma",
+ "Revenge-u": "Revenge",
+ "Alignempty-u": "",
+ "Constel-complete-u": "Complete",
+ "Constel-incomplete-u": "Incomplete",
+ "Constel-Aversion-u": "Aversion",
+ "Constel-Affinity-u": "Affinity",
+ "Constel-Noaversion-u": "",
+ "RELATIONSHIPS-u": "RELATIONSHIPS",
+ "ARTIFACT-u": "ARTIFACTS",
+ "ArtiDiff-u": "Diff",
+ "ArtiDiff-t": "Activation difficulty",
+ "ArtifactDiff-t": "Activation difficulty",
+ "ArtiBonus-u": "Bon",
+ "ArtiBonus-t": "Bonus to activate",
+ "ArtifactBonus-t": "Bonus to activate",
+ "Activate-u": "Act",
+ "Activate-t": "Activate the artifact",
+ "ArtifactName-p": "Artifact name",
+ "ArtifactName-t": "Artifact name",
+ "RollActivate-u": "activate",
+ "Difficulty-u": "Difficulty : "
+}
\ No newline at end of file
diff --git a/Degenesis/translations/hu.json b/Degenesis/translations/hu.json
new file mode 100644
index 0000000000..ac799ac0b2
--- /dev/null
+++ b/Degenesis/translations/hu.json
@@ -0,0 +1,341 @@
+{
+ "GENERAL": "GENERAL & ORIGINS",
+ "ATTRIBUTES-u": "ATTRIBUTES & SKILLS",
+ "INVENTORY-u": "INVENTORY",
+ "creationmod-u": " creation mod",
+ "PJName-u": "Name :",
+ "PJAge-u": "Age :",
+ "PJSex-u": "Sex :",
+ "PJHeight-u": "Height :",
+ "PJWeight-u": "Weight :",
+ "PJRank-u": "Rank :",
+ "PJTotalxp-u": "Total xp :",
+ "PJRemainingxp-u": "Remaining xp :",
+ "PJMoney-u": "Money :",
+ "CULTURE-u": "CULTURE",
+ "Borca-u": "Borca",
+ "Franka-u": "Franka",
+ "Pollen-u": "Pollen",
+ "Balkhan-u": "Balkhan",
+ "Hybrispania-u": "Hybrispania",
+ "Purgare-u": "Purgare",
+ "Africa-u": "Africa",
+ "CONCEPT-u": "CONCEPT",
+ "0-u": "The adventurer",
+ "I-u": "The creator",
+ "II-u": "The mentor",
+ "III-u": "The martyr",
+ "IV-u": "the ruler",
+ "V-u": "The seeker",
+ "VI-u": "The healer",
+ "VII-u": "The traditionnalist",
+ "VIII-u": "The mediator",
+ "IX-u": "The hermit",
+ "X-u": "The heretic",
+ "XI-u": "The conqueror",
+ "XII-u": "The abomination",
+ "XIII-u": "The destroyer",
+ "XIV-u": "The chosen",
+ "XV-u": "The defiler",
+ "XVI-u": "The protector",
+ "XVII-u": "The visionary",
+ "XVIII-u": "The zealot",
+ "XIX-u": "The disciple",
+ "XX-u": "The righteous",
+ "XXI-u": "The traveler",
+ "CULTE-u": "CULTE",
+ "Spitalian-u": "Spitalian",
+ "Chronicler-u": "Chronicler",
+ "Helvetic-u": "Helvetic",
+ "Judge-u": "Judge",
+ "Clanner-u": "Clanner",
+ "Scrapper-u": "Scrapper",
+ "Neolibyan-u": "Neolibyan",
+ "Scourger-u": "Scourger",
+ "Anubian-u": "Anubian",
+ "Jehammedans-u": "Jehammedans",
+ "Apocalyptic-u": "Apocalyptic",
+ "Anabaptist-u": "Anabaptist",
+ "Paler-u": "Paler",
+ "Ego-u": "Ego",
+ "Infestation-u": "Infestation",
+ "Encumbrance-u": "Encumbrance",
+ "Wounds-u": "Wounds",
+ "Trauma-u": "Trauma",
+ "Max-u": "Max",
+ "Actual-u": "Actual",
+ "Combat-u": "Combat",
+ "ORIGINS-u": "ORIGINS",
+ "Allies-u": "Allies",
+ "Authority-u": "Authority",
+ "Network-u": "Network",
+ "Renown-u": "Renown",
+ "Resources-u": "Resources",
+ "Secrets-u": "Secrets",
+ "Culture-u": "Culture :",
+ "None-u": "None",
+ "Culte-u": "Culte :",
+ "Jehammedan-u": "Jehammedan",
+ "Concept-u": "Concept :",
+ "AttPtsRemain-u": "Attribute points remaining :",
+ "SkillPtsRemain-u": "Skill points remaining :",
+ "Attitude-u": "Attitude :",
+ "Belief-u": "Belief :",
+ "BODY-u": "BODY",
+ "Athletics-u": "Athletics",
+ "Brawl-u": "Brawl",
+ "Force-u": "Force",
+ "Melee-u": "Melee",
+ "Stamina-u": "Stamina",
+ "Toughness-u": "Toughness",
+ "AGILITY-u": "AGILITY",
+ "Crafting-u": "Crafting",
+ "Dexterity-u": "Dexterity",
+ "Navigation-u": "Navigation",
+ "Mobility-u": "Mobility",
+ "Projectiles-u": "Projectiles",
+ "Stealth-u": "Stealth",
+ "CHARISMA-u": "CHARISMA",
+ "Arts-u": "Arts",
+ "Conduct-u": "Conduct",
+ "Expression-u": "Expression",
+ "Leadership-u": "Leadership",
+ "Negociation-u": "Negociation",
+ "Seduction-u": "Seduction",
+ "INTELLECT-u": "INTELLECT",
+ "Artefact-u": "Artefact lore",
+ "Engineering-u": "Engineering",
+ "Legends-u": "Legends",
+ "Medicine-u": "Medicine",
+ "Science-u": "Science",
+ "Focus-u": "Focus",
+ "PSYCHE-u": "PSYCHE",
+ "Cunning-u": "Cunning",
+ "Deception-u": "Deception",
+ "Domination-u": "Domination",
+ "Reaction-u": "Reaction",
+ "Faith-u": "Faith",
+ "Willpower-u": "Willpower",
+ "INSTINCT-u": "INSTINCT",
+ "Empathy-u": "Empathy",
+ "Orienteering-u": "Orienteering",
+ "Perception-u": "Perception",
+ "Survival-u": "Survival",
+ "Taming-u": "Taming",
+ "Primal-u": "Primal",
+ "POTENTIALS-u": "POTENTIALS",
+ "Potential-name-p": "Name",
+ "Potential-Description-p": "Description",
+ "TRAITS-u": "TRAITS",
+ "Traits-name-p": "Name",
+ "WEAPONSCAC-u": "WEAPONS (contact)",
+ "Description-t": "Description",
+ "Description-u": "Description",
+ "Hand-t": "Bonus/Malus in handling",
+ "Hand-u": "Hand",
+ "Range-t": "To what range is your target ?",
+ "Range-u": "Range ",
+ "Dam-t": "Dammage",
+ "Dam-u": "Dam",
+ "Mag-t": "Number of ammunition (max/actual)",
+ "Mag-u": "Mag",
+ "Wei-t": "Weight",
+ "Wei-u": "Wei",
+ "Tech-t": "Tech level",
+ "Tech-u": "Tech",
+ "Slots-t": "Number of slots for modifications (max/remaining)",
+ "Slots-u": "Slots",
+ "Att-t": "Attack roll",
+ "Att-u": "Att",
+ "Def-t": "Defense roll",
+ "Def-u": "Def",
+ "Name-p": "Name",
+ "Skillforthetest-t": "Skill for the test",
+ "Properties-p": "Properties",
+ "Properties-t": "Properties",
+ "BonusMalusinhandling-t": "Bonus/Malus in handling",
+ "Damage-t": "Damage",
+ "Maxnumberofammunition-t": "Max number of ammunition",
+ "Actualofammunitionmaxactual-t": "Actual of ammunition (max/actual)",
+ "Weight-t": "Weight",
+ "Techlevel-t": "Tech level",
+ "Primitive-t": "Primitive",
+ "Medieval-t": "Medieval",
+ "Progressive-t": "Progressive",
+ "Industrial-t": "Industrial Age",
+ "Transhuman-t": "Transhuman Age",
+ "Wonderland-t": "Wonderland",
+ "Maxnumberofslotsformodifications-t": "Max number of slots for modifications",
+ "Actualnumberofslotsformodifications-t": "Actual number of slots for modifications",
+ "SHIELDS-u": "SHIELDS",
+ "Activedefensebonus-t": "Active defense bonus",
+ "Passivedefensebonus-t": "Passive defense bonus",
+ "Attackmalus-t": "Attack malus",
+ "WEAPONSDIST-u": "WEAPONS (projectiles)",
+ "Type-t": "Type",
+ "Type-u": "Type",
+ "Munitions-t": "Number of ammunition (max/actuel)",
+ "Munitions-u": "Munitions",
+ "Properties-u": "Properties",
+ "Ammunition1-p": "Ammunition 1",
+ "Typeofammunition-t": "Type of ammunition",
+ "Dammage-t": "Dammage",
+ "Actualnumberofammunition-t": "Actual number of ammunition",
+ "Ammunition2-p": "Ammunition 2",
+ "Ammunition3-p": "Ammunition 3",
+ "ARMORS-u": "ARMORS",
+ "Ar-t": "Armor value",
+ "Ar-u": "Ar",
+ "Name-u": "Name",
+ "Armorvalue-t": "Armor value",
+ "EQUIPMENTS-u": "EQUIPMENTS",
+ "Effects-t": "Effects",
+ "COMBATHELPER-u": "COMBAT HELPER",
+ "BONUSMALUS-u": "BONUS/MALUS",
+ "Totalofbonusmalus-t": "Total of bonus/malus (Bonus/Malus/Moving/Range/Visibility/Ground/Trauma/Encumbrance)",
+ "Total-u": "Total",
+ "Bonus-t": "Bonus",
+ "Bonus-u": "Bonus ",
+ "Malus-t": "Malus",
+ "Malus-u": "Malus ",
+ "Standing-t": "Are you on your feet and active ?",
+ "Standing-u": "Standing ",
+ "No-u": "No",
+ "Yes-u": "Yes",
+ "Moving-t": "Did you move more than 2 meters ?",
+ "Moving-u": "Moving",
+ "Cover-t": "Are you behind any cover (natural cover and/or shield) ?",
+ "Cover-u": "Cover",
+ "Partial-u": "Partial/shield",
+ "Complete-u": "Complete",
+ "Visibility-t": "What is the visibility around you ?",
+ "Visibility-u": "Visibility ",
+ "Good-u": "Good",
+ "Poor-u": "Poor",
+ "Twilight-u": "Twilight",
+ "Obscurity-u": "Obscurity",
+ "Ground-t": "What kind of ground is beneath your feets ?",
+ "Ground-u": "Ground ",
+ "Normal-u": "Normal",
+ "Rough-u": "Rough",
+ "Hard-u": "Hard",
+ "Extreme-u": "Extreme",
+ "Long-u": "Long",
+ "Initiative-t": "Initiative roll (PSYCHE+Reaction) - You have to click on your token rolling dices",
+ "Initiative-u": "Initiative",
+ "Dodge-t": "Dodge roll (AGILITE+Mobility)",
+ "Dodge-u": "Dodge",
+ "Disarmed-t": "Disarmed parry roll (PHYSIQUE+Brawl)",
+ "Disarmed-u": "Disarmed parry",
+ "FirstAid-t": "First aid roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices",
+ "FirstAid-u": "First aid",
+ "Surgery-t": "Surgery roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices",
+ "Surgery-u": "Surgery",
+ "Movement-t": "Movement max per round in combat (in meters)",
+ "Movement-u": "Movement",
+ "Passive-t": "Your passive defense",
+ "Passive-u": "Passive defense",
+ "PassiveBase-t": "Your base passive defense",
+ "PassiveBase-u": "Base ",
+ "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)",
+ "PassiveActual-u": "Actual ",
+ "Successes-u": "success",
+ "damages-u": "damages",
+ "tests-u": "tests",
+ "Effects-p": "Effects",
+ "Permanent-u": "Perm",
+ "Heal-u": "heals",
+ "Operate-u": "operates",
+ "woundhealed-u": "1 wound healed (+1 by trigger)",
+ "traumahealed-u": "1 trauma healed (+1 by trigger)",
+ "Failure-u": "Failure !",
+ "Defend-u": "defends",
+ "Melee-weapon-u": "Melee",
+ "Range-weapon-t": "Range (short/long)",
+ "Dodge-emp-u": "dodges",
+ "PJRealName-u": "Player :",
+ "Attack-u": "attacks",
+ "Skill-u": "Skill",
+ "putmaxcontamination-t": "Maximum contamination points",
+ "putcontamination-t": "Actual contamination points",
+ "putpermcontamination-t": "Permanent contamination points",
+ "putmaxblessures-t": "Maximum wounds points",
+ "putblessures-t": "Acutal wounds points",
+ "putmaxtrauma-t": "Maximum trama points",
+ "puttrauma-t": "Actual trauma points",
+ "putmaxpoids-t": "Maximum weight points",
+ "putpoids-t": "Weight points in battle",
+ "putpoidsrepos-t": "Actual weight points",
+ "Athletics-t": "ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
+ "Brawl-t": "ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
+ "Force-t": "ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
+ "Melee-t": "ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
+ "Stamina-t": "ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
+ "Toughness-t": "ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
+ "Crafting-t": "ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
+ "Dexterity-t": "ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
+ "Navigation-t": "ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
+ "Mobility-t": "ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
+ "Projectiles-t": "ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
+ "Stealth-t": "ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
+ "Arts-t": "ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
+ "Conduct-t": "ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
+ "Expression-t": "ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
+ "Leadership-t": "ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
+ "Negociation-t": "ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
+ "Seduction-t": "ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
+ "Artefact-t": "ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
+ "Engineering-t": "ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
+ "Legends-t": "ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
+ "Medicine-t": "ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
+ "Science-t": "ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
+ "Focus-t": "ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
+ "Cunning-t": "ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
+ "Deception-t": "ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
+ "Domination-t": "ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
+ "Reaction-t": "ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
+ "Faith-t": "ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
+ "Willpower-t": "ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
+ "Empathy-t": "ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
+ "Orienteering-t": "ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
+ "Perception-t": "ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
+ "Survival-t": "ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
+ "Taming-t": "ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
+ "Primal-t": "ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
+ "ATTRSkill-u": "ATTR & Skill",
+ "Legacy-u": "Legacy :",
+ "Modifiers-u": "MODIFIERS",
+ "Complications-u": "COMPLICATIONS",
+ "SCARS-u": "SCARS",
+ "GRPName-u": "Group :",
+ "Alignm-u": "Alignment",
+ "Constel-u": "Constellation",
+ "ScarsVal-u": "Scars value",
+ "Infamy-u": "Infamy",
+ "Ambition-u": "Ambition",
+ "Loyalty-u": "Loyalty",
+ "Chance-u": "Chance",
+ "Destiny-u": "Destiny",
+ "Dogma-u": "Dogma",
+ "Revenge-u": "Revenge",
+ "Alignempty-u": "",
+ "Constel-complete-u": "Complete",
+ "Constel-incomplete-u": "Incomplete",
+ "Constel-Aversion-u": "Aversion",
+ "Constel-Affinity-u": "Affinity",
+ "Constel-Noaversion-u": "",
+ "RELATIONSHIPS-u": "RELATIONSHIPS",
+ "ARTIFACT-u": "ARTIFACTS",
+ "ArtiDiff-u": "Diff",
+ "ArtiDiff-t": "Activation difficulty",
+ "ArtifactDiff-t": "Activation difficulty",
+ "ArtiBonus-u": "Bon",
+ "ArtiBonus-t": "Bonus to activate",
+ "ArtifactBonus-t": "Bonus to activate",
+ "Activate-u": "Act",
+ "Activate-t": "Activate the artifact",
+ "ArtifactName-p": "Artifact name",
+ "ArtifactName-t": "Artifact name",
+ "RollActivate-u": "activate",
+ "Difficulty-u": "Difficulty : "
+}
\ No newline at end of file
diff --git a/Delta Green 2/translations/ca.json b/Delta Green 2/translations/ca.json
new file mode 100644
index 0000000000..34aa12b8d8
--- /dev/null
+++ b/Delta Green 2/translations/ca.json
@@ -0,0 +1,343 @@
+{
+ "art": "art",
+ "(0%)": "(0%)",
+ "(10%)": "(10%)",
+ "(20%)": "(20%)",
+ "(30%)": "(30%)",
+ "(40%)": "(40%)",
+ "0": "0",
+ "1. last name, first name (and alias or code name if applicable)": "1. last name, first name (and alias or code name if applicable)",
+ "10": "10",
+ "11. bonds": "11. bonds",
+ "112382": "112382",
+ "12. motivations and mental disorders": "12. motivations and mental disorders",
+ "13. incidents of san loss without going insane": "13. incidents of san loss without going insane",
+ "14. wounds and ailments": "14. wounds and ailments",
+ "15. armor and gear": "15. armor and gear",
+ "16. weapons": "16. weapons",
+ "17. personal details and notes": "17. personal details and notes",
+ "18. developments which affect home and family": "18. developments which affect home and family",
+ "19. special training": "19. special training",
+ "2. profession (rank if applicable)": "2. profession (rank if applicable)",
+ "20. authorizing officer": "20. authorizing officer",
+ "21. agent signature": "21. agent signature",
+ "3. employer": "3. employer",
+ "315": "315",
+ "4. nationality and residence": "4. nationality and residence",
+ "5. sex": "5. sex",
+ "6. age and d.o.b.": "6. age and d.o.b.",
+ "7. education and occupational history": "7. education and occupational history",
+ "8 points of thick hide": "8 points of thick hide",
+ "8. statistics": "8. statistics",
+ "accounting fail checkbox": "accounting fail checkbox",
+ "accounting rank": "accounting rank",
+ "accounting roll": "accounting roll",
+ "accounting": "accounting",
+ "adapted": "adapted",
+ "age": "age and d.o.b.",
+ "agent signature": "agent signature",
+ "alertness fail checkbox": "alertness fail checkbox",
+ "alertness rank": "alertness rank",
+ "alertness": "alertness",
+ "ammo input": "ammo input",
+ "ammo": "ammo",
+ "anthropology fail checkbox": "anthropology fail checkbox",
+ "anthropology rank": "anthropology rank",
+ "anthropology": "anthropology",
+ "applicable skill sets": "applicable skill sets",
+ "archeology fail checkbox": "archeology fail checkbox",
+ "archeology rank": "archeology rank",
+ "archeology": "archeology",
+ "armor and gear": "armor and gear",
+ "armor piercing input": "armor piercing input",
+ "armor piercing": "armor piercing",
+ "armor": "armor",
+ "art fail checkbox": "art fail checkbox",
+ "art name": "art name",
+ "art rank": "art rank",
+ "art roll": "art roll",
+ "artillery fail checkbox": "artillery fail checkbox",
+ "artillery rank": "artillery rank",
+ "artillery roll": "artillery roll",
+ "artillery": "artillery",
+ "athletics fail checkbox": "athletics fail checkbox",
+ "athletics rank": "athletics rank",
+ "athletics roll": "athletics roll",
+ "athletics": "athletics",
+ "attack": "attack",
+ "attacks": "attacks",
+ "authorizing officer": "authorizing officer",
+ "base range input": "base range input",
+ "base range": "base range",
+ "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.",
+ "bond name": "bond name",
+ "bond score": "bond score",
+ "bond flag": "bond flag",
+ "BP": "BP",
+ "breaking point": "breaking point",
+ "bureaucracy fail checkbox": "bureaucracy fail checkbox",
+ "bureaucracy rank": "bureaucracy rank",
+ "bureaucracy roll": "bureaucracy roll",
+ "bureaucracy": "bureaucracy",
+ "CHA": "CHA",
+ "character name": "Character name",
+ "charisma distinguishing features": "charisma distinguishing features",
+ "charisma roll": "charisma roll",
+ "charisma score": "charisma score",
+ "charisma": "charisma",
+ "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.": "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.",
+ "checkbox for first aid": "checkbox for first aid",
+ "computer science fail checkbox": "computer science fail checkbox",
+ "computer science rank": "computer science rank",
+ "computer science roll": "computer science roll",
+ "computer science": "computer science",
+ "CON": "CON",
+ "constitution distinguishing features": "constitution distinguishing features",
+ "constitution roll": "constitution roll",
+ "constitution score": "constitution score",
+ "constitution": "constitution",
+ "craft fail checkbox": "craft fail checkbox",
+ "craft name": "craft name",
+ "craft rank": "craft rank",
+ "craft roll": "craft roll",
+ "craft": "craft",
+ "criminology fail checkbox": "criminology fail checkbox",
+ "criminology rank": "criminology rank",
+ "criminology roll": "criminology roll",
+ "criminology": "criminology",
+ "current status:": "current status:",
+ "damage input": "damage input",
+ "damage": "damage",
+ "damage (×2)": "damage (×2)",
+ "DD": "DD",
+ "demolitions fail checkbox": "demolitions fail checkbox",
+ "demolitions rank": "demolitions rank",
+ "demolitions roll": "demolitions roll",
+ "demolitions": "demolitions",
+ "developments which affect home and family": "developments which affect home and family",
+ "DEX": "DEX",
+ "dexterity distinguishing features": "dexterity distinguishing features",
+ "dexterity roll": "dexterity roll",
+ "dexterity score": "dexterity score",
+ "dexterity": "dexterity",
+ "disguise fail checkbox": "disguise fail checkbox",
+ "disguise rank": "disguise rank",
+ "disguise roll": "disguise roll",
+ "disguise": "disguise",
+ "distinguishing features": "distinguishing features",
+ "dodge fail checkbox": "dodge fail checkbox",
+ "dodge rank": "dodge rank",
+ "dodge roll": "dodge roll",
+ "dodge": "dodge",
+ "drive fail checkbox": "drive fail checkbox",
+ "drive rank": "drive rank",
+ "drive roll": "drive roll",
+ "drive": "drive",
+ "education": "education and occupational history",
+ "employer": "employer",
+ "enter a name for non-player character": "enter a name for non-player character",
+ "enter armor text": "enter armor text",
+ "enter breaking point": "enter breaking point",
+ "enter hit points": "enter hit points",
+ "enter npc description": "enter npc description",
+ "enter sanity loss": "enter sanity loss",
+ "enter sanity points": "enter sanity loss",
+ "enter willpower points": "enter willpower points",
+ "equipment": "equipment",
+ "firearms fail checkbox": "firearms fail checkbox",
+ "firearms rank": "firearms rank",
+ "firearms roll": "firearms roll",
+ "firearms": "firearms",
+ "first aid fail checkbox": "first aid fail checkbox",
+ "first aid rank": "first aid rank",
+ "first aid roll": "first aid roll",
+ "first aid": "first aid",
+ "forensics fail checkbox": "forensics fail checkbox",
+ "forensics rank": "forensics rank",
+ "forensics roll": "forensics roll",
+ "forensics": "forensics",
+ "foriegn languages and other skills:": "foriegn languages and other skills:",
+ "gm whisper toggle": "gm whisper toggle",
+ "GM Whisper": "GM Whisper",
+ "Has First Aid been attempted since the last injury?": "Has First Aid been attempted since the last injury?",
+ "heavy machinery fail checkbox": "heavy machinery fail checkbox",
+ "heavy machinery rank": "heavy machinery rank",
+ "heavy machinery roll": "heavy machinery roll",
+ "heavy machinery": "heavy machinery",
+ "heavy weapons fail checkbox": "heavy weapons fail checkbox",
+ "heavy weapons rank": "heavy weapons rank",
+ "heavy weapons roll": "heavy weapons roll",
+ "heavy weapons": "heavy weapons",
+ "helplessness 1": "helplessness 1",
+ "helplessness 2": "helplessness 2",
+ "helplessness 3": "helplessness 3",
+ "helplessness": "helplessness",
+ "history fail checkbox": "history fail checkbox",
+ "history rank": "history rank",
+ "history roll": "history roll",
+ "history": "history",
+ "hit points": "hit points",
+ "HP": "HP",
+ "HUMINT fail checkbox": "HUMINT fail checkbox",
+ "HUMINT rank": "HUMINT rank",
+ "HUMINT roll": "HUMINT roll",
+ "HUMINT": "HUMINT",
+ "injuries": "injuries",
+ "INT": "INT",
+ "intelligence distinguishing features": "intelligence distinguishing features",
+ "intelligence roll": "intelligence roll",
+ "intelligence score": "intelligence score",
+ "intelligence": "intelligence",
+ "kill radius input": "kill radius input",
+ "kill radius": "kill radius",
+ "law fail checkbox": "law fail checkbox",
+ "law rank": "law rank",
+ "law roll": "law roll",
+ "law": "law",
+ "lethality % input": "lethality % input",
+ "lethality %": "lethality %",
+ "lethality": "lethality",
+ "lethality (×2)": "lethality (×2)",
+ "luck": "Luck",
+ "Luck": "Luck",
+ "medicine fail checkbox": "medicine fail checkbox",
+ "medicine rank": "medicine rank",
+ "medicine roll": "medicine roll",
+ "medicine": "medicine",
+ "melee weapons fail checkbox": "melee weapons fail checkbox",
+ "melee weapons rank": "melee weapons rank",
+ "melee weapons roll": "melee weapons roll",
+ "melee weapons": "melee weapons",
+ "military science fail checkbox": "military science fail checkbox",
+ "military science name": "military science name",
+ "military science rank": "military science rank",
+ "military science roll": "military science roll",
+ "military science": "military science",
+ "motivations": "motivations",
+ "name": "name",
+ "nationality": "nationality",
+ "navigate fail checkbox": "navigate fail checkbox",
+ "navigate rank": "navigate rank",
+ "navigate roll": "navigate roll",
+ "navigate": "navigate",
+ "notes": "notes",
+ "npc": "NPC",
+ "occult fail checkbox": "occult fail checkbox",
+ "occult rank": "occult rank",
+ "occult roll": "occult roll",
+ "occult": "occult",
+ "off": "off",
+ "on": "on",
+ "other notes name": "other notes name",
+ "other notes": "other notes",
+ "pc": "PC",
+ "personal data": "personal data",
+ "persuade fail checkbox": "persuade fail checkbox",
+ "persuade rank": "persuade rank",
+ "persuade roll": "persuade roll",
+ "persuade": "persuade",
+ "pharmacy fail checkbox": "pharmacy fail checkbox",
+ "pharmacy rank": "pharmacy rank",
+ "pharmacy roll": "pharmacy roll",
+ "pharmacy": "pharmacy",
+ "pilot fail checkbox": "pilot fail checkbox",
+ "pilot name": "pilot name",
+ "pilot rank": "pilot rank",
+ "pilot roll": "pilot roll",
+ "pilot": "pilot",
+ "Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Please indicate why this agent was recruited and why the agent agreed to be recruited.",
+ "POW": "POW",
+ "power distinguishing features": "power distinguishing features",
+ "power roll": "power roll",
+ "power score": "power score",
+ "power": "power",
+ "psychotherapy fail checkbox": "psychotherapy fail checkbox",
+ "psychotherapy rank": "psychotherapy rank",
+ "psychotherapy roll": "psychotherapy roll",
+ "psychotherapy": "psychotherapy",
+ "pyschological data": "pyschological data",
+ "rank": "skill %",
+ "remarks": "remarks",
+ "ride fail checkbox": "ride fail checkbox",
+ "ride rank": "ride rank",
+ "ride roll": "ride roll",
+ "ride": "ride",
+ "roll": "roll",
+ "SAN": "SAN",
+ "SAN LOSS": "SAN LOSS",
+ "sanity points": "sanity points",
+ "science fail checkbox": "science fail checkbox",
+ "science name": "science name",
+ "science rank": "science rank",
+ "science roll": "science roll",
+ "science": "science",
+ "score": "score",
+ "search fail checkbox": "search fail checkbox",
+ "search rank": "search rank",
+ "search roll": "search roll",
+ "search": "search",
+ "sex": "sex",
+ "sheet settings toggle": "sheet settings toggle",
+ "sheet settings": "sheet settings",
+ "sheet type": "Sheet Type",
+ "Sheet Type": "Sheet Type",
+ "SIGINT fail checkbox": "SIGINT fail checkbox",
+ "SIGINT rank": "SIGINT rank",
+ "SIGINT roll": "SIGINT roll",
+ "SIGINT": "SIGINT",
+ "skill % input": "skill % input",
+ "skill %": "skill %",
+ "skill fail checkbox": "skill fail checkbox",
+ "skill name": "skill name",
+ "skill or stat used": "skill or stat used",
+ "skill rank": "skill rank",
+ "skill roll": "skill roll",
+ "skill": "name",
+ "skills": "skills",
+ "special training input": "special training input",
+ "statistical data": "statistical data",
+ "stealth fail checkbox": "stealth fail checkbox",
+ "stealth rank": "stealth rank",
+ "stealth roll": "stealth roll",
+ "stealth": "stealth",
+ "STR": "STR",
+ "strength distinguishing features": "strength distinguishing features",
+ "strength roll": "strength roll",
+ "strength score": "strength score",
+ "strength": "strength",
+ "surgery fail checkbox": "surgery fail checkbox",
+ "surgery rank": "surgery rank",
+ "surgery roll": "surgery roll",
+ "surgery": "surgery",
+ "survival fail checkbox": "survival fail checkbox",
+ "survival rank": "survival rank",
+ "survival roll": "survival roll",
+ "survival": "survival",
+ "swim fail checkbox": "swim fail checkbox",
+ "swim rank": "swim rank",
+ "swim roll": "swim roll",
+ "swim": "swim",
+ "top secret//orcon//special access required delta green agent documenation sheet": "top secret//orcon//special access required delta green agent documenation sheet ",
+ "unarmed combat fail checkbox": "unarmed combat fail checkbox",
+ "unarmed combat rank": "unarmed combat rank",
+ "unarmed combat roll": "unarmed combat roll",
+ "unarmed combat": "unarmed combat",
+ "united states form": "united states form",
+ "unnatural fail checkbox": "unnatural fail checkbox",
+ "unnatural rank": "unnatural rank",
+ "unnatural roll": "unnatural roll",
+ "unnatural": "unnatural",
+ "Update": "Update",
+ "violence 1": "violence 1",
+ "violence 2": "violence 2",
+ "violence 3": "violence 3",
+ "violence": "violence",
+ "weapons input": "weapons input",
+ "weapons": "weapons",
+ "whisper rolls to gm": "whisper rolls to gm",
+ "willpower points": "willpower points",
+ "WP": "WP",
+ "×5": "×5",
+ "yes: only Medicine, Surgery, or long-term rest can help further.": "yes: only Medicine, Surgery, or long-term rest can help further.",
+ "-": "-"
+}
diff --git a/Delta Green 2/translations/hu.json b/Delta Green 2/translations/hu.json
new file mode 100644
index 0000000000..34aa12b8d8
--- /dev/null
+++ b/Delta Green 2/translations/hu.json
@@ -0,0 +1,343 @@
+{
+ "art": "art",
+ "(0%)": "(0%)",
+ "(10%)": "(10%)",
+ "(20%)": "(20%)",
+ "(30%)": "(30%)",
+ "(40%)": "(40%)",
+ "0": "0",
+ "1. last name, first name (and alias or code name if applicable)": "1. last name, first name (and alias or code name if applicable)",
+ "10": "10",
+ "11. bonds": "11. bonds",
+ "112382": "112382",
+ "12. motivations and mental disorders": "12. motivations and mental disorders",
+ "13. incidents of san loss without going insane": "13. incidents of san loss without going insane",
+ "14. wounds and ailments": "14. wounds and ailments",
+ "15. armor and gear": "15. armor and gear",
+ "16. weapons": "16. weapons",
+ "17. personal details and notes": "17. personal details and notes",
+ "18. developments which affect home and family": "18. developments which affect home and family",
+ "19. special training": "19. special training",
+ "2. profession (rank if applicable)": "2. profession (rank if applicable)",
+ "20. authorizing officer": "20. authorizing officer",
+ "21. agent signature": "21. agent signature",
+ "3. employer": "3. employer",
+ "315": "315",
+ "4. nationality and residence": "4. nationality and residence",
+ "5. sex": "5. sex",
+ "6. age and d.o.b.": "6. age and d.o.b.",
+ "7. education and occupational history": "7. education and occupational history",
+ "8 points of thick hide": "8 points of thick hide",
+ "8. statistics": "8. statistics",
+ "accounting fail checkbox": "accounting fail checkbox",
+ "accounting rank": "accounting rank",
+ "accounting roll": "accounting roll",
+ "accounting": "accounting",
+ "adapted": "adapted",
+ "age": "age and d.o.b.",
+ "agent signature": "agent signature",
+ "alertness fail checkbox": "alertness fail checkbox",
+ "alertness rank": "alertness rank",
+ "alertness": "alertness",
+ "ammo input": "ammo input",
+ "ammo": "ammo",
+ "anthropology fail checkbox": "anthropology fail checkbox",
+ "anthropology rank": "anthropology rank",
+ "anthropology": "anthropology",
+ "applicable skill sets": "applicable skill sets",
+ "archeology fail checkbox": "archeology fail checkbox",
+ "archeology rank": "archeology rank",
+ "archeology": "archeology",
+ "armor and gear": "armor and gear",
+ "armor piercing input": "armor piercing input",
+ "armor piercing": "armor piercing",
+ "armor": "armor",
+ "art fail checkbox": "art fail checkbox",
+ "art name": "art name",
+ "art rank": "art rank",
+ "art roll": "art roll",
+ "artillery fail checkbox": "artillery fail checkbox",
+ "artillery rank": "artillery rank",
+ "artillery roll": "artillery roll",
+ "artillery": "artillery",
+ "athletics fail checkbox": "athletics fail checkbox",
+ "athletics rank": "athletics rank",
+ "athletics roll": "athletics roll",
+ "athletics": "athletics",
+ "attack": "attack",
+ "attacks": "attacks",
+ "authorizing officer": "authorizing officer",
+ "base range input": "base range input",
+ "base range": "base range",
+ "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.",
+ "bond name": "bond name",
+ "bond score": "bond score",
+ "bond flag": "bond flag",
+ "BP": "BP",
+ "breaking point": "breaking point",
+ "bureaucracy fail checkbox": "bureaucracy fail checkbox",
+ "bureaucracy rank": "bureaucracy rank",
+ "bureaucracy roll": "bureaucracy roll",
+ "bureaucracy": "bureaucracy",
+ "CHA": "CHA",
+ "character name": "Character name",
+ "charisma distinguishing features": "charisma distinguishing features",
+ "charisma roll": "charisma roll",
+ "charisma score": "charisma score",
+ "charisma": "charisma",
+ "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.": "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.",
+ "checkbox for first aid": "checkbox for first aid",
+ "computer science fail checkbox": "computer science fail checkbox",
+ "computer science rank": "computer science rank",
+ "computer science roll": "computer science roll",
+ "computer science": "computer science",
+ "CON": "CON",
+ "constitution distinguishing features": "constitution distinguishing features",
+ "constitution roll": "constitution roll",
+ "constitution score": "constitution score",
+ "constitution": "constitution",
+ "craft fail checkbox": "craft fail checkbox",
+ "craft name": "craft name",
+ "craft rank": "craft rank",
+ "craft roll": "craft roll",
+ "craft": "craft",
+ "criminology fail checkbox": "criminology fail checkbox",
+ "criminology rank": "criminology rank",
+ "criminology roll": "criminology roll",
+ "criminology": "criminology",
+ "current status:": "current status:",
+ "damage input": "damage input",
+ "damage": "damage",
+ "damage (×2)": "damage (×2)",
+ "DD": "DD",
+ "demolitions fail checkbox": "demolitions fail checkbox",
+ "demolitions rank": "demolitions rank",
+ "demolitions roll": "demolitions roll",
+ "demolitions": "demolitions",
+ "developments which affect home and family": "developments which affect home and family",
+ "DEX": "DEX",
+ "dexterity distinguishing features": "dexterity distinguishing features",
+ "dexterity roll": "dexterity roll",
+ "dexterity score": "dexterity score",
+ "dexterity": "dexterity",
+ "disguise fail checkbox": "disguise fail checkbox",
+ "disguise rank": "disguise rank",
+ "disguise roll": "disguise roll",
+ "disguise": "disguise",
+ "distinguishing features": "distinguishing features",
+ "dodge fail checkbox": "dodge fail checkbox",
+ "dodge rank": "dodge rank",
+ "dodge roll": "dodge roll",
+ "dodge": "dodge",
+ "drive fail checkbox": "drive fail checkbox",
+ "drive rank": "drive rank",
+ "drive roll": "drive roll",
+ "drive": "drive",
+ "education": "education and occupational history",
+ "employer": "employer",
+ "enter a name for non-player character": "enter a name for non-player character",
+ "enter armor text": "enter armor text",
+ "enter breaking point": "enter breaking point",
+ "enter hit points": "enter hit points",
+ "enter npc description": "enter npc description",
+ "enter sanity loss": "enter sanity loss",
+ "enter sanity points": "enter sanity loss",
+ "enter willpower points": "enter willpower points",
+ "equipment": "equipment",
+ "firearms fail checkbox": "firearms fail checkbox",
+ "firearms rank": "firearms rank",
+ "firearms roll": "firearms roll",
+ "firearms": "firearms",
+ "first aid fail checkbox": "first aid fail checkbox",
+ "first aid rank": "first aid rank",
+ "first aid roll": "first aid roll",
+ "first aid": "first aid",
+ "forensics fail checkbox": "forensics fail checkbox",
+ "forensics rank": "forensics rank",
+ "forensics roll": "forensics roll",
+ "forensics": "forensics",
+ "foriegn languages and other skills:": "foriegn languages and other skills:",
+ "gm whisper toggle": "gm whisper toggle",
+ "GM Whisper": "GM Whisper",
+ "Has First Aid been attempted since the last injury?": "Has First Aid been attempted since the last injury?",
+ "heavy machinery fail checkbox": "heavy machinery fail checkbox",
+ "heavy machinery rank": "heavy machinery rank",
+ "heavy machinery roll": "heavy machinery roll",
+ "heavy machinery": "heavy machinery",
+ "heavy weapons fail checkbox": "heavy weapons fail checkbox",
+ "heavy weapons rank": "heavy weapons rank",
+ "heavy weapons roll": "heavy weapons roll",
+ "heavy weapons": "heavy weapons",
+ "helplessness 1": "helplessness 1",
+ "helplessness 2": "helplessness 2",
+ "helplessness 3": "helplessness 3",
+ "helplessness": "helplessness",
+ "history fail checkbox": "history fail checkbox",
+ "history rank": "history rank",
+ "history roll": "history roll",
+ "history": "history",
+ "hit points": "hit points",
+ "HP": "HP",
+ "HUMINT fail checkbox": "HUMINT fail checkbox",
+ "HUMINT rank": "HUMINT rank",
+ "HUMINT roll": "HUMINT roll",
+ "HUMINT": "HUMINT",
+ "injuries": "injuries",
+ "INT": "INT",
+ "intelligence distinguishing features": "intelligence distinguishing features",
+ "intelligence roll": "intelligence roll",
+ "intelligence score": "intelligence score",
+ "intelligence": "intelligence",
+ "kill radius input": "kill radius input",
+ "kill radius": "kill radius",
+ "law fail checkbox": "law fail checkbox",
+ "law rank": "law rank",
+ "law roll": "law roll",
+ "law": "law",
+ "lethality % input": "lethality % input",
+ "lethality %": "lethality %",
+ "lethality": "lethality",
+ "lethality (×2)": "lethality (×2)",
+ "luck": "Luck",
+ "Luck": "Luck",
+ "medicine fail checkbox": "medicine fail checkbox",
+ "medicine rank": "medicine rank",
+ "medicine roll": "medicine roll",
+ "medicine": "medicine",
+ "melee weapons fail checkbox": "melee weapons fail checkbox",
+ "melee weapons rank": "melee weapons rank",
+ "melee weapons roll": "melee weapons roll",
+ "melee weapons": "melee weapons",
+ "military science fail checkbox": "military science fail checkbox",
+ "military science name": "military science name",
+ "military science rank": "military science rank",
+ "military science roll": "military science roll",
+ "military science": "military science",
+ "motivations": "motivations",
+ "name": "name",
+ "nationality": "nationality",
+ "navigate fail checkbox": "navigate fail checkbox",
+ "navigate rank": "navigate rank",
+ "navigate roll": "navigate roll",
+ "navigate": "navigate",
+ "notes": "notes",
+ "npc": "NPC",
+ "occult fail checkbox": "occult fail checkbox",
+ "occult rank": "occult rank",
+ "occult roll": "occult roll",
+ "occult": "occult",
+ "off": "off",
+ "on": "on",
+ "other notes name": "other notes name",
+ "other notes": "other notes",
+ "pc": "PC",
+ "personal data": "personal data",
+ "persuade fail checkbox": "persuade fail checkbox",
+ "persuade rank": "persuade rank",
+ "persuade roll": "persuade roll",
+ "persuade": "persuade",
+ "pharmacy fail checkbox": "pharmacy fail checkbox",
+ "pharmacy rank": "pharmacy rank",
+ "pharmacy roll": "pharmacy roll",
+ "pharmacy": "pharmacy",
+ "pilot fail checkbox": "pilot fail checkbox",
+ "pilot name": "pilot name",
+ "pilot rank": "pilot rank",
+ "pilot roll": "pilot roll",
+ "pilot": "pilot",
+ "Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Please indicate why this agent was recruited and why the agent agreed to be recruited.",
+ "POW": "POW",
+ "power distinguishing features": "power distinguishing features",
+ "power roll": "power roll",
+ "power score": "power score",
+ "power": "power",
+ "psychotherapy fail checkbox": "psychotherapy fail checkbox",
+ "psychotherapy rank": "psychotherapy rank",
+ "psychotherapy roll": "psychotherapy roll",
+ "psychotherapy": "psychotherapy",
+ "pyschological data": "pyschological data",
+ "rank": "skill %",
+ "remarks": "remarks",
+ "ride fail checkbox": "ride fail checkbox",
+ "ride rank": "ride rank",
+ "ride roll": "ride roll",
+ "ride": "ride",
+ "roll": "roll",
+ "SAN": "SAN",
+ "SAN LOSS": "SAN LOSS",
+ "sanity points": "sanity points",
+ "science fail checkbox": "science fail checkbox",
+ "science name": "science name",
+ "science rank": "science rank",
+ "science roll": "science roll",
+ "science": "science",
+ "score": "score",
+ "search fail checkbox": "search fail checkbox",
+ "search rank": "search rank",
+ "search roll": "search roll",
+ "search": "search",
+ "sex": "sex",
+ "sheet settings toggle": "sheet settings toggle",
+ "sheet settings": "sheet settings",
+ "sheet type": "Sheet Type",
+ "Sheet Type": "Sheet Type",
+ "SIGINT fail checkbox": "SIGINT fail checkbox",
+ "SIGINT rank": "SIGINT rank",
+ "SIGINT roll": "SIGINT roll",
+ "SIGINT": "SIGINT",
+ "skill % input": "skill % input",
+ "skill %": "skill %",
+ "skill fail checkbox": "skill fail checkbox",
+ "skill name": "skill name",
+ "skill or stat used": "skill or stat used",
+ "skill rank": "skill rank",
+ "skill roll": "skill roll",
+ "skill": "name",
+ "skills": "skills",
+ "special training input": "special training input",
+ "statistical data": "statistical data",
+ "stealth fail checkbox": "stealth fail checkbox",
+ "stealth rank": "stealth rank",
+ "stealth roll": "stealth roll",
+ "stealth": "stealth",
+ "STR": "STR",
+ "strength distinguishing features": "strength distinguishing features",
+ "strength roll": "strength roll",
+ "strength score": "strength score",
+ "strength": "strength",
+ "surgery fail checkbox": "surgery fail checkbox",
+ "surgery rank": "surgery rank",
+ "surgery roll": "surgery roll",
+ "surgery": "surgery",
+ "survival fail checkbox": "survival fail checkbox",
+ "survival rank": "survival rank",
+ "survival roll": "survival roll",
+ "survival": "survival",
+ "swim fail checkbox": "swim fail checkbox",
+ "swim rank": "swim rank",
+ "swim roll": "swim roll",
+ "swim": "swim",
+ "top secret//orcon//special access required delta green agent documenation sheet": "top secret//orcon//special access required delta green agent documenation sheet ",
+ "unarmed combat fail checkbox": "unarmed combat fail checkbox",
+ "unarmed combat rank": "unarmed combat rank",
+ "unarmed combat roll": "unarmed combat roll",
+ "unarmed combat": "unarmed combat",
+ "united states form": "united states form",
+ "unnatural fail checkbox": "unnatural fail checkbox",
+ "unnatural rank": "unnatural rank",
+ "unnatural roll": "unnatural roll",
+ "unnatural": "unnatural",
+ "Update": "Update",
+ "violence 1": "violence 1",
+ "violence 2": "violence 2",
+ "violence 3": "violence 3",
+ "violence": "violence",
+ "weapons input": "weapons input",
+ "weapons": "weapons",
+ "whisper rolls to gm": "whisper rolls to gm",
+ "willpower points": "willpower points",
+ "WP": "WP",
+ "×5": "×5",
+ "yes: only Medicine, Surgery, or long-term rest can help further.": "yes: only Medicine, Surgery, or long-term rest can help further.",
+ "-": "-"
+}
diff --git a/DnD_Original_DnD/translations/ca.json b/DnD_Original_DnD/translations/ca.json
new file mode 100644
index 0000000000..3c9a16583a
--- /dev/null
+++ b/DnD_Original_DnD/translations/ca.json
@@ -0,0 +1,48 @@
+{
+ "name-u": "Name",
+ "player-u": "Player",
+ "race-u": "Race",
+ "class-u": "Class",
+ "levelTitle-u": "(level title)",
+ "alignment-u": "Alignment",
+ "score-u": "Score",
+ "bounusesAndPenalties-u": "Bonuses and Penalties",
+ "ac-u": "AC",
+ "level-u": "Level",
+ "str-u": "Str.",
+ "hp-u": "HP",
+ "maxhp-u": "Max HP",
+ "xp-u": "XP",
+ "int-u": "Int.",
+ "hd-u": "HD",
+ "xpBonus-u": "XP +/-",
+ "wis-u": "Wis.",
+ "fightingCapability-u": "Fighting Capability",
+ "con-u": "Con.",
+ "dex-u": "Dex.",
+ "findSecretPassage-u": "Find Secret Passage",
+ "chr-u": "Chr.",
+ "openDoor-u": "Open Door",
+ "listen-u": "Listen",
+ "lowScoreAverageHigh-u": "(Low score is 3–8, Average is 9–12, High is 13–18)",
+ "languages-u": "Languages",
+ "saves-u": "Saves:",
+ "rayPoison-u": "Ray/Poison",
+ "wand-u": "Wand",
+ "stone-u": "Stone",
+ "breath-u": "Breath",
+ "stavesSpells-u": "Staves/Spells",
+ "toHitAC-u": "To Hit AC:",
+ "misc-u": "Misc.:",
+ "equipment-u": "Equipment",
+ "treasure-u": "Treasure",
+ "spellsMagic-u": "Spells/Magic",
+ "coin-u": "Coin",
+ "platinum-u": "Platinum",
+ "gold-u": "Gold",
+ "silver-u": "Silver",
+ "copper-u": "Copper",
+ "electrum-u": "Electrum",
+ "encumberanceMovement-u": "Encumbrance/Movement",
+ "relative-u": "Relative"
+}
diff --git a/DnD_Original_DnD/translations/hu.json b/DnD_Original_DnD/translations/hu.json
new file mode 100644
index 0000000000..3c9a16583a
--- /dev/null
+++ b/DnD_Original_DnD/translations/hu.json
@@ -0,0 +1,48 @@
+{
+ "name-u": "Name",
+ "player-u": "Player",
+ "race-u": "Race",
+ "class-u": "Class",
+ "levelTitle-u": "(level title)",
+ "alignment-u": "Alignment",
+ "score-u": "Score",
+ "bounusesAndPenalties-u": "Bonuses and Penalties",
+ "ac-u": "AC",
+ "level-u": "Level",
+ "str-u": "Str.",
+ "hp-u": "HP",
+ "maxhp-u": "Max HP",
+ "xp-u": "XP",
+ "int-u": "Int.",
+ "hd-u": "HD",
+ "xpBonus-u": "XP +/-",
+ "wis-u": "Wis.",
+ "fightingCapability-u": "Fighting Capability",
+ "con-u": "Con.",
+ "dex-u": "Dex.",
+ "findSecretPassage-u": "Find Secret Passage",
+ "chr-u": "Chr.",
+ "openDoor-u": "Open Door",
+ "listen-u": "Listen",
+ "lowScoreAverageHigh-u": "(Low score is 3–8, Average is 9–12, High is 13–18)",
+ "languages-u": "Languages",
+ "saves-u": "Saves:",
+ "rayPoison-u": "Ray/Poison",
+ "wand-u": "Wand",
+ "stone-u": "Stone",
+ "breath-u": "Breath",
+ "stavesSpells-u": "Staves/Spells",
+ "toHitAC-u": "To Hit AC:",
+ "misc-u": "Misc.:",
+ "equipment-u": "Equipment",
+ "treasure-u": "Treasure",
+ "spellsMagic-u": "Spells/Magic",
+ "coin-u": "Coin",
+ "platinum-u": "Platinum",
+ "gold-u": "Gold",
+ "silver-u": "Silver",
+ "copper-u": "Copper",
+ "electrum-u": "Electrum",
+ "encumberanceMovement-u": "Encumbrance/Movement",
+ "relative-u": "Relative"
+}
diff --git a/Dragon Age RPG/translations/ca.json b/Dragon Age RPG/translations/ca.json
new file mode 100644
index 0000000000..9c9ad488f3
--- /dev/null
+++ b/Dragon Age RPG/translations/ca.json
@@ -0,0 +1,84 @@
+{
+ "character": "Character",
+ "grimoire": "Grimoire",
+ "background": "Background",
+ "talents": "Talents",
+ "communication-u": "COMMUNICATION",
+ "primary-skill": "Primary Skill",
+ "focuses": "Focuses",
+ "roll-w-focus": "Roll with focus",
+ "constitution-u": "CONSTITUTION",
+ "cunning-u": "CUNNING",
+ "dexterity-u": "DEXTERITY",
+ "magic-u": "MAGIC",
+ "perception-u": "PERCEPTION",
+ "strength-u": "STRENGTH",
+ "willpower-u": "WILLPOWER",
+ "name-u": "NAME",
+ "background-u": "BACKGROUND",
+ "age-u": "AGE",
+ "gender-u": "GENDER",
+ "weight-u": "WEIGHT",
+ "height-u": "HEIGHT",
+ "appearance-u": "APPEARANCE",
+ "distinguishing-features": "Distinguishing Features",
+ "class-u": "CLASS",
+ "experience-u": "EXPERIENCE",
+ "level-u": "LEVEL",
+ "defense-u": "DEFENSE",
+ "armor-u": "ARMOR",
+ "speed-u": "SPEED",
+ "health-u": "HEALTH",
+ "mana-u": "MANA",
+ "shield-bonus": "Shield Bonus",
+ "penalty": "Penalty",
+ "charge": "Charge",
+ "run": "Run",
+ "max": "Max",
+ "armor-type-u": "ARMOR TYPE",
+ "class-powers-and-spells-u": "CLASS POWERS AND SPELLS",
+ "talents-and-languages-u": "TALENTS AND LANGUAGES",
+ "melee-weapon-u": "MELEE WEAPON",
+ "attack-roll-u": "ATTACK ROLL",
+ "damage-u": "DAMAGE",
+ "battle-axe": "Battle Axe",
+ "weapon-details": "Weapon Details",
+ "weapon-groups": "Weapon Groups",
+ "ranged-weapon-u": "RANGED WEAPON",
+ "range-u": "RANGE",
+ "ammo-u": "AMMO",
+ "short-bow": "Short Bow",
+ "short-range": "Short Range",
+ "long-range": "Long Range",
+ "magic-focuses-u": "MAGIC FOCUSES",
+ "arcane-lance": "Arcane Lance",
+ "creation": "Creation",
+ "entropy": "Entropy",
+ "primal": "Primal",
+ "spirit": "Spirit",
+ "spell-u": "SPELL",
+ "school-u": "SCHOOL",
+ "mana-cost-u": "MANA COST",
+ "casting-time-u": "CASTING TIME",
+ "target-number-small-u": "TN",
+ "test-u": "TEST",
+ "spellpower": "Spellpower",
+ "spell effect": "Spell Effect",
+ "character-u": "CHARACTER",
+ "concept-u": "CONCEPT",
+ "languages-u": "LANGUAGES",
+ "goals-u": "GOALS",
+ "ties-and-family-u": "TIES AND FAMILY",
+ "equipment-u": "EQUIPMENT",
+ "item": "Item",
+ "quantity": "Quantity",
+ "money-u": "MONEY",
+ "copper-pieces-small-u": "CP",
+ "silver-pieces-small-u": "SP",
+ "gold-pieces-small-u": "GP",
+ "talent-u": "TALENT",
+ "details-u": "DETAILS",
+ "novice": "Novice",
+ "journeyman": "Journeyman",
+ "master": "Master"
+}
\ No newline at end of file
diff --git a/Dragon Age RPG/translations/hu.json b/Dragon Age RPG/translations/hu.json
new file mode 100644
index 0000000000..9c9ad488f3
--- /dev/null
+++ b/Dragon Age RPG/translations/hu.json
@@ -0,0 +1,84 @@
+{
+ "character": "Character",
+ "grimoire": "Grimoire",
+ "background": "Background",
+ "talents": "Talents",
+ "communication-u": "COMMUNICATION",
+ "primary-skill": "Primary Skill",
+ "focuses": "Focuses",
+ "roll-w-focus": "Roll with focus",
+ "constitution-u": "CONSTITUTION",
+ "cunning-u": "CUNNING",
+ "dexterity-u": "DEXTERITY",
+ "magic-u": "MAGIC",
+ "perception-u": "PERCEPTION",
+ "strength-u": "STRENGTH",
+ "willpower-u": "WILLPOWER",
+ "name-u": "NAME",
+ "background-u": "BACKGROUND",
+ "age-u": "AGE",
+ "gender-u": "GENDER",
+ "weight-u": "WEIGHT",
+ "height-u": "HEIGHT",
+ "appearance-u": "APPEARANCE",
+ "distinguishing-features": "Distinguishing Features",
+ "class-u": "CLASS",
+ "experience-u": "EXPERIENCE",
+ "level-u": "LEVEL",
+ "defense-u": "DEFENSE",
+ "armor-u": "ARMOR",
+ "speed-u": "SPEED",
+ "health-u": "HEALTH",
+ "mana-u": "MANA",
+ "shield-bonus": "Shield Bonus",
+ "penalty": "Penalty",
+ "charge": "Charge",
+ "run": "Run",
+ "max": "Max",
+ "armor-type-u": "ARMOR TYPE",
+ "class-powers-and-spells-u": "CLASS POWERS AND SPELLS",
+ "talents-and-languages-u": "TALENTS AND LANGUAGES",
+ "melee-weapon-u": "MELEE WEAPON",
+ "attack-roll-u": "ATTACK ROLL",
+ "damage-u": "DAMAGE",
+ "battle-axe": "Battle Axe",
+ "weapon-details": "Weapon Details",
+ "weapon-groups": "Weapon Groups",
+ "ranged-weapon-u": "RANGED WEAPON",
+ "range-u": "RANGE",
+ "ammo-u": "AMMO",
+ "short-bow": "Short Bow",
+ "short-range": "Short Range",
+ "long-range": "Long Range",
+ "magic-focuses-u": "MAGIC FOCUSES",
+ "arcane-lance": "Arcane Lance",
+ "creation": "Creation",
+ "entropy": "Entropy",
+ "primal": "Primal",
+ "spirit": "Spirit",
+ "spell-u": "SPELL",
+ "school-u": "SCHOOL",
+ "mana-cost-u": "MANA COST",
+ "casting-time-u": "CASTING TIME",
+ "target-number-small-u": "TN",
+ "test-u": "TEST",
+ "spellpower": "Spellpower",
+ "spell effect": "Spell Effect",
+ "character-u": "CHARACTER",
+ "concept-u": "CONCEPT",
+ "languages-u": "LANGUAGES",
+ "goals-u": "GOALS",
+ "ties-and-family-u": "TIES AND FAMILY",
+ "equipment-u": "EQUIPMENT",
+ "item": "Item",
+ "quantity": "Quantity",
+ "money-u": "MONEY",
+ "copper-pieces-small-u": "CP",
+ "silver-pieces-small-u": "SP",
+ "gold-pieces-small-u": "GP",
+ "talent-u": "TALENT",
+ "details-u": "DETAILS",
+ "novice": "Novice",
+ "journeyman": "Journeyman",
+ "master": "Master"
+}
\ No newline at end of file
diff --git a/Dramasystem/translations/ca.json b/Dramasystem/translations/ca.json
new file mode 100644
index 0000000000..4319f693a1
--- /dev/null
+++ b/Dramasystem/translations/ca.json
@@ -0,0 +1,72 @@
+{
+ "characterheader": "Character",
+ "name": "I am:",
+ "desire": "Desire:",
+ "role": "Role:",
+ "story1": "My story is of",
+ "pc-repeating-story1-place": "(a person)",
+ "story2": "who",
+ "pc-repeating-story2-place": "(desires something)",
+ "dramatic_poles": "Dramatic Poles",
+ "or": "OR",
+ "people": "The People in My Life",
+ "relationshipname": "Character",
+ "relationship": "Relationship",
+ "wants": "What I Want from Them",
+ "relationshipno": "Why I Can't Get It",
+ "relationdramapoles": "Their Dramatic Poles",
+ "actions": "What I Can Do",
+ "rankheader": "Rank",
+ "actionheader": "Action",
+ "customheader": "Custom Action",
+ "actionhow": "How I Do It",
+ "rankstrong": "Strong",
+ "actionenduring": "Enduring",
+ "actionfight": "Fighting",
+ "actionknow": "Knowing",
+ "actionmake": "Making",
+ "actionmove": "Moving",
+ "actiontalk": "Talking",
+ "actionsneak": "Sneaking",
+ "actioncustom": "Custom",
+ "rankmiddle": "Middling",
+ "rankweak": "Weak",
+ "actioninstructions": "* Assign each action to one and only one rank.",
+ "consequences": "Consequences",
+ "trackerplayer": "Player",
+ "trackerchar": "Character",
+ "trackerrole": "Role",
+ "trackerdesire": "Desire",
+ "trackerdramapoles": "Dramatic Poles",
+ "trackerrecurring": "Character",
+ "trackernpcrole": "Role",
+ "trackernpcwant": "What I Want",
+ "trackernpcdeny": "Why I Can't Get It",
+ "relatmapchar1": "(Character) is",
+ "relatmapchar2": "(Other Character)'s",
+ "relatmaprelationship": "(Relationship)",
+ "title": "Dramasystem SRD Character Sheet. DramaSystem © 2013 Robin D. Laws and Pelgrane Press.",
+ "gmtracking": "GM Tracker",
+ "maincasttracker": "Main Cast Tracker",
+ "recurringtracker": "Recurring Character Tracker",
+ "relationshipmap": "Relationship Map",
+ "malandros": "Malandros",
+ "signaturemoves": "Signature Moves",
+ "primarymove": "Primary",
+ "secondarymove": "Secondary",
+ "stress": "Stress and Harm",
+ "wealthase": "Wealth and Asé",
+ "wealth": "Wealth",
+ "ase": "Asé",
+ "wantsfromme": "What They Want from Me",
+ "relationshipnofromme": "Why I Won't Give It",
+ "dazed": "Dazed",
+ "angry": "Angry",
+ "embarrassed": "Embarrassed",
+ "beaten_up": "Beaten Up",
+ "hurt": "Hurt",
+ "injured": "Injured",
+ "out": "Out",
+ "resources": "My Resources and Possessions",
+ "malandrostitle": "Malandros © 2016 Thomas McGrenery."
+}
\ No newline at end of file
diff --git a/Dramasystem/translations/hu.json b/Dramasystem/translations/hu.json
new file mode 100644
index 0000000000..4319f693a1
--- /dev/null
+++ b/Dramasystem/translations/hu.json
@@ -0,0 +1,72 @@
+{
+ "characterheader": "Character",
+ "name": "I am:",
+ "desire": "Desire:",
+ "role": "Role:",
+ "story1": "My story is of",
+ "pc-repeating-story1-place": "(a person)",
+ "story2": "who",
+ "pc-repeating-story2-place": "(desires something)",
+ "dramatic_poles": "Dramatic Poles",
+ "or": "OR",
+ "people": "The People in My Life",
+ "relationshipname": "Character",
+ "relationship": "Relationship",
+ "wants": "What I Want from Them",
+ "relationshipno": "Why I Can't Get It",
+ "relationdramapoles": "Their Dramatic Poles",
+ "actions": "What I Can Do",
+ "rankheader": "Rank",
+ "actionheader": "Action",
+ "customheader": "Custom Action",
+ "actionhow": "How I Do It",
+ "rankstrong": "Strong",
+ "actionenduring": "Enduring",
+ "actionfight": "Fighting",
+ "actionknow": "Knowing",
+ "actionmake": "Making",
+ "actionmove": "Moving",
+ "actiontalk": "Talking",
+ "actionsneak": "Sneaking",
+ "actioncustom": "Custom",
+ "rankmiddle": "Middling",
+ "rankweak": "Weak",
+ "actioninstructions": "* Assign each action to one and only one rank.",
+ "consequences": "Consequences",
+ "trackerplayer": "Player",
+ "trackerchar": "Character",
+ "trackerrole": "Role",
+ "trackerdesire": "Desire",
+ "trackerdramapoles": "Dramatic Poles",
+ "trackerrecurring": "Character",
+ "trackernpcrole": "Role",
+ "trackernpcwant": "What I Want",
+ "trackernpcdeny": "Why I Can't Get It",
+ "relatmapchar1": "(Character) is",
+ "relatmapchar2": "(Other Character)'s",
+ "relatmaprelationship": "(Relationship)",
+ "title": "Dramasystem SRD Character Sheet. DramaSystem © 2013 Robin D. Laws and Pelgrane Press.",
+ "gmtracking": "GM Tracker",
+ "maincasttracker": "Main Cast Tracker",
+ "recurringtracker": "Recurring Character Tracker",
+ "relationshipmap": "Relationship Map",
+ "malandros": "Malandros",
+ "signaturemoves": "Signature Moves",
+ "primarymove": "Primary",
+ "secondarymove": "Secondary",
+ "stress": "Stress and Harm",
+ "wealthase": "Wealth and Asé",
+ "wealth": "Wealth",
+ "ase": "Asé",
+ "wantsfromme": "What They Want from Me",
+ "relationshipnofromme": "Why I Won't Give It",
+ "dazed": "Dazed",
+ "angry": "Angry",
+ "embarrassed": "Embarrassed",
+ "beaten_up": "Beaten Up",
+ "hurt": "Hurt",
+ "injured": "Injured",
+ "out": "Out",
+ "resources": "My Resources and Possessions",
+ "malandrostitle": "Malandros © 2016 Thomas McGrenery."
+}
\ No newline at end of file
diff --git a/Dungeonslayers-4/translations/af.json b/Dungeonslayers-4/translations/af.json
index d64225535b..de2980f5f4 100644
--- a/Dungeonslayers-4/translations/af.json
+++ b/Dungeonslayers-4/translations/af.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/ca.json b/Dungeonslayers-4/translations/ca.json
new file mode 100644
index 0000000000..6641efa220
--- /dev/null
+++ b/Dungeonslayers-4/translations/ca.json
@@ -0,0 +1,176 @@
+{
+ "active": "Active",
+ "additional": "Additional",
+ "age": "Age",
+ "agility": "Agility",
+ "alphabets": "Alphabets",
+ "appraise": "Appraise",
+ "appraise-bonus": "Appraise, ...",
+ "armor": "Armor",
+ "armor-material-example": "Wood, Leather, Metal, ...",
+ "armor-type-example": "Helmet, Body, Vambrace, Greaves, Shield, ...",
+ "armor-value": "Armor value",
+ "armor-value-short": "AV",
+ "attribute+trait": "Attribute + Trait",
+ "aura": "Aura",
+ "base": "Base",
+ "body": "Body",
+ "body-short+constitution-short": "BOD+CO",
+ "body-short+strength-short": "BOD+ST",
+ "bonus": "Bonus",
+ "both-attack": "Both",
+ "character": "Character",
+ "character-name": "Character name",
+ "check": "Check",
+ "check-result": "Check result",
+ "check-value": "Check value",
+ "class": "Class",
+ "class-example": "Fighter, Scout, Healer, Wizard, Sorcerer, ...",
+ "climb": "Climb",
+ "climb-bonus": "Acrobat, Master Climber, ...",
+ "communicate": "Communicate",
+ "communicate-bonus": "Education, ...",
+ "constitution": "Constitution",
+ "cooldown": "Cooldown",
+ "culture": "Culture",
+ "culture-example": "Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...",
+ "cultural-talents": "Cultural talents",
+ "current-hit-points": "Current hit points",
+ "current-mana-points": "Current mana points",
+ "date-of-birth": "Date of birth",
+ "decipher-script": "Decipher script",
+ "decipher-script-bonus": "Alertness, Education, ...",
+ "defense": "Defense",
+ "defy-poison": "Defy poison",
+ "defy-poison-bonus": "Endurance, ...",
+ "dexterity": "Dexterity",
+ "disable-traps": "Disable traps",
+ "disable-traps-bonus": "Thievery, ...",
+ "distance": "Distance",
+ "duration": "Duration",
+ "edit-bonuses": "Edit bonuses",
+ "effect": "Effect",
+ "equipment": "Equipment",
+ "experience-points": "Experience points",
+ "experience-points-short": "EP",
+ "eye-color": "Eye color",
+ "feat-of-strength": "Feat of strength",
+ "feat-of-strength-bonus": "Brutal Blow, Devastating Strike, ...",
+ "flirt": "Flirt",
+ "flirt-bonus": "Charming, ...",
+ "gender": "Gender",
+ "generic": "Generic",
+ "generic-check": "Generic check",
+ "haggle": "Haggle",
+ "haggle-base": "MND+MAX(IN, AU)",
+ "haggle-bonus": "Charming, Rascal, ...",
+ "hair-color": "Hair color",
+ "hands": "Hands",
+ "hands-example": "1H = one-handed, 2H = two-handed, ...",
+ "character-height": "Height",
+ "hero-class": "Hero class",
+ "hero-class-example": "Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...",
+ "hide": "Hide",
+ "hit-points": "Hit points",
+ "initiative": "Initiative",
+ "intellect": "Intellect",
+ "jump": "Jump",
+ "jump-bonus": "Acrobat, ...",
+ "knowledge": "Knowledge",
+ "knowledge-bonus": "Education, Expertise, ...",
+ "languages": "Languages",
+ "learned": "Learned",
+ "level": "Level",
+ "magic-bonus": "Magic bonus",
+ "magic-bonus-short": "MB",
+ "mana": "Mana",
+ "material": "Material",
+ "melee-attack": "Melee attack",
+ "mind": "Mind",
+ "mind-influencing-spell": "Mind-influencing spell",
+ "mind-short+aura-short": "MND+AU",
+ "mind-short+dexterity-short": "MND+DX",
+ "mind-short+intellect-short": "MND+IN",
+ "mind-short+intellect-short-or-eight": "MAX(MND+IN, 8)",
+ "miscellaneous": "Miscellaneous",
+ "mobility": "Mobility",
+ "mobility-short+agility-short": "MOB+AG",
+ "mobility-short+dexterity-short": "MOB+DX",
+ "mobility-short+strength-short": "MOB+ST",
+ "movement-rate": "Movement rate",
+ "normal-spell": "Normal spell",
+ "normal-spellcasting": "Spellcasting",
+ "notes": "Notes",
+ "of": "of",
+ "open-lock": "Open lock",
+ "open-lock-bonus": "Thievery, Lockpicking, ...",
+ "opponent-defense": "Opponent's defense",
+ "opponent-defense-short": "OD",
+ "other-abilities": "Other abilities",
+ "perception": "Perception",
+ "perception-bonus": "Thievery, Alertness, ...",
+ "pick-pocket": "Pick pocket",
+ "pick-pocket-bonus": "Thievery, Stealth, Diversion, Pickpocket, ...",
+ "place-of-birth": "Place of birth",
+ "player": "Player",
+ "player-name": "Player name",
+ "private-biography": "Private biography",
+ "progress-points": "Progress points",
+ "progress-points-short": "PP",
+ "public-biography": "Public biography",
+ "quantity": "Quantity",
+ "race": "Race",
+ "race-example": "Elf, Human, Dwarf, ...",
+ "racial-abilities": "Racial abilities",
+ "ranged-attack": "Ranged attack",
+ "read-tracks": "Read tracks",
+ "read-tracks-bonus": "Hunter, Alertness, ...",
+ "resist-disease": "Resist disease",
+ "resist-disease-bonus": "Endurance, ...",
+ "ride": "Ride",
+ "ride-base": "MOB+MAX(AG, AU)",
+ "ride-bonus": "Riding, Mounted Archer, Beast Master, ...",
+ "search": "Search",
+ "search-bonus": "Thievery, Stealth, Alertness, ...",
+ "sneak": "Sneak",
+ "sneak-bonus": "Stealth, ...",
+ "special": "Special",
+ "special-behavior": "Special behavior",
+ "special-characteristics": "Special characteristics",
+ "spell": "Spell",
+ "spell-cooldown": "Cooldown",
+ "spell-distance": "Distance",
+ "spell-duration": "Duration",
+ "spell-modifier": "Spell modifier",
+ "spell-modifier-short": "SM",
+ "spell-type": "Normal spell, Targeted spell or Mind-influencing spell",
+ "start": "Start",
+ "start-fire": "Start fire",
+ "start-fire-bonus": "Hunter, ...",
+ "stealth-bonus": "Stealth, ...",
+ "strength": "Strength",
+ "swim": "Swim",
+ "swim-bonus": "Swim, ...",
+ "talent": "Talent",
+ "talents": "Talents",
+ "talent-points": "Talent points",
+ "talent-points-short": "TP",
+ "targeted-spell": "Targeted spell",
+ "targeted-spellcasting": "Targeted spellcasting",
+ "tier": "Tier",
+ "total": "Total",
+ "type": "Type",
+ "typical-checks": "Typical checks",
+ "unarmed": "Unarmed",
+ "wake-up": "Wake up",
+ "wake-up-bonus": "Lightning Reflexes, Alertness, ...",
+ "weapon": "Weapon",
+ "weapon-bonus": "Weapon bonus",
+ "weapon-bonus-short": "WB",
+ "weapon-type": "Melee attack or Ranged attack",
+ "weight": "Weight",
+ "where-carried": "Where carried?",
+ "work-mechanism": "Work mechanism",
+ "work-mechanism-base": "MND+MAX(DX, IN)",
+ "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
+}
diff --git a/Dungeonslayers-4/translations/cs.json b/Dungeonslayers-4/translations/cs.json
index 76c2183451..8ea4e70349 100644
--- a/Dungeonslayers-4/translations/cs.json
+++ b/Dungeonslayers-4/translations/cs.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/da.json b/Dungeonslayers-4/translations/da.json
index 700361bb48..e23059a39e 100644
--- a/Dungeonslayers-4/translations/da.json
+++ b/Dungeonslayers-4/translations/da.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/de.json b/Dungeonslayers-4/translations/de.json
index 9f3ae9f54e..4472bd03b1 100644
--- a/Dungeonslayers-4/translations/de.json
+++ b/Dungeonslayers-4/translations/de.json
@@ -173,4 +173,4 @@
"work-mechanism": "Mechanismus öffnen",
"work-mechanism-base": "GEI+MAX(GE, VE)",
"work-mechanism-bonus": "Diebeskunst, Handwerk, Schlossknacker, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/el.json b/Dungeonslayers-4/translations/el.json
index 733137967e..67bee390cc 100644
--- a/Dungeonslayers-4/translations/el.json
+++ b/Dungeonslayers-4/translations/el.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/en.json b/Dungeonslayers-4/translations/en.json
index b9e931a473..6641efa220 100644
--- a/Dungeonslayers-4/translations/en.json
+++ b/Dungeonslayers-4/translations/en.json
@@ -42,7 +42,7 @@
"decipher-script-bonus": "Alertness, Education, ...",
"defense": "Defense",
"defy-poison": "Defy poison",
- "defy-poison-bonus": "Endurance, ",
+ "defy-poison-bonus": "Endurance, ...",
"dexterity": "Dexterity",
"disable-traps": "Disable traps",
"disable-traps-bonus": "Thievery, ...",
@@ -126,7 +126,7 @@
"read-tracks": "Read tracks",
"read-tracks-bonus": "Hunter, Alertness, ...",
"resist-disease": "Resist disease",
- "resist-disease-bonus": "Endurance, ",
+ "resist-disease-bonus": "Endurance, ...",
"ride": "Ride",
"ride-base": "MOB+MAX(AG, AU)",
"ride-bonus": "Riding, Mounted Archer, Beast Master, ...",
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/es.json b/Dungeonslayers-4/translations/es.json
index 37777daa89..0e2a77ddcd 100644
--- a/Dungeonslayers-4/translations/es.json
+++ b/Dungeonslayers-4/translations/es.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/fr.json b/Dungeonslayers-4/translations/fr.json
index 93912b4d8d..66bc15b2a9 100644
--- a/Dungeonslayers-4/translations/fr.json
+++ b/Dungeonslayers-4/translations/fr.json
@@ -173,4 +173,4 @@
"work-mechanism": "Méthode de travail",
"work-mechanism-base": "ESP+MAX(DX, IN)",
"work-mechanism-bonus": "Cambriolage, artisan, crochetage, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/he.json b/Dungeonslayers-4/translations/he.json
index 9ddffe3533..24a2ece61d 100644
--- a/Dungeonslayers-4/translations/he.json
+++ b/Dungeonslayers-4/translations/he.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/hu.json b/Dungeonslayers-4/translations/hu.json
new file mode 100644
index 0000000000..6641efa220
--- /dev/null
+++ b/Dungeonslayers-4/translations/hu.json
@@ -0,0 +1,176 @@
+{
+ "active": "Active",
+ "additional": "Additional",
+ "age": "Age",
+ "agility": "Agility",
+ "alphabets": "Alphabets",
+ "appraise": "Appraise",
+ "appraise-bonus": "Appraise, ...",
+ "armor": "Armor",
+ "armor-material-example": "Wood, Leather, Metal, ...",
+ "armor-type-example": "Helmet, Body, Vambrace, Greaves, Shield, ...",
+ "armor-value": "Armor value",
+ "armor-value-short": "AV",
+ "attribute+trait": "Attribute + Trait",
+ "aura": "Aura",
+ "base": "Base",
+ "body": "Body",
+ "body-short+constitution-short": "BOD+CO",
+ "body-short+strength-short": "BOD+ST",
+ "bonus": "Bonus",
+ "both-attack": "Both",
+ "character": "Character",
+ "character-name": "Character name",
+ "check": "Check",
+ "check-result": "Check result",
+ "check-value": "Check value",
+ "class": "Class",
+ "class-example": "Fighter, Scout, Healer, Wizard, Sorcerer, ...",
+ "climb": "Climb",
+ "climb-bonus": "Acrobat, Master Climber, ...",
+ "communicate": "Communicate",
+ "communicate-bonus": "Education, ...",
+ "constitution": "Constitution",
+ "cooldown": "Cooldown",
+ "culture": "Culture",
+ "culture-example": "Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...",
+ "cultural-talents": "Cultural talents",
+ "current-hit-points": "Current hit points",
+ "current-mana-points": "Current mana points",
+ "date-of-birth": "Date of birth",
+ "decipher-script": "Decipher script",
+ "decipher-script-bonus": "Alertness, Education, ...",
+ "defense": "Defense",
+ "defy-poison": "Defy poison",
+ "defy-poison-bonus": "Endurance, ...",
+ "dexterity": "Dexterity",
+ "disable-traps": "Disable traps",
+ "disable-traps-bonus": "Thievery, ...",
+ "distance": "Distance",
+ "duration": "Duration",
+ "edit-bonuses": "Edit bonuses",
+ "effect": "Effect",
+ "equipment": "Equipment",
+ "experience-points": "Experience points",
+ "experience-points-short": "EP",
+ "eye-color": "Eye color",
+ "feat-of-strength": "Feat of strength",
+ "feat-of-strength-bonus": "Brutal Blow, Devastating Strike, ...",
+ "flirt": "Flirt",
+ "flirt-bonus": "Charming, ...",
+ "gender": "Gender",
+ "generic": "Generic",
+ "generic-check": "Generic check",
+ "haggle": "Haggle",
+ "haggle-base": "MND+MAX(IN, AU)",
+ "haggle-bonus": "Charming, Rascal, ...",
+ "hair-color": "Hair color",
+ "hands": "Hands",
+ "hands-example": "1H = one-handed, 2H = two-handed, ...",
+ "character-height": "Height",
+ "hero-class": "Hero class",
+ "hero-class-example": "Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...",
+ "hide": "Hide",
+ "hit-points": "Hit points",
+ "initiative": "Initiative",
+ "intellect": "Intellect",
+ "jump": "Jump",
+ "jump-bonus": "Acrobat, ...",
+ "knowledge": "Knowledge",
+ "knowledge-bonus": "Education, Expertise, ...",
+ "languages": "Languages",
+ "learned": "Learned",
+ "level": "Level",
+ "magic-bonus": "Magic bonus",
+ "magic-bonus-short": "MB",
+ "mana": "Mana",
+ "material": "Material",
+ "melee-attack": "Melee attack",
+ "mind": "Mind",
+ "mind-influencing-spell": "Mind-influencing spell",
+ "mind-short+aura-short": "MND+AU",
+ "mind-short+dexterity-short": "MND+DX",
+ "mind-short+intellect-short": "MND+IN",
+ "mind-short+intellect-short-or-eight": "MAX(MND+IN, 8)",
+ "miscellaneous": "Miscellaneous",
+ "mobility": "Mobility",
+ "mobility-short+agility-short": "MOB+AG",
+ "mobility-short+dexterity-short": "MOB+DX",
+ "mobility-short+strength-short": "MOB+ST",
+ "movement-rate": "Movement rate",
+ "normal-spell": "Normal spell",
+ "normal-spellcasting": "Spellcasting",
+ "notes": "Notes",
+ "of": "of",
+ "open-lock": "Open lock",
+ "open-lock-bonus": "Thievery, Lockpicking, ...",
+ "opponent-defense": "Opponent's defense",
+ "opponent-defense-short": "OD",
+ "other-abilities": "Other abilities",
+ "perception": "Perception",
+ "perception-bonus": "Thievery, Alertness, ...",
+ "pick-pocket": "Pick pocket",
+ "pick-pocket-bonus": "Thievery, Stealth, Diversion, Pickpocket, ...",
+ "place-of-birth": "Place of birth",
+ "player": "Player",
+ "player-name": "Player name",
+ "private-biography": "Private biography",
+ "progress-points": "Progress points",
+ "progress-points-short": "PP",
+ "public-biography": "Public biography",
+ "quantity": "Quantity",
+ "race": "Race",
+ "race-example": "Elf, Human, Dwarf, ...",
+ "racial-abilities": "Racial abilities",
+ "ranged-attack": "Ranged attack",
+ "read-tracks": "Read tracks",
+ "read-tracks-bonus": "Hunter, Alertness, ...",
+ "resist-disease": "Resist disease",
+ "resist-disease-bonus": "Endurance, ...",
+ "ride": "Ride",
+ "ride-base": "MOB+MAX(AG, AU)",
+ "ride-bonus": "Riding, Mounted Archer, Beast Master, ...",
+ "search": "Search",
+ "search-bonus": "Thievery, Stealth, Alertness, ...",
+ "sneak": "Sneak",
+ "sneak-bonus": "Stealth, ...",
+ "special": "Special",
+ "special-behavior": "Special behavior",
+ "special-characteristics": "Special characteristics",
+ "spell": "Spell",
+ "spell-cooldown": "Cooldown",
+ "spell-distance": "Distance",
+ "spell-duration": "Duration",
+ "spell-modifier": "Spell modifier",
+ "spell-modifier-short": "SM",
+ "spell-type": "Normal spell, Targeted spell or Mind-influencing spell",
+ "start": "Start",
+ "start-fire": "Start fire",
+ "start-fire-bonus": "Hunter, ...",
+ "stealth-bonus": "Stealth, ...",
+ "strength": "Strength",
+ "swim": "Swim",
+ "swim-bonus": "Swim, ...",
+ "talent": "Talent",
+ "talents": "Talents",
+ "talent-points": "Talent points",
+ "talent-points-short": "TP",
+ "targeted-spell": "Targeted spell",
+ "targeted-spellcasting": "Targeted spellcasting",
+ "tier": "Tier",
+ "total": "Total",
+ "type": "Type",
+ "typical-checks": "Typical checks",
+ "unarmed": "Unarmed",
+ "wake-up": "Wake up",
+ "wake-up-bonus": "Lightning Reflexes, Alertness, ...",
+ "weapon": "Weapon",
+ "weapon-bonus": "Weapon bonus",
+ "weapon-bonus-short": "WB",
+ "weapon-type": "Melee attack or Ranged attack",
+ "weight": "Weight",
+ "where-carried": "Where carried?",
+ "work-mechanism": "Work mechanism",
+ "work-mechanism-base": "MND+MAX(DX, IN)",
+ "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
+}
diff --git a/Dungeonslayers-4/translations/it.json b/Dungeonslayers-4/translations/it.json
index 6b04610b49..3b136dbd39 100644
--- a/Dungeonslayers-4/translations/it.json
+++ b/Dungeonslayers-4/translations/it.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/ja.json b/Dungeonslayers-4/translations/ja.json
index 61f901a790..acd1178d6f 100644
--- a/Dungeonslayers-4/translations/ja.json
+++ b/Dungeonslayers-4/translations/ja.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/ko.json b/Dungeonslayers-4/translations/ko.json
index eab4fa4817..0fded18ded 100644
--- a/Dungeonslayers-4/translations/ko.json
+++ b/Dungeonslayers-4/translations/ko.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/nl.json b/Dungeonslayers-4/translations/nl.json
index 4bed376580..8c43215f32 100644
--- a/Dungeonslayers-4/translations/nl.json
+++ b/Dungeonslayers-4/translations/nl.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/pl.json b/Dungeonslayers-4/translations/pl.json
index 4b219c5035..dad00b7fbe 100644
--- a/Dungeonslayers-4/translations/pl.json
+++ b/Dungeonslayers-4/translations/pl.json
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/pt.json b/Dungeonslayers-4/translations/pt.json
index 46bae8af60..274a8641c9 100644
--- a/Dungeonslayers-4/translations/pt.json
+++ b/Dungeonslayers-4/translations/pt.json
@@ -42,7 +42,7 @@
"decipher-script-bonus": "Alertness, Education, ...",
"defense": "Defense",
"defy-poison": "Defy poison",
- "defy-poison-bonus": "Endurance, ",
+ "defy-poison-bonus": "Endurance, ...",
"dexterity": "Dexterity",
"disable-traps": "Disable traps",
"disable-traps-bonus": "Thievery, ...",
@@ -126,7 +126,7 @@
"read-tracks": "Read tracks",
"read-tracks-bonus": "Hunter, Alertness, ...",
"resist-disease": "Resist disease",
- "resist-disease-bonus": "Endurance, ",
+ "resist-disease-bonus": "Endurance, ...",
"ride": "Ride",
"ride-base": "MOB+MAX(AG, AU)",
"ride-bonus": "Riding, Mounted Archer, Beast Master, ...",
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/ru.json b/Dungeonslayers-4/translations/ru.json
index cfd74031f7..b102fdb831 100644
--- a/Dungeonslayers-4/translations/ru.json
+++ b/Dungeonslayers-4/translations/ru.json
@@ -42,7 +42,7 @@
"decipher-script-bonus": "Alertness, Education, ...",
"defense": "Defense",
"defy-poison": "Defy poison",
- "defy-poison-bonus": "Endurance, ",
+ "defy-poison-bonus": "Endurance, ...",
"dexterity": "Ловкость",
"disable-traps": "Disable traps",
"disable-traps-bonus": "Thievery, ...",
@@ -126,7 +126,7 @@
"read-tracks": "Read tracks",
"read-tracks-bonus": "Hunter, Alertness, ...",
"resist-disease": "Resist disease",
- "resist-disease-bonus": "Endurance, ",
+ "resist-disease-bonus": "Endurance, ...",
"ride": "Ride",
"ride-base": "MOB+MAX(AG, AU)",
"ride-bonus": "Riding, Mounted Archer, Beast Master, ...",
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/sv.json b/Dungeonslayers-4/translations/sv.json
index 16552c0876..e35319ceb4 100644
--- a/Dungeonslayers-4/translations/sv.json
+++ b/Dungeonslayers-4/translations/sv.json
@@ -42,7 +42,7 @@
"decipher-script-bonus": "Alertness, Education, ...",
"defense": "Defense",
"defy-poison": "Defy poison",
- "defy-poison-bonus": "Endurance, ",
+ "defy-poison-bonus": "Endurance, ...",
"dexterity": "Dexterity",
"disable-traps": "Disable traps",
"disable-traps-bonus": "Thievery, ...",
@@ -126,7 +126,7 @@
"read-tracks": "Read tracks",
"read-tracks-bonus": "Hunter, Alertness, ...",
"resist-disease": "Resist disease",
- "resist-disease-bonus": "Endurance, ",
+ "resist-disease-bonus": "Endurance, ...",
"ride": "Ride",
"ride-base": "MOB+MAX(AG, AU)",
"ride-bonus": "Riding, Mounted Archer, Beast Master, ...",
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/tr.json b/Dungeonslayers-4/translations/tr.json
index a68876f8f4..ffa637962e 100644
--- a/Dungeonslayers-4/translations/tr.json
+++ b/Dungeonslayers-4/translations/tr.json
@@ -42,7 +42,7 @@
"decipher-script-bonus": "Alertness, Education, ...",
"defense": "Defense",
"defy-poison": "Defy poison",
- "defy-poison-bonus": "Endurance, ",
+ "defy-poison-bonus": "Endurance, ...",
"dexterity": "Dexterity",
"disable-traps": "Disable traps",
"disable-traps-bonus": "Thievery, ...",
@@ -126,7 +126,7 @@
"read-tracks": "Read tracks",
"read-tracks-bonus": "Hunter, Alertness, ...",
"resist-disease": "Resist disease",
- "resist-disease-bonus": "Endurance, ",
+ "resist-disease-bonus": "Endurance, ...",
"ride": "Ride",
"ride-base": "MOB+MAX(AG, AU)",
"ride-bonus": "Riding, Mounted Archer, Beast Master, ...",
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/uk.json b/Dungeonslayers-4/translations/uk.json
index b9e931a473..6641efa220 100644
--- a/Dungeonslayers-4/translations/uk.json
+++ b/Dungeonslayers-4/translations/uk.json
@@ -42,7 +42,7 @@
"decipher-script-bonus": "Alertness, Education, ...",
"defense": "Defense",
"defy-poison": "Defy poison",
- "defy-poison-bonus": "Endurance, ",
+ "defy-poison-bonus": "Endurance, ...",
"dexterity": "Dexterity",
"disable-traps": "Disable traps",
"disable-traps-bonus": "Thievery, ...",
@@ -126,7 +126,7 @@
"read-tracks": "Read tracks",
"read-tracks-bonus": "Hunter, Alertness, ...",
"resist-disease": "Resist disease",
- "resist-disease-bonus": "Endurance, ",
+ "resist-disease-bonus": "Endurance, ...",
"ride": "Ride",
"ride-base": "MOB+MAX(AG, AU)",
"ride-bonus": "Riding, Mounted Archer, Beast Master, ...",
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Dungeonslayers-4/translations/zh.json b/Dungeonslayers-4/translations/zh.json
index e8ee1b2d9e..b46ce31354 100644
--- a/Dungeonslayers-4/translations/zh.json
+++ b/Dungeonslayers-4/translations/zh.json
@@ -42,7 +42,7 @@
"decipher-script-bonus": "Alertness, Education, ...",
"defense": "Defense",
"defy-poison": "Defy poison",
- "defy-poison-bonus": "Endurance, ",
+ "defy-poison-bonus": "Endurance, ...",
"dexterity": "敏捷",
"disable-traps": "Disable traps",
"disable-traps-bonus": "Thievery, ...",
@@ -126,7 +126,7 @@
"read-tracks": "Read tracks",
"read-tracks-bonus": "Hunter, Alertness, ...",
"resist-disease": "Resist disease",
- "resist-disease-bonus": "Endurance, ",
+ "resist-disease-bonus": "Endurance, ...",
"ride": "騎術",
"ride-base": "MOB+MAX(AG, AU)",
"ride-bonus": "Riding, Mounted Archer, Beast Master, ...",
@@ -173,4 +173,4 @@
"work-mechanism": "Work mechanism",
"work-mechanism-base": "MND+MAX(DX, IN)",
"work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..."
-}
\ No newline at end of file
+}
diff --git a/Eclipse Phase Alternate/translations/ca.json b/Eclipse Phase Alternate/translations/ca.json
new file mode 100644
index 0000000000..9155d1f625
--- /dev/null
+++ b/Eclipse Phase Alternate/translations/ca.json
@@ -0,0 +1,468 @@
+{
+ "active-morph": "Active Morph",
+ "active-skills": "Active Skills",
+ "actual-age": "Actual Age",
+ "alienation-test": "Alienation Test",
+ "ammo-type": "Ammo Type",
+ "ap": "AP",
+ "api-head": "API",
+ "api-lookup": "Lookup",
+ "api-text": "API Text Exchange",
+ "api-text-warning": "WARNING: Do NOT put notes in this field! This field should only be used for copy-pasting JSON text for import\/export via the API Script. The Script may arbitrarily override any text in this field!",
+ "apl": "appl.",
+ "applied": "applied",
+ "applied-effects": "Applied",
+ "apply-crit-damage": "apply critical damage",
+ "apply-damage": "apply damage",
+ "apt-base": "Base",
+ "apt-morph-bonus": "Morph Bonus",
+ "apt-morph-max": "Morph Max",
+ "apt-temp": "Temp",
+ "apt-total": "Total",
+ "aptitudes": "Aptitudes",
+ "armour": "Armour",
+ "armour-accessory": "Armour Accessory",
+ "armour-active-total": "Active Bonus",
+ "armour-layering-penalty": "Layered Armour Penalty",
+ "armour-name": "Name",
+ "armour-penetration": "Armour Penetration",
+ "armour-worn": "Armour Worn",
+ "async": "Async",
+ "async-trait": "Has Asyc trait",
+ "atRep": "@-Rep",
+ "author": "Author",
+ "avoid-lemon": "Avoid Lemon Breakdown (EP p.150)",
+ "avoid-virus-exposure": "Avoid Virus Exposure",
+ "background": "Background",
+ "bf": "BF",
+ "brute-strength": "Brute Strength",
+ "burst-fire": "Burst Fire",
+ "burst-fire-description": "Two bursts maybe fired with the same Complex Action. Each burst is handled as a separate attack. Bursts use up 3 shots worth of ammunition.\nA burst may be shot against a single target (concentrated fire) or against two targets within one meter of each other. Against a single target, the attacker can choose either a +10 modifier to hit or increase the DV by +1d10.",
+ "cRep": "c-Rep",
+ "called-in-favours": "Called in Favours",
+ "cash": "Cash (Credit Chips)",
+ "catching-objects": "Catching Objects",
+ "character-info": "Character Info",
+ "character-name": "Character Name",
+ "character-traits": "Character Traits",
+ "chat-output": "Chat Output",
+ "circleAlist": "The Circle-A List (Autonomists)",
+ "civicNet": "CivicNet (Hypercorps)",
+ "close-overlay": "Close",
+ "cog": "COG",
+ "cognition": "Cognition",
+ "cognitionx3": "Cognition tripled",
+ "cogx3": "COG × 3",
+ "concentrate-fire": "Concentrate Fire",
+ "continutity-test": "Continuity Test",
+ "coo": "COO",
+ "coo-som": "COO + SOM",
+ "coordination": "Coordination",
+ "coordination-somatics": "Coordination + Somatics",
+ "core": "Core",
+ "crypto-credit": "Crypto Credits",
+ "currency": "Currency",
+ "current-moxie": "Current Moxie Points",
+ "damage": "Damage",
+ "damage-area": "Effect Area",
+ "damage-areaopt-Blast": "Blast",
+ "damage-areaopt-Cone": "Cone",
+ "damage-areaopt-Point": "Point",
+ "damage-areaopt-UniformBlast": "Uniform Blast",
+ "damage-areaopt-short-Blast": "⦾",
+ "damage-areaopt-short-Cone": "⋁",
+ "damage-areaopt-short-Point": "•",
+ "damage-areaopt-short-UniformBlast": "⦿",
+ "damage-bonus": "Damage Bonus",
+ "damage-inflicts": "Inflicts",
+ "damage-typeopt-Energy": "Energy",
+ "damage-typeopt-GM": "Whisper to GM",
+ "damage-typeopt-GMScript": "Whisper to GM via API",
+ "damage-typeopt-Kinetic": "Kinetic",
+ "damage-typeopt-Public": "Public",
+ "damage-typeopt-PublicScript": "Public via API",
+ "damage-typeopt-Untyped": "Untyped",
+ "damage-typeopt-short-Energy": "E",
+ "damage-typeopt-short-Kinetic": "K",
+ "damage-typeopt-short-Untyped": "",
+ "damage-value": "Damage Value",
+ "db": "DB",
+ "death-rating": "Death Rating",
+ "derangement-description": "Description",
+ "derangement-duration": "Duration",
+ "derangement-severity": "Severity",
+ "derangement-severity-opt-Major": "Major",
+ "derangement-severity-opt-Minor": "Minor",
+ "derangement-severity-opt-Moderate": "Moderate",
+ "derangements": "Derangements",
+ "disorder-description": "Description",
+ "disorder-remaining-treatment": "Remaining treatment time",
+ "disorders": "Disorders",
+ "dr": "DR",
+ "dur": "DUR",
+ "dur-energy-armor": "DUR + Energy Armor",
+ "durability": "Durability",
+ "durability-energy-armor": "Durability + Energy Armor",
+ "dv": "DV",
+ "eRep": "e-Rep",
+ "ecoWave": "EcoWave (Ecologists)",
+ "effect-description": "Description",
+ "effect-duration": "Duration",
+ "effect-duration-example": "e.g., 1min",
+ "effect-game": "Game Effect",
+ "effect-game-example": "e.g., +5 SOM, -5 COO",
+ "effect-name": "Name",
+ "effects": "Effects",
+ "effects-active-summary": "Active Effects",
+ "energy": "Energy",
+ "equipment": "Equipment",
+ "equipment-description": "Description",
+ "equipment-name": "Name",
+ "escape-artist": "Escape Artist",
+ "exploreNet": "ExploreNet (Gatecrashers)",
+ "extreme-range": "Extreme",
+ "fRep": "f-Rep",
+ "fa": "FA",
+ "faction": "Faction",
+ "fame": "Fame (Media)",
+ "field-accounting": "Accounting",
+ "field-autonomists": "Autonomists",
+ "field-criminals": "Criminals",
+ "field-ecologists": "Ecologists",
+ "field-electronics": "Electronics",
+ "field-firewall": "Firewall",
+ "field-gatecrashers": "Gatecrashers",
+ "field-hypercorps": "Hypercorps",
+ "field-media": "Media",
+ "field-psychology": "Psychology",
+ "field-scientists": "Scientists",
+ "field-ultimates": "Ultimates",
+ "fire-modes": "Firing Modes",
+ "fraydiv2": "Fray\/2",
+ "frayhalved": "Fray halved",
+ "freeform-effects": "Freeform",
+ "full-automatic": "Full Automatic",
+ "full-automatic-description": "Only one full-auto attack may be made with each Complex Action. This attack may be made on a single target or against up to three separate targets within one meter of another. Against a single individual, the attacker can choose either a +30 modifier to hit or increase the DV by +3d10. Firing in full automatic mode uses up 10 shots.",
+ "gRep": "g-Rep",
+ "gear": "Gear",
+ "gear-freeform": "Freeform Gear",
+ "gender-id": "Gender Identity",
+ "generate-skills": "Generate Default Skills",
+ "generating-skills": "Generating Skills...",
+ "github": "Github",
+ "guanxi": "Guanxi (Criminals)",
+ "having-an-idea": "Having an Idea",
+ "heal-trauma": "Heal Trauma",
+ "hold-breath": "Suddenly Holding Breath (EP p.201)",
+ "hours-long": "hours",
+ "hours-short": "h",
+ "iRep": "i-Rep",
+ "id-credits": "Credits",
+ "id-description": "Description",
+ "id-notes": "Notes",
+ "identities": "Identities",
+ "identity": "Identity",
+ "init": "INIT",
+ "initiative": "Initiative",
+ "insanity-rating": "Insanity Rating",
+ "int": "INT",
+ "integration-test": "Integration Test",
+ "intuition": "Intuition",
+ "intuitionx3": "Intuition tripled",
+ "intx3": "INT × 3",
+ "ir": "IR",
+ "jump-on-grenade": "Jump on Grenade",
+ "kinetic": "Kinetic",
+ "knowledge-skills": "Knowledge Skills",
+ "l-range": "L",
+ "level1": "Level 1",
+ "level2": "Level 2",
+ "level3": "Level 3",
+ "level4": "Level 4",
+ "level5": "Level 5",
+ "long-range": "Long",
+ "luc": "LUC",
+ "luc-extra": "LUC+",
+ "lucidity": "Lucidity",
+ "lucidity-extra": "Extra Lucidity",
+ "lvl1": "Lvl 1",
+ "lvl2": "Lvl 2",
+ "lvl3": "Lvl 3",
+ "lvl4": "Lvl 4",
+ "lvl5": "Lvl 5",
+ "m-range": "M",
+ "magazine": "Magazine",
+ "margin-of-failure": "Margin of Failure",
+ "margin-of-success": "Margin of Success",
+ "medium-range": "Medium",
+ "melee-weapons": "Melee Weapons",
+ "memorise-recall": "Memorise\/Recall",
+ "mental-health": "Mental Health",
+ "mental-only-actions": "Mental Only Actions",
+ "mental-only-actions-extra": "Extra Mental Only Actions",
+ "misc-action-mod": "Misc. All Actions Modifier",
+ "misc-dur-bonus": "Misc. Durability Bonus",
+ "misc-initiative-mod": "Misc. Initiative Modifier",
+ "misc-modifiers": "Misc. Modifiers",
+ "misc-notes": "Misc. Notes",
+ "misc-physical-mod": "Misc. Physical Modifier",
+ "moa": "MOA",
+ "moa-extra": "MOA+",
+ "mof": "MoF",
+ "morph-aptitude-boni": "Aptitude Boni",
+ "morph-aptitude-max": "Aptitude Max",
+ "morph-armour": "Armour",
+ "morph-armour-energy": "Energy Armour",
+ "morph-armour-kinetic": "Kinetic Armour",
+ "morph-bank": "Morph Bank",
+ "morph-description": "Description",
+ "morph-durability": "Durability",
+ "morph-ignored-wounds": "Ignored Wounds",
+ "morph-implants": "Implants\/Enhancements",
+ "morph-ini-mod": "INI MOD",
+ "morph-initiative_modifier": "Initiative Modifier",
+ "morph-label": "Label",
+ "morph-location": "Storage Location",
+ "morph-mental-only-actions": "Mental Only Actions",
+ "morph-moa": "MOA",
+ "morph-mobility-system": "Mobility System(s)",
+ "morph-name": "Model",
+ "morph-skill-boni": "Skill Boni",
+ "morph-spd": "SPD",
+ "morph-speed": "Speed",
+ "morph-traits": "Traits",
+ "morph-type": "Type",
+ "morph-visible-age": "Visible Age",
+ "morph-visible-gender": "Visible Gender",
+ "morphs": "Morph",
+ "mos": "MoS",
+ "motivations": "Motivations",
+ "mox": "MOX",
+ "moxie": "Moxie",
+ "moxiex10": "Moxie times 10",
+ "moxx10": "MOX × 10",
+ "muse": "Muse",
+ "muse-info": "Muse Info",
+ "muse-name": "Name",
+ "muse-notes": "Notes",
+ "muse-skills": "Muse Skills",
+ "note": "Note",
+ "options": "Options",
+ "or-total-ap": "or ignore armour if critical success",
+ "physical-health": "Physical Health",
+ "psi": "Psi",
+ "psi-action": "Action",
+ "psi-chi": "Psi-chi Sleights",
+ "psi-current": "Currently Sustained",
+ "psi-defense": "Psi Defense",
+ "psi-duration": "Duration",
+ "psi-gamma": "Psi-gamma Sleights",
+ "psi-range": "Range",
+ "psi-skill": "Skill",
+ "psi-strain-mod": "Strain Mod",
+ "psi-sustained": "Sustained Sleights",
+ "psi-sustained-mod": "Skill Penalty",
+ "psi-temp-time": "Temporary Duration",
+ "psi-temp-units": "units",
+ "psi-typeopt-Active": "Active",
+ "psi-typeopt-Passive": "Passive",
+ "psi-typeopt-short-Active": "A",
+ "psi-typeopt-short-Passive": "P",
+ "psychic-damage": "Psychic",
+ "psychic-stab": "Psychic Stab Damage",
+ "quality-modifier": "Quality Modifier",
+ "rRep": "r-Rep",
+ "ranged-defence": "Ranged Defence",
+ "ranged-weapons": "Ranged Weapons",
+ "ref": "REF",
+ "ref-coo-will": "REF + COO + WIL",
+ "ref-coox2": "REF + COO × 2",
+ "reflex": "Reflex",
+ "reflex-coordination-willpower": "Reflex + Coordination + Willpower",
+ "reflex-coordinationx2": "Reflex + Coordination doubled",
+ "reflexx3": "Reflex tripled",
+ "refx3": "REF × 3",
+ "rep-score": "Score",
+ "reputaion": "Reputation",
+ "resist-asphyxiation": "Roll with DUR (above) to resist asphyxiation.",
+ "resist-backup-complications": "To resist complications during backup (EP p.270) roll with LUC (above).",
+ "resist-brain-serizure": "Resist Psi Brain Seizure (EP p.221)",
+ "resist-shock": "Resist Shock",
+ "resist-trauma-disorientation": "Resist Trauma Disorientation",
+ "resist-wound-knockdown": "Resist Knockdown from Wound",
+ "rez": "REZ",
+ "rez-points": "Rez Points",
+ "rna": "Research Network Associates (Scientists)",
+ "roll-auto-failure": "Roll is an automatic failure",
+ "roll-auto-success": "Roll is an automatic success",
+ "roll-crit-failure": "Roll is a critical failure",
+ "roll-crit-success": "Roll is a critical success",
+ "roll-failure": "Roll is a failure",
+ "roll-success": "Roll is a success",
+ "rolls-for": "rolls for",
+ "s-range": "S",
+ "sa": "SA",
+ "sav": "SAV",
+ "savy": "Savy",
+ "semi-automatic": "Semi-Automatic",
+ "semi-automatic-description": "Semi-automatic weapons may be fired twice with the same Complex Action. Each shot is handled as a separate attack.",
+ "sheet-do-not-close": "Do not close the sheet while its processing.",
+ "sheet-processing": "Processing",
+ "sheet-settings": "Sheet Settings",
+ "short-range": "Short",
+ "show-hide-description": "Show\/Hide Description",
+ "single-shot": "Single Shot",
+ "single-shot-description": "Single shot weapons may only be fired once per Complex Action.",
+ "size": "Size",
+ "skill-academics": "Academics",
+ "skill-animal-handling": "Animal Handling",
+ "skill-art": "Art",
+ "skill-beam-weapons": "Beam Weapons",
+ "skill-blades": "Blades",
+ "skill-categories": "Categories",
+ "skill-catopt-Combat": "Combat",
+ "skill-catopt-Mental": "Mental",
+ "skill-catopt-NA": "None",
+ "skill-catopt-Physical": "Physical",
+ "skill-catopt-Psi": "Psi & Mental",
+ "skill-catopt-Social": "Social",
+ "skill-catopt-Technical": "Technical",
+ "skill-catopt-Vehicle": "Vehicle",
+ "skill-catopt-short-Combat": "C",
+ "skill-catopt-short-Mental": "M",
+ "skill-catopt-short-NA": " ",
+ "skill-catopt-short-Physical": "P",
+ "skill-catopt-short-Psi": "Ψ&M",
+ "skill-catopt-short-Social": "S",
+ "skill-catopt-short-Technical": "T",
+ "skill-catopt-short-Vehicle": "V",
+ "skill-classopt-Active": "Active",
+ "skill-classopt-Knowledge": "Knowledge",
+ "skill-climbing": "Climbing",
+ "skill-clubs": "Clubs",
+ "skill-commands": "Commands",
+ "skill-control": "Control",
+ "skill-custom": "[Custom]",
+ "skill-deception": "Deception",
+ "skill-demolitions": "Demolitions",
+ "skill-disguise": "Disguise",
+ "skill-effects-bonus": "Active Effects",
+ "skill-exotic-melee-weapon": "Exotic Melee Weapon",
+ "skill-exotic-ranged-weapon": "Exotic Ranged Weapon",
+ "skill-field": "Field",
+ "skill-flight": "Flight",
+ "skill-fray": "Fray",
+ "skill-free-fall": "Free Fall",
+ "skill-freerunning": "Freerunning",
+ "skill-gunnery": "Gunnery",
+ "skill-hardware": "Hardware",
+ "skill-impersonation": "Impersonation",
+ "skill-infiltration": "Infiltration",
+ "skill-infosec": "Infosec",
+ "skill-interest": "Interest",
+ "skill-interfacing": "Interfacing",
+ "skill-intimidation": "Intimidation",
+ "skill-investigation": "Investigation",
+ "skill-kinesics": "Kinesics",
+ "skill-kinetic-weapons": "Kinetic Weapons",
+ "skill-language": "Language",
+ "skill-linked-aptitude": "Aptitude",
+ "skill-medicine": "Medicine",
+ "skill-morph-bonus": "Morph Bonus",
+ "skill-name": "Name",
+ "skill-navigation": "Navigation",
+ "skill-networking": "Networking",
+ "skill-no-defaulting": "No Defaulting",
+ "skill-no-sort-manual": "Due to Roll20 limitations, manually added items can not be sorted automatically at this time.",
+ "skill-palming": "Palming",
+ "skill-perception": "Perception",
+ "skill-persuasion": "Persuasion",
+ "skill-pilot": "Pilot",
+ "skill-profession": "Profession",
+ "skill-programming": "Programming",
+ "skill-protocol": "Protocol",
+ "skill-psi-assault": "Psi Assault",
+ "skill-psychosurgery": "Psychosurgery",
+ "skill-ranks": "Ranks",
+ "skill-reload-page": "Sorting result is only shown after reopening the sheet.",
+ "skill-research": "Research",
+ "skill-scrounging": "Scrounging",
+ "skill-seeker-weapons": "Seeker Weapons",
+ "skill-sense": "Sense",
+ "skill-sortopt-Aptitude": "Aptitude",
+ "skill-sortopt-Category": "Category",
+ "skill-sortopt-Name": "Name",
+ "skill-sortopt-None": " - ",
+ "skill-specialisations": "Specialisations",
+ "skill-spray-weapons": "Spray Weapons",
+ "skill-swimming": "Swimming",
+ "skill-throwing-weapons": "Throwing Weapons",
+ "skill-total": "Total",
+ "skill-unarmed-combat": "Unarmed Combat",
+ "skills": "Skills",
+ "skills-sort": "Sort Now",
+ "skills-sort-by": "Sort by",
+ "sleight-description": "Description",
+ "sleight-name": "Name",
+ "software": "Software",
+ "software-quality": "Quality",
+ "som": "SOM",
+ "somatics": "Somatics",
+ "somaticsx3": "Somatics tripled",
+ "somx3": "SOM × 3",
+ "spd": "SPD",
+ "spd-extra": "SPD+",
+ "special-rolls": "Special Rolls",
+ "speed": "Speed",
+ "speed-extra": "Extra Speed",
+ "ss": "SS",
+ "stats": "Character Stats",
+ "strain": "Strain",
+ "stress": "Stress",
+ "stress-test": "Stress Test",
+ "stress-value": "Stress Value",
+ "success-roll": "Success Roll",
+ "sv": "SV",
+ "theEye": "The Eye (Firewall)",
+ "thrown": "Thrown",
+ "trait-description": "Description",
+ "trait-name": "Name",
+ "trait-type-opt-Negative": "Negative",
+ "trait-type-opt-Neutral": "Neutral",
+ "trait-type-opt-Positive": "Positive",
+ "trait-type-opt-short-Negative": "-",
+ "trait-type-opt-short-Neutral": "◦",
+ "trait-type-opt-short-Positive": "+",
+ "traits": "Traits",
+ "trauma": "Trauma",
+ "trauma-threshold": "Trauma Threshold",
+ "traumas-ignored": "Ignored Traumas",
+ "tt": "TT",
+ "uRep": "u-Rep",
+ "ultimateRep": "Ultimate (Ultimates)",
+ "uniform-radius": "Uniform Radius",
+ "using-api-script": "Use API Script?",
+ "version": "v",
+ "weapon-damage": "Damage",
+ "weapon-description": "Description",
+ "weapon-dmg": "Dmg",
+ "weapon-name": "Weapon Name",
+ "weapon-ranges": "Ranges",
+ "weapon-skill": "Skill",
+ "weapon-skill-search": "Search Skill",
+ "weapon-specialisation": "Specialisation",
+ "wil": "WIL",
+ "wil-cog": "WIL + COG",
+ "willpower": "Willpower",
+ "willpower-cognition": "Willpower + Cognition",
+ "willpowerx2": "Willpower doubled",
+ "willpowerx3": "Willpower tripled",
+ "wilx2": "WIL × 2",
+ "wilx3": "WIL × 3",
+ "wound-threshold": "Wound Threshold",
+ "wounds": "Wounds",
+ "wounds-ignored": "Ignored Wounds",
+ "wt": "WT",
+ "x-range": "X",
+ "xRep": "x-Rep"
+}
\ No newline at end of file
diff --git a/Eclipse Phase Alternate/translations/hu.json b/Eclipse Phase Alternate/translations/hu.json
new file mode 100644
index 0000000000..9155d1f625
--- /dev/null
+++ b/Eclipse Phase Alternate/translations/hu.json
@@ -0,0 +1,468 @@
+{
+ "active-morph": "Active Morph",
+ "active-skills": "Active Skills",
+ "actual-age": "Actual Age",
+ "alienation-test": "Alienation Test",
+ "ammo-type": "Ammo Type",
+ "ap": "AP",
+ "api-head": "API",
+ "api-lookup": "Lookup",
+ "api-text": "API Text Exchange",
+ "api-text-warning": "WARNING: Do NOT put notes in this field! This field should only be used for copy-pasting JSON text for import\/export via the API Script. The Script may arbitrarily override any text in this field!",
+ "apl": "appl.",
+ "applied": "applied",
+ "applied-effects": "Applied",
+ "apply-crit-damage": "apply critical damage",
+ "apply-damage": "apply damage",
+ "apt-base": "Base",
+ "apt-morph-bonus": "Morph Bonus",
+ "apt-morph-max": "Morph Max",
+ "apt-temp": "Temp",
+ "apt-total": "Total",
+ "aptitudes": "Aptitudes",
+ "armour": "Armour",
+ "armour-accessory": "Armour Accessory",
+ "armour-active-total": "Active Bonus",
+ "armour-layering-penalty": "Layered Armour Penalty",
+ "armour-name": "Name",
+ "armour-penetration": "Armour Penetration",
+ "armour-worn": "Armour Worn",
+ "async": "Async",
+ "async-trait": "Has Asyc trait",
+ "atRep": "@-Rep",
+ "author": "Author",
+ "avoid-lemon": "Avoid Lemon Breakdown (EP p.150)",
+ "avoid-virus-exposure": "Avoid Virus Exposure",
+ "background": "Background",
+ "bf": "BF",
+ "brute-strength": "Brute Strength",
+ "burst-fire": "Burst Fire",
+ "burst-fire-description": "Two bursts maybe fired with the same Complex Action. Each burst is handled as a separate attack. Bursts use up 3 shots worth of ammunition.\nA burst may be shot against a single target (concentrated fire) or against two targets within one meter of each other. Against a single target, the attacker can choose either a +10 modifier to hit or increase the DV by +1d10.",
+ "cRep": "c-Rep",
+ "called-in-favours": "Called in Favours",
+ "cash": "Cash (Credit Chips)",
+ "catching-objects": "Catching Objects",
+ "character-info": "Character Info",
+ "character-name": "Character Name",
+ "character-traits": "Character Traits",
+ "chat-output": "Chat Output",
+ "circleAlist": "The Circle-A List (Autonomists)",
+ "civicNet": "CivicNet (Hypercorps)",
+ "close-overlay": "Close",
+ "cog": "COG",
+ "cognition": "Cognition",
+ "cognitionx3": "Cognition tripled",
+ "cogx3": "COG × 3",
+ "concentrate-fire": "Concentrate Fire",
+ "continutity-test": "Continuity Test",
+ "coo": "COO",
+ "coo-som": "COO + SOM",
+ "coordination": "Coordination",
+ "coordination-somatics": "Coordination + Somatics",
+ "core": "Core",
+ "crypto-credit": "Crypto Credits",
+ "currency": "Currency",
+ "current-moxie": "Current Moxie Points",
+ "damage": "Damage",
+ "damage-area": "Effect Area",
+ "damage-areaopt-Blast": "Blast",
+ "damage-areaopt-Cone": "Cone",
+ "damage-areaopt-Point": "Point",
+ "damage-areaopt-UniformBlast": "Uniform Blast",
+ "damage-areaopt-short-Blast": "⦾",
+ "damage-areaopt-short-Cone": "⋁",
+ "damage-areaopt-short-Point": "•",
+ "damage-areaopt-short-UniformBlast": "⦿",
+ "damage-bonus": "Damage Bonus",
+ "damage-inflicts": "Inflicts",
+ "damage-typeopt-Energy": "Energy",
+ "damage-typeopt-GM": "Whisper to GM",
+ "damage-typeopt-GMScript": "Whisper to GM via API",
+ "damage-typeopt-Kinetic": "Kinetic",
+ "damage-typeopt-Public": "Public",
+ "damage-typeopt-PublicScript": "Public via API",
+ "damage-typeopt-Untyped": "Untyped",
+ "damage-typeopt-short-Energy": "E",
+ "damage-typeopt-short-Kinetic": "K",
+ "damage-typeopt-short-Untyped": "",
+ "damage-value": "Damage Value",
+ "db": "DB",
+ "death-rating": "Death Rating",
+ "derangement-description": "Description",
+ "derangement-duration": "Duration",
+ "derangement-severity": "Severity",
+ "derangement-severity-opt-Major": "Major",
+ "derangement-severity-opt-Minor": "Minor",
+ "derangement-severity-opt-Moderate": "Moderate",
+ "derangements": "Derangements",
+ "disorder-description": "Description",
+ "disorder-remaining-treatment": "Remaining treatment time",
+ "disorders": "Disorders",
+ "dr": "DR",
+ "dur": "DUR",
+ "dur-energy-armor": "DUR + Energy Armor",
+ "durability": "Durability",
+ "durability-energy-armor": "Durability + Energy Armor",
+ "dv": "DV",
+ "eRep": "e-Rep",
+ "ecoWave": "EcoWave (Ecologists)",
+ "effect-description": "Description",
+ "effect-duration": "Duration",
+ "effect-duration-example": "e.g., 1min",
+ "effect-game": "Game Effect",
+ "effect-game-example": "e.g., +5 SOM, -5 COO",
+ "effect-name": "Name",
+ "effects": "Effects",
+ "effects-active-summary": "Active Effects",
+ "energy": "Energy",
+ "equipment": "Equipment",
+ "equipment-description": "Description",
+ "equipment-name": "Name",
+ "escape-artist": "Escape Artist",
+ "exploreNet": "ExploreNet (Gatecrashers)",
+ "extreme-range": "Extreme",
+ "fRep": "f-Rep",
+ "fa": "FA",
+ "faction": "Faction",
+ "fame": "Fame (Media)",
+ "field-accounting": "Accounting",
+ "field-autonomists": "Autonomists",
+ "field-criminals": "Criminals",
+ "field-ecologists": "Ecologists",
+ "field-electronics": "Electronics",
+ "field-firewall": "Firewall",
+ "field-gatecrashers": "Gatecrashers",
+ "field-hypercorps": "Hypercorps",
+ "field-media": "Media",
+ "field-psychology": "Psychology",
+ "field-scientists": "Scientists",
+ "field-ultimates": "Ultimates",
+ "fire-modes": "Firing Modes",
+ "fraydiv2": "Fray\/2",
+ "frayhalved": "Fray halved",
+ "freeform-effects": "Freeform",
+ "full-automatic": "Full Automatic",
+ "full-automatic-description": "Only one full-auto attack may be made with each Complex Action. This attack may be made on a single target or against up to three separate targets within one meter of another. Against a single individual, the attacker can choose either a +30 modifier to hit or increase the DV by +3d10. Firing in full automatic mode uses up 10 shots.",
+ "gRep": "g-Rep",
+ "gear": "Gear",
+ "gear-freeform": "Freeform Gear",
+ "gender-id": "Gender Identity",
+ "generate-skills": "Generate Default Skills",
+ "generating-skills": "Generating Skills...",
+ "github": "Github",
+ "guanxi": "Guanxi (Criminals)",
+ "having-an-idea": "Having an Idea",
+ "heal-trauma": "Heal Trauma",
+ "hold-breath": "Suddenly Holding Breath (EP p.201)",
+ "hours-long": "hours",
+ "hours-short": "h",
+ "iRep": "i-Rep",
+ "id-credits": "Credits",
+ "id-description": "Description",
+ "id-notes": "Notes",
+ "identities": "Identities",
+ "identity": "Identity",
+ "init": "INIT",
+ "initiative": "Initiative",
+ "insanity-rating": "Insanity Rating",
+ "int": "INT",
+ "integration-test": "Integration Test",
+ "intuition": "Intuition",
+ "intuitionx3": "Intuition tripled",
+ "intx3": "INT × 3",
+ "ir": "IR",
+ "jump-on-grenade": "Jump on Grenade",
+ "kinetic": "Kinetic",
+ "knowledge-skills": "Knowledge Skills",
+ "l-range": "L",
+ "level1": "Level 1",
+ "level2": "Level 2",
+ "level3": "Level 3",
+ "level4": "Level 4",
+ "level5": "Level 5",
+ "long-range": "Long",
+ "luc": "LUC",
+ "luc-extra": "LUC+",
+ "lucidity": "Lucidity",
+ "lucidity-extra": "Extra Lucidity",
+ "lvl1": "Lvl 1",
+ "lvl2": "Lvl 2",
+ "lvl3": "Lvl 3",
+ "lvl4": "Lvl 4",
+ "lvl5": "Lvl 5",
+ "m-range": "M",
+ "magazine": "Magazine",
+ "margin-of-failure": "Margin of Failure",
+ "margin-of-success": "Margin of Success",
+ "medium-range": "Medium",
+ "melee-weapons": "Melee Weapons",
+ "memorise-recall": "Memorise\/Recall",
+ "mental-health": "Mental Health",
+ "mental-only-actions": "Mental Only Actions",
+ "mental-only-actions-extra": "Extra Mental Only Actions",
+ "misc-action-mod": "Misc. All Actions Modifier",
+ "misc-dur-bonus": "Misc. Durability Bonus",
+ "misc-initiative-mod": "Misc. Initiative Modifier",
+ "misc-modifiers": "Misc. Modifiers",
+ "misc-notes": "Misc. Notes",
+ "misc-physical-mod": "Misc. Physical Modifier",
+ "moa": "MOA",
+ "moa-extra": "MOA+",
+ "mof": "MoF",
+ "morph-aptitude-boni": "Aptitude Boni",
+ "morph-aptitude-max": "Aptitude Max",
+ "morph-armour": "Armour",
+ "morph-armour-energy": "Energy Armour",
+ "morph-armour-kinetic": "Kinetic Armour",
+ "morph-bank": "Morph Bank",
+ "morph-description": "Description",
+ "morph-durability": "Durability",
+ "morph-ignored-wounds": "Ignored Wounds",
+ "morph-implants": "Implants\/Enhancements",
+ "morph-ini-mod": "INI MOD",
+ "morph-initiative_modifier": "Initiative Modifier",
+ "morph-label": "Label",
+ "morph-location": "Storage Location",
+ "morph-mental-only-actions": "Mental Only Actions",
+ "morph-moa": "MOA",
+ "morph-mobility-system": "Mobility System(s)",
+ "morph-name": "Model",
+ "morph-skill-boni": "Skill Boni",
+ "morph-spd": "SPD",
+ "morph-speed": "Speed",
+ "morph-traits": "Traits",
+ "morph-type": "Type",
+ "morph-visible-age": "Visible Age",
+ "morph-visible-gender": "Visible Gender",
+ "morphs": "Morph",
+ "mos": "MoS",
+ "motivations": "Motivations",
+ "mox": "MOX",
+ "moxie": "Moxie",
+ "moxiex10": "Moxie times 10",
+ "moxx10": "MOX × 10",
+ "muse": "Muse",
+ "muse-info": "Muse Info",
+ "muse-name": "Name",
+ "muse-notes": "Notes",
+ "muse-skills": "Muse Skills",
+ "note": "Note",
+ "options": "Options",
+ "or-total-ap": "or ignore armour if critical success",
+ "physical-health": "Physical Health",
+ "psi": "Psi",
+ "psi-action": "Action",
+ "psi-chi": "Psi-chi Sleights",
+ "psi-current": "Currently Sustained",
+ "psi-defense": "Psi Defense",
+ "psi-duration": "Duration",
+ "psi-gamma": "Psi-gamma Sleights",
+ "psi-range": "Range",
+ "psi-skill": "Skill",
+ "psi-strain-mod": "Strain Mod",
+ "psi-sustained": "Sustained Sleights",
+ "psi-sustained-mod": "Skill Penalty",
+ "psi-temp-time": "Temporary Duration",
+ "psi-temp-units": "units",
+ "psi-typeopt-Active": "Active",
+ "psi-typeopt-Passive": "Passive",
+ "psi-typeopt-short-Active": "A",
+ "psi-typeopt-short-Passive": "P",
+ "psychic-damage": "Psychic",
+ "psychic-stab": "Psychic Stab Damage",
+ "quality-modifier": "Quality Modifier",
+ "rRep": "r-Rep",
+ "ranged-defence": "Ranged Defence",
+ "ranged-weapons": "Ranged Weapons",
+ "ref": "REF",
+ "ref-coo-will": "REF + COO + WIL",
+ "ref-coox2": "REF + COO × 2",
+ "reflex": "Reflex",
+ "reflex-coordination-willpower": "Reflex + Coordination + Willpower",
+ "reflex-coordinationx2": "Reflex + Coordination doubled",
+ "reflexx3": "Reflex tripled",
+ "refx3": "REF × 3",
+ "rep-score": "Score",
+ "reputaion": "Reputation",
+ "resist-asphyxiation": "Roll with DUR (above) to resist asphyxiation.",
+ "resist-backup-complications": "To resist complications during backup (EP p.270) roll with LUC (above).",
+ "resist-brain-serizure": "Resist Psi Brain Seizure (EP p.221)",
+ "resist-shock": "Resist Shock",
+ "resist-trauma-disorientation": "Resist Trauma Disorientation",
+ "resist-wound-knockdown": "Resist Knockdown from Wound",
+ "rez": "REZ",
+ "rez-points": "Rez Points",
+ "rna": "Research Network Associates (Scientists)",
+ "roll-auto-failure": "Roll is an automatic failure",
+ "roll-auto-success": "Roll is an automatic success",
+ "roll-crit-failure": "Roll is a critical failure",
+ "roll-crit-success": "Roll is a critical success",
+ "roll-failure": "Roll is a failure",
+ "roll-success": "Roll is a success",
+ "rolls-for": "rolls for",
+ "s-range": "S",
+ "sa": "SA",
+ "sav": "SAV",
+ "savy": "Savy",
+ "semi-automatic": "Semi-Automatic",
+ "semi-automatic-description": "Semi-automatic weapons may be fired twice with the same Complex Action. Each shot is handled as a separate attack.",
+ "sheet-do-not-close": "Do not close the sheet while its processing.",
+ "sheet-processing": "Processing",
+ "sheet-settings": "Sheet Settings",
+ "short-range": "Short",
+ "show-hide-description": "Show\/Hide Description",
+ "single-shot": "Single Shot",
+ "single-shot-description": "Single shot weapons may only be fired once per Complex Action.",
+ "size": "Size",
+ "skill-academics": "Academics",
+ "skill-animal-handling": "Animal Handling",
+ "skill-art": "Art",
+ "skill-beam-weapons": "Beam Weapons",
+ "skill-blades": "Blades",
+ "skill-categories": "Categories",
+ "skill-catopt-Combat": "Combat",
+ "skill-catopt-Mental": "Mental",
+ "skill-catopt-NA": "None",
+ "skill-catopt-Physical": "Physical",
+ "skill-catopt-Psi": "Psi & Mental",
+ "skill-catopt-Social": "Social",
+ "skill-catopt-Technical": "Technical",
+ "skill-catopt-Vehicle": "Vehicle",
+ "skill-catopt-short-Combat": "C",
+ "skill-catopt-short-Mental": "M",
+ "skill-catopt-short-NA": " ",
+ "skill-catopt-short-Physical": "P",
+ "skill-catopt-short-Psi": "Ψ&M",
+ "skill-catopt-short-Social": "S",
+ "skill-catopt-short-Technical": "T",
+ "skill-catopt-short-Vehicle": "V",
+ "skill-classopt-Active": "Active",
+ "skill-classopt-Knowledge": "Knowledge",
+ "skill-climbing": "Climbing",
+ "skill-clubs": "Clubs",
+ "skill-commands": "Commands",
+ "skill-control": "Control",
+ "skill-custom": "[Custom]",
+ "skill-deception": "Deception",
+ "skill-demolitions": "Demolitions",
+ "skill-disguise": "Disguise",
+ "skill-effects-bonus": "Active Effects",
+ "skill-exotic-melee-weapon": "Exotic Melee Weapon",
+ "skill-exotic-ranged-weapon": "Exotic Ranged Weapon",
+ "skill-field": "Field",
+ "skill-flight": "Flight",
+ "skill-fray": "Fray",
+ "skill-free-fall": "Free Fall",
+ "skill-freerunning": "Freerunning",
+ "skill-gunnery": "Gunnery",
+ "skill-hardware": "Hardware",
+ "skill-impersonation": "Impersonation",
+ "skill-infiltration": "Infiltration",
+ "skill-infosec": "Infosec",
+ "skill-interest": "Interest",
+ "skill-interfacing": "Interfacing",
+ "skill-intimidation": "Intimidation",
+ "skill-investigation": "Investigation",
+ "skill-kinesics": "Kinesics",
+ "skill-kinetic-weapons": "Kinetic Weapons",
+ "skill-language": "Language",
+ "skill-linked-aptitude": "Aptitude",
+ "skill-medicine": "Medicine",
+ "skill-morph-bonus": "Morph Bonus",
+ "skill-name": "Name",
+ "skill-navigation": "Navigation",
+ "skill-networking": "Networking",
+ "skill-no-defaulting": "No Defaulting",
+ "skill-no-sort-manual": "Due to Roll20 limitations, manually added items can not be sorted automatically at this time.",
+ "skill-palming": "Palming",
+ "skill-perception": "Perception",
+ "skill-persuasion": "Persuasion",
+ "skill-pilot": "Pilot",
+ "skill-profession": "Profession",
+ "skill-programming": "Programming",
+ "skill-protocol": "Protocol",
+ "skill-psi-assault": "Psi Assault",
+ "skill-psychosurgery": "Psychosurgery",
+ "skill-ranks": "Ranks",
+ "skill-reload-page": "Sorting result is only shown after reopening the sheet.",
+ "skill-research": "Research",
+ "skill-scrounging": "Scrounging",
+ "skill-seeker-weapons": "Seeker Weapons",
+ "skill-sense": "Sense",
+ "skill-sortopt-Aptitude": "Aptitude",
+ "skill-sortopt-Category": "Category",
+ "skill-sortopt-Name": "Name",
+ "skill-sortopt-None": " - ",
+ "skill-specialisations": "Specialisations",
+ "skill-spray-weapons": "Spray Weapons",
+ "skill-swimming": "Swimming",
+ "skill-throwing-weapons": "Throwing Weapons",
+ "skill-total": "Total",
+ "skill-unarmed-combat": "Unarmed Combat",
+ "skills": "Skills",
+ "skills-sort": "Sort Now",
+ "skills-sort-by": "Sort by",
+ "sleight-description": "Description",
+ "sleight-name": "Name",
+ "software": "Software",
+ "software-quality": "Quality",
+ "som": "SOM",
+ "somatics": "Somatics",
+ "somaticsx3": "Somatics tripled",
+ "somx3": "SOM × 3",
+ "spd": "SPD",
+ "spd-extra": "SPD+",
+ "special-rolls": "Special Rolls",
+ "speed": "Speed",
+ "speed-extra": "Extra Speed",
+ "ss": "SS",
+ "stats": "Character Stats",
+ "strain": "Strain",
+ "stress": "Stress",
+ "stress-test": "Stress Test",
+ "stress-value": "Stress Value",
+ "success-roll": "Success Roll",
+ "sv": "SV",
+ "theEye": "The Eye (Firewall)",
+ "thrown": "Thrown",
+ "trait-description": "Description",
+ "trait-name": "Name",
+ "trait-type-opt-Negative": "Negative",
+ "trait-type-opt-Neutral": "Neutral",
+ "trait-type-opt-Positive": "Positive",
+ "trait-type-opt-short-Negative": "-",
+ "trait-type-opt-short-Neutral": "◦",
+ "trait-type-opt-short-Positive": "+",
+ "traits": "Traits",
+ "trauma": "Trauma",
+ "trauma-threshold": "Trauma Threshold",
+ "traumas-ignored": "Ignored Traumas",
+ "tt": "TT",
+ "uRep": "u-Rep",
+ "ultimateRep": "Ultimate (Ultimates)",
+ "uniform-radius": "Uniform Radius",
+ "using-api-script": "Use API Script?",
+ "version": "v",
+ "weapon-damage": "Damage",
+ "weapon-description": "Description",
+ "weapon-dmg": "Dmg",
+ "weapon-name": "Weapon Name",
+ "weapon-ranges": "Ranges",
+ "weapon-skill": "Skill",
+ "weapon-skill-search": "Search Skill",
+ "weapon-specialisation": "Specialisation",
+ "wil": "WIL",
+ "wil-cog": "WIL + COG",
+ "willpower": "Willpower",
+ "willpower-cognition": "Willpower + Cognition",
+ "willpowerx2": "Willpower doubled",
+ "willpowerx3": "Willpower tripled",
+ "wilx2": "WIL × 2",
+ "wilx3": "WIL × 3",
+ "wound-threshold": "Wound Threshold",
+ "wounds": "Wounds",
+ "wounds-ignored": "Ignored Wounds",
+ "wt": "WT",
+ "x-range": "X",
+ "xRep": "x-Rep"
+}
\ No newline at end of file
diff --git a/Eclipse Phase V2/translations/ca.json b/Eclipse Phase V2/translations/ca.json
new file mode 100644
index 0000000000..e11e63dcde
--- /dev/null
+++ b/Eclipse Phase V2/translations/ca.json
@@ -0,0 +1,195 @@
+{
+ "identity": "Identity",
+ "name": "Name",
+ "gender identity": "Gender Identity",
+ "actual age": "Actual Age",
+ "background": "Background",
+ "career": "Career",
+ "faction": "Faction",
+ "motivation": "Motivation",
+ "aptitudes": "Aptitudes",
+ "aptitude short": "Apt",
+ "ego": "Ego",
+ "mental disorder": "Mental Disorder",
+ "muse": "Muse",
+ "muse-incarnate": "Muse Incarnate",
+ "morph": "Morph",
+ "history": "History",
+ "gear": "Gear",
+ "equipped": "Equipped",
+ "combat": "Combat",
+ "firing modes": "Firing Modes :",
+ "interests": "Interests",
+ "cognition": "Cognition",
+ "cognition short": "COG",
+ "intuition": "Intuition",
+ "intuition short": "INT",
+ "reflexes": "Reflexes",
+ "reflexes short": "REF",
+ "savvy": "Savvy",
+ "savvy short": "SAV",
+ "somatics": "Somatics",
+ "somatics short": "SOM",
+ "willpower": "Willpower",
+ "willpower short": "WIL",
+ "bonus check": "Bonus Check",
+ "mental": "Mental",
+ "bonus": "Bonus",
+ "malus": "Penalty",
+ "trauma treshold short": "TT",
+ "trauma treshold": "Trauma Treshold",
+ "lucidity short": "LUC",
+ "lucidity": "Lucidity",
+ "insanity rating short": "IR",
+ "insanity rating": "Insanity Rating",
+ "stress": "Stress",
+ "traumas": "Traumas",
+ "derived stats": "Derived Stats",
+ "initiative": "Initiative",
+ "total": "Total",
+ "temporary short": "Temp",
+ "skill": "Skill",
+ "skills": "Skills",
+ "active skills": "Active Skills",
+ "know skills": "Know Skills",
+ "ranks": "Ranks",
+ "specializations": "Specializations",
+ "skills-list": "athletics,deceive,exotic skill,fray,free fall,guns,hardware,infiltrate,infosec,interface,kinesics,medicine,melee,perceive,persuade,pilot,program,provoke,psi,research,survival",
+ "muse-skills-list": "athletics,deceive,exotic skill,fray,free fall,guns,hardware,infiltrate,infosec,interface,kinesics,medicine,melee,perceive,persuade,pilot,program,provoke,research,survival",
+ "athletics": "Athletics",
+ "deceive": "Deceive",
+ "exotic skill": "Exotic Skill",
+ "fray": "Fray",
+ "free fall": "Free Fall",
+ "guns": "Guns",
+ "hardware": "Hardware",
+ "infiltrate": "Infiltrate",
+ "infosec": "Infosec",
+ "interface": "Interface",
+ "kinesics": "Kinesics",
+ "know": "Know",
+ "medicine": "Medicine",
+ "melee": "Melee",
+ "perceive": "Perceive",
+ "persuade": "Persuade",
+ "pilot": "Pilot",
+ "program": "Program",
+ "provoke": "Provoke",
+ "psi": "Psi",
+ "psi skill": "Psi Skill",
+ "research": "Research",
+ "survival": "Survival",
+ "psi trait level": "Psi Trait Level",
+ "infection": "Infection",
+ "infection test": "Infection Test",
+ "sub-strain": "Sub-Strain",
+ "base rating": "Base Rating",
+ "current rating": "Current Rating",
+ "breaking point": "Breaking Point",
+ "physical damage": "Physical Damage",
+ "psi-chi sleights": "Psi-Chi Sleights",
+ "psi-gamma sleights": "Psi-Gamma Sleights",
+ "effect": "Effect",
+ "range": "Range",
+ "action": "Action",
+ "duration": "Duration",
+ "strain mod": "Strain Mod",
+ "active": "Active",
+ "passive": "Passive",
+ "self": "Self",
+ "touch": "Touch",
+ "close": "Close",
+ "auto": "Auto",
+ "quick": "Quick",
+ "complex": "Complex",
+ "task": "Task",
+ "constant": "Constant",
+ "instant": "Instant",
+ "sustained": "Sustained",
+ "action turns": "Action turns",
+ "minutes": "Minutes",
+ "hours": "Hours",
+ "description": "Description",
+ "ranged weapon": "Ranged Weapon",
+ "melee weapon": "Melee Weapon",
+ "seeker weapon and grenade": "Seeker Weapon and Grenade",
+ "damage value": "Damage Value",
+ "firing-mode": "Firing mode",
+ "ammo": "Ammo",
+ "Semi Auto / Burst Fire / Full Auto short": "SA/BF/FA",
+ "ammo type": "Ammo Type",
+ "armor used": "Armor Used",
+ "energy": "Energy",
+ "kinetic": "Kinetic",
+ "armor": "Armor",
+ "physique": "Physique",
+ "durability": "Durability",
+ "durability short": "DUR",
+ "wound treshold": "Wound Treshold",
+ "wound treshold short": "WT",
+ "death rating": "Death Rating",
+ "death rating short": "DR",
+ "pool": "Pool",
+ "insight": "Insight",
+ "moxie": "Moxie",
+ "vigor": "Vigor",
+ "flex": "Flex",
+ "current": "Current",
+ "bioware": "Bioware",
+ "cyberware": "Cyberware",
+ "hardware-ware": "Hardware",
+ "meshware": "Meshware",
+ "nanoware": "Nanoware",
+ "positive trait": "Positive Trait",
+ "negative trait": "Negative Trait",
+ "notes": "Notes",
+ "movement rating": "Movement Rating",
+ "basic perception": "Basic Perception",
+ "damage": "Damage",
+ "wounds": "Wounds",
+ "recharge": "Recharge",
+ "full": "Full",
+ "short recharge": "Short Recharge",
+ "long recharge": "Long Recharge",
+ "rep": "Rep",
+ "@-rep": "@-Rep",
+ "c-rep": "C-Rep",
+ "f-rep": "F-Rep",
+ "g-rep": "G-Rep",
+ "i-rep": "I-Rep",
+ "r-rep": "R-Rep",
+ "x-rep": "X-Rep",
+ "language": "language",
+ "forks": "Forks",
+ "backup": "Backup",
+ "rez point": "Rez Point",
+ "rp spent": "RP Spent",
+ "public roll ?": "Public roll ?",
+ "Play the muse of another player ?": "Play the muse of another player ?",
+ "yes": "Yes",
+ "no": "No",
+ "fray vs ranged": "Fray vs Ranged",
+ "fray vs melee": "Fray vs Melee",
+ "modifiers": "Modifiers",
+ "roll": "Roll",
+ "score": "Score",
+ "single shot": "Single Shot",
+ "semi-automatic": "Semi-Automatic",
+ "burst fire": "Burst Fire",
+ "burst fire +10": "Burst Fire (+10 to Hit)",
+ "burst fire +1D10": "Burst Fire (+1D10 DV)",
+ "burst fire 2 targets": "Burst Fire (2 Targets)",
+ "full automatic": "Full Automatic",
+ "full automatic +30": "Full Automatic (+30 to Hit)",
+ "full automatic +2D10": "Full Automatic (+2D10 DV)",
+ "full automatic 3 targets": "Full Automatic (3 Targets)",
+ "full automatic suppressive fire": "Full Automatic (Suppressive Fire)",
+ "bonus hit": "Bonus Hit",
+ "bonus dv": "Bonus DV",
+ "superior result": "Superior Result",
+ "superior result damage": "Superior Result (Damage)",
+ "micro ex": "Micro, ...",
+ "emp gas ex": "EMP, Gas, ...",
+ "Situational Awareness ?": "Situational Awareness ?",
+ "No distracted modifier": "No distracted modifier"
+}
\ No newline at end of file
diff --git a/Eclipse Phase V2/translations/hu.json b/Eclipse Phase V2/translations/hu.json
new file mode 100644
index 0000000000..e11e63dcde
--- /dev/null
+++ b/Eclipse Phase V2/translations/hu.json
@@ -0,0 +1,195 @@
+{
+ "identity": "Identity",
+ "name": "Name",
+ "gender identity": "Gender Identity",
+ "actual age": "Actual Age",
+ "background": "Background",
+ "career": "Career",
+ "faction": "Faction",
+ "motivation": "Motivation",
+ "aptitudes": "Aptitudes",
+ "aptitude short": "Apt",
+ "ego": "Ego",
+ "mental disorder": "Mental Disorder",
+ "muse": "Muse",
+ "muse-incarnate": "Muse Incarnate",
+ "morph": "Morph",
+ "history": "History",
+ "gear": "Gear",
+ "equipped": "Equipped",
+ "combat": "Combat",
+ "firing modes": "Firing Modes :",
+ "interests": "Interests",
+ "cognition": "Cognition",
+ "cognition short": "COG",
+ "intuition": "Intuition",
+ "intuition short": "INT",
+ "reflexes": "Reflexes",
+ "reflexes short": "REF",
+ "savvy": "Savvy",
+ "savvy short": "SAV",
+ "somatics": "Somatics",
+ "somatics short": "SOM",
+ "willpower": "Willpower",
+ "willpower short": "WIL",
+ "bonus check": "Bonus Check",
+ "mental": "Mental",
+ "bonus": "Bonus",
+ "malus": "Penalty",
+ "trauma treshold short": "TT",
+ "trauma treshold": "Trauma Treshold",
+ "lucidity short": "LUC",
+ "lucidity": "Lucidity",
+ "insanity rating short": "IR",
+ "insanity rating": "Insanity Rating",
+ "stress": "Stress",
+ "traumas": "Traumas",
+ "derived stats": "Derived Stats",
+ "initiative": "Initiative",
+ "total": "Total",
+ "temporary short": "Temp",
+ "skill": "Skill",
+ "skills": "Skills",
+ "active skills": "Active Skills",
+ "know skills": "Know Skills",
+ "ranks": "Ranks",
+ "specializations": "Specializations",
+ "skills-list": "athletics,deceive,exotic skill,fray,free fall,guns,hardware,infiltrate,infosec,interface,kinesics,medicine,melee,perceive,persuade,pilot,program,provoke,psi,research,survival",
+ "muse-skills-list": "athletics,deceive,exotic skill,fray,free fall,guns,hardware,infiltrate,infosec,interface,kinesics,medicine,melee,perceive,persuade,pilot,program,provoke,research,survival",
+ "athletics": "Athletics",
+ "deceive": "Deceive",
+ "exotic skill": "Exotic Skill",
+ "fray": "Fray",
+ "free fall": "Free Fall",
+ "guns": "Guns",
+ "hardware": "Hardware",
+ "infiltrate": "Infiltrate",
+ "infosec": "Infosec",
+ "interface": "Interface",
+ "kinesics": "Kinesics",
+ "know": "Know",
+ "medicine": "Medicine",
+ "melee": "Melee",
+ "perceive": "Perceive",
+ "persuade": "Persuade",
+ "pilot": "Pilot",
+ "program": "Program",
+ "provoke": "Provoke",
+ "psi": "Psi",
+ "psi skill": "Psi Skill",
+ "research": "Research",
+ "survival": "Survival",
+ "psi trait level": "Psi Trait Level",
+ "infection": "Infection",
+ "infection test": "Infection Test",
+ "sub-strain": "Sub-Strain",
+ "base rating": "Base Rating",
+ "current rating": "Current Rating",
+ "breaking point": "Breaking Point",
+ "physical damage": "Physical Damage",
+ "psi-chi sleights": "Psi-Chi Sleights",
+ "psi-gamma sleights": "Psi-Gamma Sleights",
+ "effect": "Effect",
+ "range": "Range",
+ "action": "Action",
+ "duration": "Duration",
+ "strain mod": "Strain Mod",
+ "active": "Active",
+ "passive": "Passive",
+ "self": "Self",
+ "touch": "Touch",
+ "close": "Close",
+ "auto": "Auto",
+ "quick": "Quick",
+ "complex": "Complex",
+ "task": "Task",
+ "constant": "Constant",
+ "instant": "Instant",
+ "sustained": "Sustained",
+ "action turns": "Action turns",
+ "minutes": "Minutes",
+ "hours": "Hours",
+ "description": "Description",
+ "ranged weapon": "Ranged Weapon",
+ "melee weapon": "Melee Weapon",
+ "seeker weapon and grenade": "Seeker Weapon and Grenade",
+ "damage value": "Damage Value",
+ "firing-mode": "Firing mode",
+ "ammo": "Ammo",
+ "Semi Auto / Burst Fire / Full Auto short": "SA/BF/FA",
+ "ammo type": "Ammo Type",
+ "armor used": "Armor Used",
+ "energy": "Energy",
+ "kinetic": "Kinetic",
+ "armor": "Armor",
+ "physique": "Physique",
+ "durability": "Durability",
+ "durability short": "DUR",
+ "wound treshold": "Wound Treshold",
+ "wound treshold short": "WT",
+ "death rating": "Death Rating",
+ "death rating short": "DR",
+ "pool": "Pool",
+ "insight": "Insight",
+ "moxie": "Moxie",
+ "vigor": "Vigor",
+ "flex": "Flex",
+ "current": "Current",
+ "bioware": "Bioware",
+ "cyberware": "Cyberware",
+ "hardware-ware": "Hardware",
+ "meshware": "Meshware",
+ "nanoware": "Nanoware",
+ "positive trait": "Positive Trait",
+ "negative trait": "Negative Trait",
+ "notes": "Notes",
+ "movement rating": "Movement Rating",
+ "basic perception": "Basic Perception",
+ "damage": "Damage",
+ "wounds": "Wounds",
+ "recharge": "Recharge",
+ "full": "Full",
+ "short recharge": "Short Recharge",
+ "long recharge": "Long Recharge",
+ "rep": "Rep",
+ "@-rep": "@-Rep",
+ "c-rep": "C-Rep",
+ "f-rep": "F-Rep",
+ "g-rep": "G-Rep",
+ "i-rep": "I-Rep",
+ "r-rep": "R-Rep",
+ "x-rep": "X-Rep",
+ "language": "language",
+ "forks": "Forks",
+ "backup": "Backup",
+ "rez point": "Rez Point",
+ "rp spent": "RP Spent",
+ "public roll ?": "Public roll ?",
+ "Play the muse of another player ?": "Play the muse of another player ?",
+ "yes": "Yes",
+ "no": "No",
+ "fray vs ranged": "Fray vs Ranged",
+ "fray vs melee": "Fray vs Melee",
+ "modifiers": "Modifiers",
+ "roll": "Roll",
+ "score": "Score",
+ "single shot": "Single Shot",
+ "semi-automatic": "Semi-Automatic",
+ "burst fire": "Burst Fire",
+ "burst fire +10": "Burst Fire (+10 to Hit)",
+ "burst fire +1D10": "Burst Fire (+1D10 DV)",
+ "burst fire 2 targets": "Burst Fire (2 Targets)",
+ "full automatic": "Full Automatic",
+ "full automatic +30": "Full Automatic (+30 to Hit)",
+ "full automatic +2D10": "Full Automatic (+2D10 DV)",
+ "full automatic 3 targets": "Full Automatic (3 Targets)",
+ "full automatic suppressive fire": "Full Automatic (Suppressive Fire)",
+ "bonus hit": "Bonus Hit",
+ "bonus dv": "Bonus DV",
+ "superior result": "Superior Result",
+ "superior result damage": "Superior Result (Damage)",
+ "micro ex": "Micro, ...",
+ "emp gas ex": "EMP, Gas, ...",
+ "Situational Awareness ?": "Situational Awareness ?",
+ "No distracted modifier": "No distracted modifier"
+}
\ No newline at end of file
diff --git a/Electric Bastionland/translations/ca.json b/Electric Bastionland/translations/ca.json
new file mode 100644
index 0000000000..c12e572407
--- /dev/null
+++ b/Electric Bastionland/translations/ca.json
@@ -0,0 +1,348 @@
+{
+ "ability_scores": "Ability Scores",
+ "age": "Age",
+ "arm_damage": "Damage",
+ "arm_edit": "Edit Attack",
+ "arm_name": "Arm",
+ "arm_range": "Range",
+ "arm_type": "Type",
+ "armour": "Armour",
+ "armour_description": "ARMOUR subtracts its score from the result of any DAMAGE rolls against the wearer. It can never be higher than 3.",
+ "arms": "Arms & Explosives",
+ "attacks_with": "attacks with",
+ "bastionland_title": "electric\r\nBastionlanD",
+ "blast": "Blast",
+ "blast_description": "Affect all targets in the area, rolling separately for each.",
+ "bonus dice": "Bonus Dice",
+ "bonus": "Bonus",
+ "bulky": "Bulky",
+ "bulky_description": "Items that need two hands. Anyone carrying more than two BULKY items is reduced to 0HP.",
+ "character sheet": "Character Sheet",
+ "character_name": "Character Name",
+ "charisma": "CHArisma",
+ "charisma_description": "Charm and Confidence",
+ "cost": "Cost (£)",
+ "crisis_rare": "Crisis/Rare",
+ "crisis_rare_description": "Something that needs addressing immediately, usually bad.",
+ "currency_symbol": "£",
+ "current_charisma": "Current CHA",
+ "current_dexterity": "Current DEX",
+ "current_hp": "Current HP",
+ "current_strength": "Current STR",
+ "damage": "Damage",
+ "debtors": "The Whole Group is in Debt To...",
+ "deprived": "Deprived",
+ "deprived_description": "Someone DEPRIVED of a crucial need (e.g. food, water or warmth) cannot benefit from RESTS.",
+ "dexterity": "DEXterity",
+ "dexterity_description": "Quickness and Precision",
+ "dice_rolls": "Dice Rolls",
+ "equipment": "Equipment",
+ "equipment_type_barrage_artillery": "Barrage Artillery",
+ "equipment_type_crude_weapon": "Crude Weapon",
+ "equipment_type_explosive": "Explosive",
+ "equipment_type_field_weapon": "Field Weapon",
+ "equipment_type_hand_weapon": "Hand Weapon",
+ "equipment_type_heavy_gun": "Heavy Gun",
+ "equipment_type_noble_weapon": "Noble Weapon",
+ "equipment_type_power_weapon": "Power Weapon",
+ "equipment_type_prototype_weapon": "Prototype Weapon",
+ "equipment_type_shock_gun": "Shock Gun",
+ "failed_career": "Failed Career",
+ "failed_career_01_desc": "",
+ "failed_career_01_name": "Gutter Minder",
+ "failed_career_02_desc": "",
+ "failed_career_02_name": "Curiosity Compiler",
+ "failed_career_03_desc": "",
+ "failed_career_03_name": "Trench Conscript",
+ "failed_career_04_desc": "",
+ "failed_career_04_name": "Debt Squeezer",
+ "failed_career_05_desc": "",
+ "failed_career_05_name": "Dead-Shoresman",
+ "failed_career_06_desc": "",
+ "failed_career_06_name": "Criminal Bureaucrat",
+ "failed_career_07_desc": "",
+ "failed_career_07_name": "Sanctioned Executioner",
+ "failed_career_08_desc": "",
+ "failed_career_08_name": "Fringe Investigator",
+ "failed_career_09_desc": "",
+ "failed_career_09_name": "Disinherited Socialite",
+ "failed_career_100_desc": "",
+ "failed_career_100_name": "Ex-Censor",
+ "failed_career_10_desc": "",
+ "failed_career_10_name": "Verminator",
+ "failed_career_11_desc": "",
+ "failed_career_11_name": "Lost Expeditioneer",
+ "failed_career_12_desc": "",
+ "failed_career_12_name": "Wall-Born",
+ "failed_career_13_desc": "",
+ "failed_career_13_name": "Professional Gambler",
+ "failed_career_14_desc": "",
+ "failed_career_14_name": "Integrated Alien",
+ "failed_career_15_desc": "",
+ "failed_career_15_name": "Underwhaler",
+ "failed_career_16_desc": "",
+ "failed_career_16_name": "Tavelling Show-Person",
+ "failed_career_17_desc": "",
+ "failed_career_17_name": "Gang Enforcer",
+ "failed_career_18_desc": "",
+ "failed_career_18_name": "Deconstructor",
+ "failed_career_19a_desc": "",
+ "failed_career_19a_name": "Street Judge",
+ "failed_career_19b_desc": "",
+ "failed_career_19b_name": "Rook Tamer",
+ "failed_career_20a_desc": "",
+ "failed_career_20a_name": "Urchin Pack",
+ "failed_career_20b_desc": "",
+ "failed_career_20b_name": "Muddled Mixologist",
+ "failed_career_21_desc": "",
+ "failed_career_21_name": "Star Blessed",
+ "failed_career_22_desc": "",
+ "failed_career_22_name": "Un-Revolutionary",
+ "failed_career_23_desc": "",
+ "failed_career_23_name": "Human Unionist",
+ "failed_career_24_desc": "",
+ "failed_career_24_name": "Liberal Engineer",
+ "failed_career_25_desc": "",
+ "failed_career_25_name": "Masked Horrorist",
+ "failed_career_26_desc": "",
+ "failed_career_26_name": "Rollocker Club Alumni",
+ "failed_career_27_desc": "",
+ "failed_career_27_name": "Backward Legionnaire",
+ "failed_career_28_desc": "",
+ "failed_career_28_name": "Contract Castaway",
+ "failed_career_29a_desc": "",
+ "failed_career_29a_name": "Repressed Psychic",
+ "failed_career_29b_desc": "",
+ "failed_career_29b_name": "Mendicant Mycologist",
+ "failed_career_30a_desc": "",
+ "failed_career_30a_name": "Amateur Amputator",
+ "failed_career_30b_desc": "",
+ "failed_career_30b_name": "Investment Centurion",
+ "failed_career_31a_desc": "",
+ "failed_career_31a_name": "Polar Bounty Hunter",
+ "failed_career_31b_desc": "",
+ "failed_career_31b_name": "Necro-Engineer",
+ "failed_career_32a_desc": "",
+ "failed_career_32a_name": "Mockery",
+ "failed_career_32b_desc": "",
+ "failed_career_32b_name": "Alpha Tester",
+ "failed_career_33_desc": "",
+ "failed_career_33_name": "Prize Breeder",
+ "failed_career_34_desc": "",
+ "failed_career_34_name": "Failed Citizen",
+ "failed_career_35_desc": "",
+ "failed_career_35_name": "Urban Safarist",
+ "failed_career_36_desc": "",
+ "failed_career_36_name": "Lockholder",
+ "failed_career_37_desc": "",
+ "failed_career_37_name": "Repurposed Augmental",
+ "failed_career_38_desc": "",
+ "failed_career_38_name": "Noble-in-Waiting",
+ "failed_career_39a_desc": "",
+ "failed_career_39a_name": "Vault Cracker",
+ "failed_career_39b_desc": "",
+ "failed_career_39b_name": "Acupressurist of Inanimate Objects",
+ "failed_career_40a_desc": "",
+ "failed_career_40a_name": "Revolutionary Duelist",
+ "failed_career_40b_desc": "",
+ "failed_career_40b_name": "Expelled Lamplighter",
+ "failed_career_41_desc": "",
+ "failed_career_41_name": "Newspaper Intern",
+ "failed_career_42_desc": "",
+ "failed_career_42_name": "Rural Tax Collector",
+ "failed_career_43_desc": "",
+ "failed_career_43_name": "Academic Debator",
+ "failed_career_44_desc": "",
+ "failed_career_44_name": "Associated Burglar",
+ "failed_career_45_desc": "",
+ "failed_career_45_name": "Retail Therapist",
+ "failed_career_46_desc": "",
+ "failed_career_46_name": "Apprentice Sweep",
+ "failed_career_47_desc": "",
+ "failed_career_47_name": "Sky Trooper",
+ "failed_career_48_desc": "",
+ "failed_career_48_name": "Urbalist",
+ "failed_career_49_desc": "",
+ "failed_career_49_name": "Under-Laborer",
+ "failed_career_50_desc": "",
+ "failed_career_50_name": "Science Mystic",
+ "failed_career_51_desc": "",
+ "failed_career_51_name": "Front of House Host",
+ "failed_career_52_desc": "",
+ "failed_career_52_name": "Critter Catcher",
+ "failed_career_53_desc": "",
+ "failed_career_53_name": "Practising Chemist",
+ "failed_career_54_desc": "",
+ "failed_career_54_name": "Roof Crawler",
+ "failed_career_55_desc": "",
+ "failed_career_55_name": "Petty Officer",
+ "failed_career_56_desc": "",
+ "failed_career_56_name": "Bailed Prisoner",
+ "failed_career_57_desc": "",
+ "failed_career_57_name": "Street Performer",
+ "failed_career_58a_desc": "",
+ "failed_career_58a_name": "Corpse Collector",
+ "failed_career_58b_desc": "",
+ "failed_career_58b_name": "Cryptohistorian",
+ "failed_career_59_desc": "",
+ "failed_career_59_name": "Counterfeit Taxidermist",
+ "failed_career_60_desc": "",
+ "failed_career_60_name": "Pie-Smuggler",
+ "failed_career_61_desc": "",
+ "failed_career_61_name": "Council Runner",
+ "failed_career_62_desc": "",
+ "failed_career_62_name": "Life Servant",
+ "failed_career_63_desc": "",
+ "failed_career_63_name": "Amateur Dramatist",
+ "failed_career_64_desc": "",
+ "failed_career_64_name": "Wilderness Recluse",
+ "failed_career_65_desc": "",
+ "failed_career_65_name": "Squidbagger",
+ "failed_career_66_desc": "",
+ "failed_career_66_name": "Exposed Imposter",
+ "failed_career_67_desc": "",
+ "failed_career_67_name": "Critic-in-Hiding",
+ "failed_career_68_desc": "",
+ "failed_career_68_name": "Small Town Refugee",
+ "failed_career_69_desc": "",
+ "failed_career_69_name": "Paid Fighter",
+ "failed_career_70_desc": "",
+ "failed_career_70_name": "Canal Nomad",
+ "failed_career_71_desc": "",
+ "failed_career_71_name": "Living Experiment",
+ "failed_career_72_desc": "",
+ "failed_career_72_name": "Fashionista",
+ "failed_career_73_desc": "",
+ "failed_career_73_name": "Human Flotsam",
+ "failed_career_74_desc": "",
+ "failed_career_74_name": "Master Blender",
+ "failed_career_75_desc": "",
+ "failed_career_75_name": "Public Nuisance",
+ "failed_career_76_desc": "",
+ "failed_career_76_name": "Park Steward",
+ "failed_career_77_desc": "",
+ "failed_career_77_name": "Civic Butler",
+ "failed_career_78_desc": "",
+ "failed_career_78_name": "Estate Squire",
+ "failed_career_79_desc": "",
+ "failed_career_79_name": "Machine Whisperer",
+ "failed_career_80_desc": "",
+ "failed_career_80_name": "Agricultural Saboteur",
+ "failed_career_81_desc": "",
+ "failed_career_81_name": "Animal Vassal",
+ "failed_career_82_desc": "",
+ "failed_career_82_name": "Massifist of Massifcountry",
+ "failed_career_83_desc": "",
+ "failed_career_83_name": "Divine Prodigy",
+ "failed_career_84_desc": "",
+ "failed_career_84_name": "Good Dog",
+ "failed_career_85_desc": "",
+ "failed_career_85_name": "Worthless Graduate",
+ "failed_career_86_desc": "",
+ "failed_career_86_name": "Alternative Groomer",
+ "failed_career_87_desc": "",
+ "failed_career_87_name": "Avant Guardsman",
+ "failed_career_88_desc": "",
+ "failed_career_88_name": "Factory Retainer",
+ "failed_career_89_desc": "",
+ "failed_career_89_name": "Grief Diplomat",
+ "failed_career_90_desc": "",
+ "failed_career_90_name": "Lone Stargazer",
+ "failed_career_91_desc": "",
+ "failed_career_91_name": "Tunnel Stray",
+ "failed_career_92_desc": "",
+ "failed_career_92_name": "Body Jockey",
+ "failed_career_93_desc": "",
+ "failed_career_93_name": "Underground Weirdo",
+ "failed_career_94_desc": "",
+ "failed_career_94_name": "Inseparable Twins",
+ "failed_career_95_desc": "",
+ "failed_career_95_name": "Constable of Birds and Creeping Things",
+ "failed_career_96_desc": "",
+ "failed_career_96_name": "Exotic Food Supplier",
+ "failed_career_97_desc": "",
+ "failed_career_97_name": "Tactiliator/Tactiliatrix",
+ "failed_career_98_desc": "",
+ "failed_career_98_name": "Tuk-Tukker",
+ "failed_career_99_desc": "",
+ "failed_career_99_name": "Map Thief",
+ "failed_career_number": "#",
+ "hit_protection": "Hit Protection & Armour",
+ "hp_description": "This represents your ability to avoid being hit.",
+ "impaired": "Impaired",
+ "impaired_description": "Attacks that are IMPAIRED, such as firing through cover, or fighting in handcuffs, roll d4 DAMAGE only, and cannot receive BONUS DAMAGE.",
+ "injuries": "Injuries",
+ "inventory": "Inventory",
+ "inventory_type_animal": "Animal",
+ "inventory_type_general": "General",
+ "inventory_type_luxury": "Luxury",
+ "inventory_type_other": "Other",
+ "inventory_type_property": "Property",
+ "inventory_type_servant": "Servant",
+ "inventory_type_service": "Service",
+ "inventory_type_tool": "Tool",
+ "item_description": "Description",
+ "item_placeholder": "Description of the item",
+ "item_edit": "Edit Item",
+ "item_name": "Item",
+ "item_quantity": "Qty.",
+ "item_treasure": "Is Treasure?",
+ "item_type": "Type",
+ "lackeys": "Lackeys",
+ "luck": "LUCK",
+ "luck_description": "Sometimes you’ll need a roll to represent the element of luck and randomness in the world.",
+ "max_charisma": "Max CHA",
+ "max_dexterity": "Max DEX",
+ "max_hp": "Max HP",
+ "max_strength": "Max STR",
+ "melee": "Melee",
+ "name": "name",
+ "new_pounds": "New Pounds (£)",
+ "normal": "Normal",
+ "normal_description": "The outcome you would expect to be most likely, normally the least threatening.",
+ "notes": "Notes on a Theme",
+ "oddities": "Oddities",
+ "people_along_the_way": "Inhabitants of Bastionland",
+ "people_along_the_way_description": "Bastionland is nothing when it sits empty. \r\nThere are People, Mockeries, Aliens, Machines, Monstrosities, and things that sit between the boundaries.",
+ "people_placeholder": "Who are they?",
+ "people_edit": "Edit Person",
+ "people_name": "Their name",
+ "ranged": "Ranged",
+ "rival": "Rival Treasure Hunter",
+ "roll": "Roll",
+ "roll_critical": "Critical",
+ "roll_fail": "Failure",
+ "roll_success": "Success",
+ "rolls": "Rolls",
+ "save_charisma": "CHA Save",
+ "save_dexterity": "DEX Save",
+ "save_strength": "STR Save",
+ "scar_description": "If an attack takes you to exactly 0 HP, take a SCAR.",
+ "scar_damage_caused": "Damage Caused",
+ "scar_edit": "Edit Scar",
+ "scar_name": "Scar",
+ "scars": "Scars",
+ "shared_debt": "Shared Debt",
+ "shared_debt_description": "As a group, you share a debt. Debtholders pursue payment keenly.",
+ "special": "You are Special",
+ "special_from_hit_protection": "Special granted from rolled hit protection",
+ "special_from_loose_change": "Special granted from rolled new pounds",
+ "special_from_repeating": "Special...",
+ "stat_separator": "/",
+ "status_effects": "Status Effects",
+ "strength": "STRength",
+ "strength_description": "Power and Toughness",
+ "tag": "Tag",
+ "prototype_tags": "Prototype Tags",
+ "tags": "Tags",
+ "target": "Target",
+ "tests": "tests",
+ "tool": "Tool",
+ "treasure": "Treasure",
+ "treasure_hunter": "Treasure Hunter",
+ "wallet": "Wallet",
+ "wallet_description": "New Pounds (£) in loose change, enough for a sandwich of varying quality.",
+ "warning_uncommon": "Warning/Uncommon",
+ "warning_uncommon_description": "A threat or situation that has potential to get serious soon.",
+ "worth": "Worth (£)"
+}
\ No newline at end of file
diff --git a/Electric Bastionland/translations/hu.json b/Electric Bastionland/translations/hu.json
new file mode 100644
index 0000000000..c12e572407
--- /dev/null
+++ b/Electric Bastionland/translations/hu.json
@@ -0,0 +1,348 @@
+{
+ "ability_scores": "Ability Scores",
+ "age": "Age",
+ "arm_damage": "Damage",
+ "arm_edit": "Edit Attack",
+ "arm_name": "Arm",
+ "arm_range": "Range",
+ "arm_type": "Type",
+ "armour": "Armour",
+ "armour_description": "ARMOUR subtracts its score from the result of any DAMAGE rolls against the wearer. It can never be higher than 3.",
+ "arms": "Arms & Explosives",
+ "attacks_with": "attacks with",
+ "bastionland_title": "electric\r\nBastionlanD",
+ "blast": "Blast",
+ "blast_description": "Affect all targets in the area, rolling separately for each.",
+ "bonus dice": "Bonus Dice",
+ "bonus": "Bonus",
+ "bulky": "Bulky",
+ "bulky_description": "Items that need two hands. Anyone carrying more than two BULKY items is reduced to 0HP.",
+ "character sheet": "Character Sheet",
+ "character_name": "Character Name",
+ "charisma": "CHArisma",
+ "charisma_description": "Charm and Confidence",
+ "cost": "Cost (£)",
+ "crisis_rare": "Crisis/Rare",
+ "crisis_rare_description": "Something that needs addressing immediately, usually bad.",
+ "currency_symbol": "£",
+ "current_charisma": "Current CHA",
+ "current_dexterity": "Current DEX",
+ "current_hp": "Current HP",
+ "current_strength": "Current STR",
+ "damage": "Damage",
+ "debtors": "The Whole Group is in Debt To...",
+ "deprived": "Deprived",
+ "deprived_description": "Someone DEPRIVED of a crucial need (e.g. food, water or warmth) cannot benefit from RESTS.",
+ "dexterity": "DEXterity",
+ "dexterity_description": "Quickness and Precision",
+ "dice_rolls": "Dice Rolls",
+ "equipment": "Equipment",
+ "equipment_type_barrage_artillery": "Barrage Artillery",
+ "equipment_type_crude_weapon": "Crude Weapon",
+ "equipment_type_explosive": "Explosive",
+ "equipment_type_field_weapon": "Field Weapon",
+ "equipment_type_hand_weapon": "Hand Weapon",
+ "equipment_type_heavy_gun": "Heavy Gun",
+ "equipment_type_noble_weapon": "Noble Weapon",
+ "equipment_type_power_weapon": "Power Weapon",
+ "equipment_type_prototype_weapon": "Prototype Weapon",
+ "equipment_type_shock_gun": "Shock Gun",
+ "failed_career": "Failed Career",
+ "failed_career_01_desc": "",
+ "failed_career_01_name": "Gutter Minder",
+ "failed_career_02_desc": "",
+ "failed_career_02_name": "Curiosity Compiler",
+ "failed_career_03_desc": "",
+ "failed_career_03_name": "Trench Conscript",
+ "failed_career_04_desc": "",
+ "failed_career_04_name": "Debt Squeezer",
+ "failed_career_05_desc": "",
+ "failed_career_05_name": "Dead-Shoresman",
+ "failed_career_06_desc": "",
+ "failed_career_06_name": "Criminal Bureaucrat",
+ "failed_career_07_desc": "",
+ "failed_career_07_name": "Sanctioned Executioner",
+ "failed_career_08_desc": "",
+ "failed_career_08_name": "Fringe Investigator",
+ "failed_career_09_desc": "",
+ "failed_career_09_name": "Disinherited Socialite",
+ "failed_career_100_desc": "",
+ "failed_career_100_name": "Ex-Censor",
+ "failed_career_10_desc": "",
+ "failed_career_10_name": "Verminator",
+ "failed_career_11_desc": "",
+ "failed_career_11_name": "Lost Expeditioneer",
+ "failed_career_12_desc": "",
+ "failed_career_12_name": "Wall-Born",
+ "failed_career_13_desc": "",
+ "failed_career_13_name": "Professional Gambler",
+ "failed_career_14_desc": "",
+ "failed_career_14_name": "Integrated Alien",
+ "failed_career_15_desc": "",
+ "failed_career_15_name": "Underwhaler",
+ "failed_career_16_desc": "",
+ "failed_career_16_name": "Tavelling Show-Person",
+ "failed_career_17_desc": "",
+ "failed_career_17_name": "Gang Enforcer",
+ "failed_career_18_desc": "",
+ "failed_career_18_name": "Deconstructor",
+ "failed_career_19a_desc": "",
+ "failed_career_19a_name": "Street Judge",
+ "failed_career_19b_desc": "",
+ "failed_career_19b_name": "Rook Tamer",
+ "failed_career_20a_desc": "",
+ "failed_career_20a_name": "Urchin Pack",
+ "failed_career_20b_desc": "",
+ "failed_career_20b_name": "Muddled Mixologist",
+ "failed_career_21_desc": "",
+ "failed_career_21_name": "Star Blessed",
+ "failed_career_22_desc": "",
+ "failed_career_22_name": "Un-Revolutionary",
+ "failed_career_23_desc": "",
+ "failed_career_23_name": "Human Unionist",
+ "failed_career_24_desc": "",
+ "failed_career_24_name": "Liberal Engineer",
+ "failed_career_25_desc": "",
+ "failed_career_25_name": "Masked Horrorist",
+ "failed_career_26_desc": "",
+ "failed_career_26_name": "Rollocker Club Alumni",
+ "failed_career_27_desc": "",
+ "failed_career_27_name": "Backward Legionnaire",
+ "failed_career_28_desc": "",
+ "failed_career_28_name": "Contract Castaway",
+ "failed_career_29a_desc": "",
+ "failed_career_29a_name": "Repressed Psychic",
+ "failed_career_29b_desc": "",
+ "failed_career_29b_name": "Mendicant Mycologist",
+ "failed_career_30a_desc": "",
+ "failed_career_30a_name": "Amateur Amputator",
+ "failed_career_30b_desc": "",
+ "failed_career_30b_name": "Investment Centurion",
+ "failed_career_31a_desc": "",
+ "failed_career_31a_name": "Polar Bounty Hunter",
+ "failed_career_31b_desc": "",
+ "failed_career_31b_name": "Necro-Engineer",
+ "failed_career_32a_desc": "",
+ "failed_career_32a_name": "Mockery",
+ "failed_career_32b_desc": "",
+ "failed_career_32b_name": "Alpha Tester",
+ "failed_career_33_desc": "",
+ "failed_career_33_name": "Prize Breeder",
+ "failed_career_34_desc": "",
+ "failed_career_34_name": "Failed Citizen",
+ "failed_career_35_desc": "",
+ "failed_career_35_name": "Urban Safarist",
+ "failed_career_36_desc": "",
+ "failed_career_36_name": "Lockholder",
+ "failed_career_37_desc": "",
+ "failed_career_37_name": "Repurposed Augmental",
+ "failed_career_38_desc": "",
+ "failed_career_38_name": "Noble-in-Waiting",
+ "failed_career_39a_desc": "",
+ "failed_career_39a_name": "Vault Cracker",
+ "failed_career_39b_desc": "",
+ "failed_career_39b_name": "Acupressurist of Inanimate Objects",
+ "failed_career_40a_desc": "",
+ "failed_career_40a_name": "Revolutionary Duelist",
+ "failed_career_40b_desc": "",
+ "failed_career_40b_name": "Expelled Lamplighter",
+ "failed_career_41_desc": "",
+ "failed_career_41_name": "Newspaper Intern",
+ "failed_career_42_desc": "",
+ "failed_career_42_name": "Rural Tax Collector",
+ "failed_career_43_desc": "",
+ "failed_career_43_name": "Academic Debator",
+ "failed_career_44_desc": "",
+ "failed_career_44_name": "Associated Burglar",
+ "failed_career_45_desc": "",
+ "failed_career_45_name": "Retail Therapist",
+ "failed_career_46_desc": "",
+ "failed_career_46_name": "Apprentice Sweep",
+ "failed_career_47_desc": "",
+ "failed_career_47_name": "Sky Trooper",
+ "failed_career_48_desc": "",
+ "failed_career_48_name": "Urbalist",
+ "failed_career_49_desc": "",
+ "failed_career_49_name": "Under-Laborer",
+ "failed_career_50_desc": "",
+ "failed_career_50_name": "Science Mystic",
+ "failed_career_51_desc": "",
+ "failed_career_51_name": "Front of House Host",
+ "failed_career_52_desc": "",
+ "failed_career_52_name": "Critter Catcher",
+ "failed_career_53_desc": "",
+ "failed_career_53_name": "Practising Chemist",
+ "failed_career_54_desc": "",
+ "failed_career_54_name": "Roof Crawler",
+ "failed_career_55_desc": "",
+ "failed_career_55_name": "Petty Officer",
+ "failed_career_56_desc": "",
+ "failed_career_56_name": "Bailed Prisoner",
+ "failed_career_57_desc": "",
+ "failed_career_57_name": "Street Performer",
+ "failed_career_58a_desc": "",
+ "failed_career_58a_name": "Corpse Collector",
+ "failed_career_58b_desc": "",
+ "failed_career_58b_name": "Cryptohistorian",
+ "failed_career_59_desc": "",
+ "failed_career_59_name": "Counterfeit Taxidermist",
+ "failed_career_60_desc": "",
+ "failed_career_60_name": "Pie-Smuggler",
+ "failed_career_61_desc": "",
+ "failed_career_61_name": "Council Runner",
+ "failed_career_62_desc": "",
+ "failed_career_62_name": "Life Servant",
+ "failed_career_63_desc": "",
+ "failed_career_63_name": "Amateur Dramatist",
+ "failed_career_64_desc": "",
+ "failed_career_64_name": "Wilderness Recluse",
+ "failed_career_65_desc": "",
+ "failed_career_65_name": "Squidbagger",
+ "failed_career_66_desc": "",
+ "failed_career_66_name": "Exposed Imposter",
+ "failed_career_67_desc": "",
+ "failed_career_67_name": "Critic-in-Hiding",
+ "failed_career_68_desc": "",
+ "failed_career_68_name": "Small Town Refugee",
+ "failed_career_69_desc": "",
+ "failed_career_69_name": "Paid Fighter",
+ "failed_career_70_desc": "",
+ "failed_career_70_name": "Canal Nomad",
+ "failed_career_71_desc": "",
+ "failed_career_71_name": "Living Experiment",
+ "failed_career_72_desc": "",
+ "failed_career_72_name": "Fashionista",
+ "failed_career_73_desc": "",
+ "failed_career_73_name": "Human Flotsam",
+ "failed_career_74_desc": "",
+ "failed_career_74_name": "Master Blender",
+ "failed_career_75_desc": "",
+ "failed_career_75_name": "Public Nuisance",
+ "failed_career_76_desc": "",
+ "failed_career_76_name": "Park Steward",
+ "failed_career_77_desc": "",
+ "failed_career_77_name": "Civic Butler",
+ "failed_career_78_desc": "",
+ "failed_career_78_name": "Estate Squire",
+ "failed_career_79_desc": "",
+ "failed_career_79_name": "Machine Whisperer",
+ "failed_career_80_desc": "",
+ "failed_career_80_name": "Agricultural Saboteur",
+ "failed_career_81_desc": "",
+ "failed_career_81_name": "Animal Vassal",
+ "failed_career_82_desc": "",
+ "failed_career_82_name": "Massifist of Massifcountry",
+ "failed_career_83_desc": "",
+ "failed_career_83_name": "Divine Prodigy",
+ "failed_career_84_desc": "",
+ "failed_career_84_name": "Good Dog",
+ "failed_career_85_desc": "",
+ "failed_career_85_name": "Worthless Graduate",
+ "failed_career_86_desc": "",
+ "failed_career_86_name": "Alternative Groomer",
+ "failed_career_87_desc": "",
+ "failed_career_87_name": "Avant Guardsman",
+ "failed_career_88_desc": "",
+ "failed_career_88_name": "Factory Retainer",
+ "failed_career_89_desc": "",
+ "failed_career_89_name": "Grief Diplomat",
+ "failed_career_90_desc": "",
+ "failed_career_90_name": "Lone Stargazer",
+ "failed_career_91_desc": "",
+ "failed_career_91_name": "Tunnel Stray",
+ "failed_career_92_desc": "",
+ "failed_career_92_name": "Body Jockey",
+ "failed_career_93_desc": "",
+ "failed_career_93_name": "Underground Weirdo",
+ "failed_career_94_desc": "",
+ "failed_career_94_name": "Inseparable Twins",
+ "failed_career_95_desc": "",
+ "failed_career_95_name": "Constable of Birds and Creeping Things",
+ "failed_career_96_desc": "",
+ "failed_career_96_name": "Exotic Food Supplier",
+ "failed_career_97_desc": "",
+ "failed_career_97_name": "Tactiliator/Tactiliatrix",
+ "failed_career_98_desc": "",
+ "failed_career_98_name": "Tuk-Tukker",
+ "failed_career_99_desc": "",
+ "failed_career_99_name": "Map Thief",
+ "failed_career_number": "#",
+ "hit_protection": "Hit Protection & Armour",
+ "hp_description": "This represents your ability to avoid being hit.",
+ "impaired": "Impaired",
+ "impaired_description": "Attacks that are IMPAIRED, such as firing through cover, or fighting in handcuffs, roll d4 DAMAGE only, and cannot receive BONUS DAMAGE.",
+ "injuries": "Injuries",
+ "inventory": "Inventory",
+ "inventory_type_animal": "Animal",
+ "inventory_type_general": "General",
+ "inventory_type_luxury": "Luxury",
+ "inventory_type_other": "Other",
+ "inventory_type_property": "Property",
+ "inventory_type_servant": "Servant",
+ "inventory_type_service": "Service",
+ "inventory_type_tool": "Tool",
+ "item_description": "Description",
+ "item_placeholder": "Description of the item",
+ "item_edit": "Edit Item",
+ "item_name": "Item",
+ "item_quantity": "Qty.",
+ "item_treasure": "Is Treasure?",
+ "item_type": "Type",
+ "lackeys": "Lackeys",
+ "luck": "LUCK",
+ "luck_description": "Sometimes you’ll need a roll to represent the element of luck and randomness in the world.",
+ "max_charisma": "Max CHA",
+ "max_dexterity": "Max DEX",
+ "max_hp": "Max HP",
+ "max_strength": "Max STR",
+ "melee": "Melee",
+ "name": "name",
+ "new_pounds": "New Pounds (£)",
+ "normal": "Normal",
+ "normal_description": "The outcome you would expect to be most likely, normally the least threatening.",
+ "notes": "Notes on a Theme",
+ "oddities": "Oddities",
+ "people_along_the_way": "Inhabitants of Bastionland",
+ "people_along_the_way_description": "Bastionland is nothing when it sits empty. \r\nThere are People, Mockeries, Aliens, Machines, Monstrosities, and things that sit between the boundaries.",
+ "people_placeholder": "Who are they?",
+ "people_edit": "Edit Person",
+ "people_name": "Their name",
+ "ranged": "Ranged",
+ "rival": "Rival Treasure Hunter",
+ "roll": "Roll",
+ "roll_critical": "Critical",
+ "roll_fail": "Failure",
+ "roll_success": "Success",
+ "rolls": "Rolls",
+ "save_charisma": "CHA Save",
+ "save_dexterity": "DEX Save",
+ "save_strength": "STR Save",
+ "scar_description": "If an attack takes you to exactly 0 HP, take a SCAR.",
+ "scar_damage_caused": "Damage Caused",
+ "scar_edit": "Edit Scar",
+ "scar_name": "Scar",
+ "scars": "Scars",
+ "shared_debt": "Shared Debt",
+ "shared_debt_description": "As a group, you share a debt. Debtholders pursue payment keenly.",
+ "special": "You are Special",
+ "special_from_hit_protection": "Special granted from rolled hit protection",
+ "special_from_loose_change": "Special granted from rolled new pounds",
+ "special_from_repeating": "Special...",
+ "stat_separator": "/",
+ "status_effects": "Status Effects",
+ "strength": "STRength",
+ "strength_description": "Power and Toughness",
+ "tag": "Tag",
+ "prototype_tags": "Prototype Tags",
+ "tags": "Tags",
+ "target": "Target",
+ "tests": "tests",
+ "tool": "Tool",
+ "treasure": "Treasure",
+ "treasure_hunter": "Treasure Hunter",
+ "wallet": "Wallet",
+ "wallet_description": "New Pounds (£) in loose change, enough for a sandwich of varying quality.",
+ "warning_uncommon": "Warning/Uncommon",
+ "warning_uncommon_description": "A threat or situation that has potential to get serious soon.",
+ "worth": "Worth (£)"
+}
\ No newline at end of file
diff --git a/Elemental/translations/ca.json b/Elemental/translations/ca.json
new file mode 100644
index 0000000000..726765b8b0
--- /dev/null
+++ b/Elemental/translations/ca.json
@@ -0,0 +1,130 @@
+{
+ "name-u": "Name",
+ "title-u": "Title:",
+ "species-u": "Species:",
+ "total-u": "Total",
+ "spent-u": "Spent",
+ "sacrifice-u": "Sacrificed",
+ "reserve-u": "Reserve",
+ "attrskill-u": "Attributes & Skills",
+ "agi-u": "",
+ "flaws": "Flaws",
+ "assassination": "Assassination",
+ "athletics": "Athletics",
+ "cover": "Cover",
+ "driving": "Driving",
+ "grappling": "Grappling",
+ "marksmanship": "Marksmanship",
+ "missle_deflection": "Missle Deflection",
+ "multistrike": "Multistrike",
+ "piloting": "Piloting",
+ "riding": "Riding",
+ "sailing": "Sailing",
+ "sleight-of-hand": "Sleight-of-Hand",
+ "stealth": "Stealth",
+ "sworn_enemy": "Sworn Enemy*",
+ "team_tactics": "Team Tactics",
+ "unarmed_strike": "Unarmed Strike",
+ "weapon_mastery": "Weapon Mastery*",
+ "clumsiness": "Clumsiness",
+ "handicap": "Handicap",
+ "skillspec-u": "Specifics",
+ "tough-u": "",
+ "skills": "Skills",
+ "aquatic": "Aquatic",
+ "armored combat": "Armored Combat",
+ "charge": "Charge",
+ "endurance": "Endurance",
+ "mighty blow": "Mighty Blow",
+ "resistance": "Resistance*",
+ "second wind": "Second Wind",
+ "strength": "Strength",
+ "unlife": "Unlife",
+ "breathless": "Breathless",
+ "frailty": "Frailty",
+ "sunlight sensitivity": "Sunlight Sensitivity",
+ "vulnerability": "Vulnerability",
+ "weakness": "Weakness",
+ "aware-u": "",
+ "Skills": "Skills",
+ "appraisal": "Appraisal",
+ "arcane lore": "Arcane Lore",
+ "background": "Background*",
+ "computers": "Computers",
+ "criminology": "Criminology",
+ "fixing": "Fixing",
+ "heavy_weapon": "Heavy Weapon*",
+ "languages": "Languages*",
+ "locks_traps": "Locks & Traps",
+ "medicine": "Medicine",
+ "memory": "Memory",
+ "nightvision": "Nightvision",
+ "observation": "Observation",
+ "power_or_spell": "Power or Spell*",
+ "psychology": "Psychology",
+ "research": "Research",
+ "senses": "Senses",
+ "sixth sense": "Sixth Sense",
+ "survival": "Survival*",
+ "surgery": "Surgery",
+ "surveillance": "Surveillance",
+ "trivia": "Trivia",
+ "underworld": "Underworld",
+ "absent-mindedness": "Absent-Mindedness",
+ "blindness": "Blindness",
+ "deafness": "Deafness",
+ "will-u": "",
+ "animal_handling": "Animal Handling*",
+ "art": "Art*",
+ "bargaining": "Bargaining",
+ "battle_rage": "Battle Rage",
+ "command": "Command",
+ "focus": "Focus",
+ "followers": "Followers",
+ "impersonation": "Impersonation",
+ "intimidation_fear": "Intimidation/Fear",
+ "luck": "Luck",
+ "oratory": "Oratory",
+ "persuasion": "Persuasion",
+ "politics": "Politics",
+ "reputation": "Reputation*",
+ "street_smarts": "Street Smarts",
+ "trickery": "Trickery",
+ "addiction": "Addiction*",
+ "cowardice": "Cowardice",
+ "code_of_honor": "Code of Honor*",
+ "flashbacks": "Flashbacks",
+ "greed": "Greed*",
+ "outcast": "Outcast*",
+ "phobia": "Phobia*",
+ "unluck": "Unluck",
+ "unmistakable_feature": "Unmistakable Feature*",
+ "derstat": "Derived Statistics",
+ "health-u": "Health",
+ "move-u": "Move",
+ "init-u": "Init",
+ "spirit-u": "Spirit",
+ "bonus": "Bonuses & Penalties",
+ "arm-u": "ARM",
+ "injury": "Injuries",
+ "impair": "Impairment Level",
+ "atk": "Attack",
+ "defense": "Defense",
+ "damage": "Damage",
+ "ammo-u": "Ammo",
+ "rel-u": "Rel",
+ "rng-u": "Range",
+ "dam-u": "DAM",
+ "aoe-u": "AOE",
+ "wt-u": "Wt",
+ "notes-u": "Notes",
+ "crew-u": "Crew",
+ "agiabbr-u": "AGI",
+ "loc-u": "Location",
+ "dif-u": "DIF",
+ "cast-u": "Casting Time",
+ "dur-u": "Duration",
+ "meffect-u": "Description",
+ "sc-u": " Skill Check",
+ "statc-u": "Stat Check"
+}
diff --git a/Elemental/translations/hu.json b/Elemental/translations/hu.json
new file mode 100644
index 0000000000..726765b8b0
--- /dev/null
+++ b/Elemental/translations/hu.json
@@ -0,0 +1,130 @@
+{
+ "name-u": "Name",
+ "title-u": "Title:",
+ "species-u": "Species:",
+ "total-u": "Total",
+ "spent-u": "Spent",
+ "sacrifice-u": "Sacrificed",
+ "reserve-u": "Reserve",
+ "attrskill-u": "Attributes & Skills",
+ "agi-u": "",
+ "flaws": "Flaws",
+ "assassination": "Assassination",
+ "athletics": "Athletics",
+ "cover": "Cover",
+ "driving": "Driving",
+ "grappling": "Grappling",
+ "marksmanship": "Marksmanship",
+ "missle_deflection": "Missle Deflection",
+ "multistrike": "Multistrike",
+ "piloting": "Piloting",
+ "riding": "Riding",
+ "sailing": "Sailing",
+ "sleight-of-hand": "Sleight-of-Hand",
+ "stealth": "Stealth",
+ "sworn_enemy": "Sworn Enemy*",
+ "team_tactics": "Team Tactics",
+ "unarmed_strike": "Unarmed Strike",
+ "weapon_mastery": "Weapon Mastery*",
+ "clumsiness": "Clumsiness",
+ "handicap": "Handicap",
+ "skillspec-u": "Specifics",
+ "tough-u": "",
+ "skills": "Skills",
+ "aquatic": "Aquatic",
+ "armored combat": "Armored Combat",
+ "charge": "Charge",
+ "endurance": "Endurance",
+ "mighty blow": "Mighty Blow",
+ "resistance": "Resistance*",
+ "second wind": "Second Wind",
+ "strength": "Strength",
+ "unlife": "Unlife",
+ "breathless": "Breathless",
+ "frailty": "Frailty",
+ "sunlight sensitivity": "Sunlight Sensitivity",
+ "vulnerability": "Vulnerability",
+ "weakness": "Weakness",
+ "aware-u": "",
+ "Skills": "Skills",
+ "appraisal": "Appraisal",
+ "arcane lore": "Arcane Lore",
+ "background": "Background*",
+ "computers": "Computers",
+ "criminology": "Criminology",
+ "fixing": "Fixing",
+ "heavy_weapon": "Heavy Weapon*",
+ "languages": "Languages*",
+ "locks_traps": "Locks & Traps",
+ "medicine": "Medicine",
+ "memory": "Memory",
+ "nightvision": "Nightvision",
+ "observation": "Observation",
+ "power_or_spell": "Power or Spell*",
+ "psychology": "Psychology",
+ "research": "Research",
+ "senses": "Senses",
+ "sixth sense": "Sixth Sense",
+ "survival": "Survival*",
+ "surgery": "Surgery",
+ "surveillance": "Surveillance",
+ "trivia": "Trivia",
+ "underworld": "Underworld",
+ "absent-mindedness": "Absent-Mindedness",
+ "blindness": "Blindness",
+ "deafness": "Deafness",
+ "will-u": "",
+ "animal_handling": "Animal Handling*",
+ "art": "Art*",
+ "bargaining": "Bargaining",
+ "battle_rage": "Battle Rage",
+ "command": "Command",
+ "focus": "Focus",
+ "followers": "Followers",
+ "impersonation": "Impersonation",
+ "intimidation_fear": "Intimidation/Fear",
+ "luck": "Luck",
+ "oratory": "Oratory",
+ "persuasion": "Persuasion",
+ "politics": "Politics",
+ "reputation": "Reputation*",
+ "street_smarts": "Street Smarts",
+ "trickery": "Trickery",
+ "addiction": "Addiction*",
+ "cowardice": "Cowardice",
+ "code_of_honor": "Code of Honor*",
+ "flashbacks": "Flashbacks",
+ "greed": "Greed*",
+ "outcast": "Outcast*",
+ "phobia": "Phobia*",
+ "unluck": "Unluck",
+ "unmistakable_feature": "Unmistakable Feature*",
+ "derstat": "Derived Statistics",
+ "health-u": "Health",
+ "move-u": "Move",
+ "init-u": "Init",
+ "spirit-u": "Spirit",
+ "bonus": "Bonuses & Penalties",
+ "arm-u": "ARM",
+ "injury": "Injuries",
+ "impair": "Impairment Level",
+ "atk": "Attack",
+ "defense": "Defense",
+ "damage": "Damage",
+ "ammo-u": "Ammo",
+ "rel-u": "Rel",
+ "rng-u": "Range",
+ "dam-u": "DAM",
+ "aoe-u": "AOE",
+ "wt-u": "Wt",
+ "notes-u": "Notes",
+ "crew-u": "Crew",
+ "agiabbr-u": "AGI",
+ "loc-u": "Location",
+ "dif-u": "DIF",
+ "cast-u": "Casting Time",
+ "dur-u": "Duration",
+ "meffect-u": "Description",
+ "sc-u": " Skill Check",
+ "statc-u": "Stat Check"
+}
diff --git a/Elric/translations/ca.json b/Elric/translations/ca.json
new file mode 100644
index 0000000000..9249ae95d4
--- /dev/null
+++ b/Elric/translations/ca.json
@@ -0,0 +1,204 @@
+{
+ "h2hFumble1": "Slip or trip over rocks, etc.- lose next parry; your foe may disengage.Slip or trip over rocks, etc. lose next parry; your foe may disengage.",
+ "h2hFumble2": "Slip or trip on a corpse or other obstacle-lose next attack; your opponent may disengage.",
+ "h2hFumble3": "Slip or trip in a pool of blood or water or other hazard:- lose next parry and attack;your enemy may disengage.",
+ "h2hFumble4": "Sweat in eyes-parry, dodge,or move only for the next 1D3 combat rounds; your foe may disengage.",
+ "h2hFumble5": "Shield strap breaks-halve your shield parry percentage until repaired. lnapplicable to a demon shield.",
+ "h2hFumble6": "Distracted-automatic miss on your next attack, in whatever round it occurs.",
+ "h2hFumble7": "Drop weapon-it's at your feet and costs 5 DEX-ranks to recover. Your enemy may disengage. lgnore this fumble if you parry with a shield.",
+ "h2hFumble8": "Weapon knocked away-it is I D4 yards distant in a 1D8 direction. lgnore this fumble if you parry with a shield.",
+ "h2hFumble9": "Blow to solar plexus-you can parry but not attack or dodge for two rounds; your opponent may disengage. lgnore thisfumble if you parry with a shield.",
+ "h2hFumble10": "Arm cut, dislocated shoulder- you can use a weapon or use a shield (but not both) for the rest of the fight. lgnore this fumble if you parry with a shield.",
+ "h2hFumble11": "Smash to your face-parry and dodge only for the next round as you try to wipe blood from your eyes; enemy may disengage. lgnore result if wearing a helmet.",
+ "h2hFumble12": "Unexpected blow from the side or rear-you're knocked down; your foe may disengage",
+ "h2hFumble13": "Heavy hit to head-you lose no hit points, but your senses reel from the buffet. Halve your attack and parry skills for one full round.",
+ "h2hFumble14": "Helmet knocked off or heavy hit to head -if the former, you'll need 5 DEX-ranks to pick it up, and a full combat round to strap it on after disengaging. If the latter, Halve your attack and parry skills for one full round. Inapplicable to demon armor.",
+ "h2hFumble15": "Weapon breaks-to get another one, unsheathe one or pick one up; your opponent may disengage. Inapplicable to a demon weapon.",
+ "h2hFumble16": "Your shield is cloven in two - discard shield. If you were not using a shield, parrying weapon breaks. Inapplicable to a demon shield.",
+ "h2hFumble17": "Broken or cut - nose-bleed for 1D6+4 combat rounds; resulting deformity is permanent (lose 1 APP)",
+ "h2hFumble18": "Foot stepped on, ankle sprained- halve MOV for rest of the battle",
+ "h2hFumble19": "You lose the little finger afrom your left or right hand - uniformly lower weapon skills or shield skill by 10 percent. player's choice",
+ "h2hFumble20": "Weapon stuck in opponent's shield or armor-roll STR x3 or less to pull it out.",
+ "h2hFumble21": "Leg cut-halve Dodge skill until Physik. Heal, or Suture is successfully applied.",
+ "h2hFumble22": "Lose shoe or boot-you will want it if the day is very hot or very cold, or if the ground is rocky. Disengage plus successful Search to find it.",
+ "h2hFumble23": "Knee smashed or chopped - no Dodges, Ride. or Swim, or moves above 4. lgnore this result if you're using a large shield",
+ "h2hFumble24": "Bloody cut across one eye half blinds you-halves attacks and parries until Physik, Heal, or Suture is successfully appl~ed.",
+ "h2hFumble25": "Armor straps cut-subtract 1 from armor roll results until the armor is repaired. Inapplicable to demon armor.",
+ "h2hFumble26": "Portion of armor lost-uniformly reduce armor roll results by 2 for the rest of the fight. Inapplicable to demon armor.",
+ "h2hFumble27": "Hit friend or self, your Luck roll decides -does rolled damage with applicable damage bonus.",
+ "h2hFumble28": "Really bad fumble - roll two more results.",
+ "h2hFumble29": "Worst posrlble fumble-roll three more times.",
+ "msslFumble1": "Slip or trip over rocks, etc.- lose next parry; your foe may disengage.Slip or trip over rocks, etc. lose next parry; your foe may disengage.",
+ "msslFumble2": "Slip or trip on a corpse or other obstacle-lose next attack; your opponent may disengage.",
+ "msslFumble3": "Slip or trip in a pool of blood or water or other hazard:- lose next parry and attack;your enemy may disengage.",
+ "msslFumble4": "Sweat in eyes-parry, dodge,or move only for the next 1D3 combat rounds; your foe may disengage.",
+ "msslFumble5": "Shield strap breaks-halve your shield parry percentage until repaired. lnapplicable to a demon shield.",
+ "msslFumble6": "Distracted-automatic miss on your next attack, in whatever round it occurs.",
+ "MajorWound-1": "Severed leg tendons causing limping, or fused ankle bones causing limping, or back muscles or spinal nerve damage bending the torso to the left or right, or a shattered knee that cannot bend, or make up your own. Lose 1D3 DEX. The maximum MOV is now that 1D3 less. Still able to fight.",
+ "MajorWound-2": "Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D3 APP. Your visible and unappealing deformity cannot be disguised. Still able to fight.",
+ "MajorWound-3": "Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D3 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield.",
+ "MajorWound-4": "A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D3 CON; maximum MOV is now that 1D3 less, and Hit Points may be lower. Still able to fight.",
+ "MajorWound-5": "Concussion damages hearing and limits Listen and Insight to maximums of 65 percent; or cuts to the head thereafter requiring Luck rolls each time to use the skills Insight, Nature, Other Language(s), and World Lore; or blows or cuts which affect depth perception and leave missile weapon skills at maximums of 65 percent; or multiple cuts to the face and neck limit the skills of Bargain, Fast Talk, Oratory, and spoken languages to 65 percent maximum, or make up your own. Lose 1D3 INT; this loss affects the Adventurer’s ability to cast magic. Still able to fight",
+ "MajorWound-6": "Back muscles or spinal nerve damage bending the torso, both leg tendons causing limping, or fused ankle bones causing limping or loss of one or both arms. Lose 1D6 DEX and reduce maximum MOV by that same amount. Unable to fight.",
+ "MajorWound-7": "Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D6 APP. Your visible and very unappealing deformity cannot be disguised. Still able to fight",
+ "MajorWound-8": "Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D6 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield",
+ "MajorWound-9": "A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D6 CON; maximum MOV is now that 1D6 less, and Hit Points may be lower. Unable to fight",
+ "MajorWound-10": "Bad facial and vocal-cord injuries. Lose 1D6 APP; lower the Charisma roll respectively. Still able to fight ",
+ "MajorWound-11": "Broken bones and severed ganglia. Lose 1D6 DEX; from now on the Adventurer can only use shields and 1H hand-to-hand weapons. Still able to fight.",
+ "MajorWound-12": "Nerve damage to left or right arm. Lose 1D6 DEX; hereafter only the other arm can wield weapons or shields. Still able to fight",
+ "MajorWound-13": "Nerve damage to both arms. Lose 1D6 DEX; though the legs are fine, neither arm nor hand can wield anything. Unable to fight.",
+ "MajorWound-14": "Adventurer is mutilated by vicious wounds. Lose 1D3 points each from APP, DEX, and CON, and describe the results. Unable to fight.",
+ "MajorWound-15": "Adventurer was deliberately mutilated after collapsing. Remove 1D4 points each from any of four characteristics, and describe the results. Unable to fight.",
+ "6-hours": "/6 hours",
+ "%": "%",
+ "#": "#",
+ "#-STR-DEX": "# STR or DEX below minimum",
+ "#Spells": "# Spells",
+ "Ability": "Ability",
+ "Age": "Age",
+ "*": "*",
+ "All": "All",
+ "ALLEGIANCE": "ALLEGIANCE",
+ "Allegiance": "Allegiance",
+ "Ammo": "Ammo",
+ "APP": "APP",
+ "Armor": "Armor",
+ "Armor-Type": "Armor Type",
+ "Attks": "Attks",
+ "Background": "Background",
+ "Balance": "Balance",
+ "Barrier": "Barrier",
+ "Birthplace": "Birthplace",
+ "Bound-Demons-Elementals": "Bound Demons & Elementals",
+ "Breed": "Breed",
+ "Bronzes-on-Person": "Bronzes on Person",
+ "Burden": "Burden",
+ "B/W": "B/W",
+ "Chance": "Chance",
+ "Charisma-Roll": "Charisma Roll",
+ "Champion": "Champion",
+ "CON": "CON",
+ "CON-Roll": "Con Roll",
+ "conscious": "Conscious",
+ "Chaos": "Chaos",
+ "Combat-Rounds": "Combat Rounds",
+ "Cumbersome": "Cumbersome",
+ "Cur": "Cur.",
+ "Damage": "Damage",
+ "Dam-Bonus": "Dam.Bonus",
+ "Dodge": "Dodge",
+ "DB": "DB",
+ "DEX": "DEX",
+ "Dexterity-Roll": "Dexterity Roll",
+ "dmg-defelct": "Damage Deflected: ",
+ "Dmg-Deflect-affect": "Dmg Deflect/% affect",
+ "Dodge-Fumbles-Shield": "Dodge, Fumbles & Shield",
+ "Duration": "Duration",
+ "Effect": "Effect",
+ "Enemies": "Enemies",
+ "Equipment": "Equipment",
+ "Equipment-Carried": "Equipment Carried",
+ "Family": "Family",
+ "Family-Friends": "Family & Friends",
+ "Gender": "Gender",
+ "H-to-H-Fumbles": "H-to-H Fumbles",
+ "Hands": "Hands",
+ "Hand-To-Hand-Weapons": "Hand To Hand Weapons",
+ "Helmet-off": "Helmet off:",
+ "Helmet-on": "Helmet on:",
+ "Hit-points": "Hit points",
+ "Hit-Points-Damage": "Hit Points & Damage",
+ "HP": "HP",
+ "I?": "I?",
+ "Idea-Roll": "Idea Roll",
+ "Income": "Income",
+ "INT": "INT",
+ "Inscribed-Runes": "Inscribed Runes",
+ "Land": "Land",
+ "Length": "Length",
+ "Law": "Law",
+ "Light": "Light",
+ "Location": "Location",
+ "Location-Item": "Location / Item",
+ "Long": "Long",
+ "Looks-Atitude": "Looks,Atitude",
+ "Luck-Roll": "Luck Roll",
+ "Magic-Points": "Magic Points",
+ "Major-Wound": "Major Wound",
+ "Max": "Max.",
+ "Melee-Weapon": "Melee Weapon",
+ "Medium": "Medium",
+ "Missile-Fumbles": "Missile Fumbles",
+ "Missile-Weapon": "Missile-Weapon",
+ "Missile-Weapons": "Missile Weapons",
+ "Moderate": "Moderate",
+ "Modifier": "Modifier",
+ "Mod": "Mod.",
+ "MOV": "MOV",
+ "MP": "MP",
+ "MP-Cost": "MP Cost",
+ "MP-Storage": "MP Storage",
+ "Need": "Need",
+ "Name": "Name",
+ "No": "No",
+ "No-affect": "No affect on skill",
+ "Occupation": "Occupation",
+ "Order": "Order",
+ "Other-Equipment": "Othre Equipment",
+ "Parry": "Parry",
+ "per-hour": "/hour",
+ "POW": "POW",
+ "POWx4": "POWx4",
+ "Property": "Property",
+ "Range": "Range",
+ "Regen": "Regen.",
+ "Residence": "Residence",
+ "Rounds-to-Put-On": "Rounds to
Put On",
+ "Saddle-Horse": "Saddle Horse",
+ "Shield": "Shield",
+ "Short": "Short",
+ "Sight": "Sight",
+ "SIZ": "SIZ",
+ "Skill": "Skill",
+ "Skills": "Skills",
+ "Skill-Halved": "Skill halved",
+ "Skill-Used": "Skill Used",
+ "Source": "Source",
+ "Self": "Self",
+ "Spells": "Spells",
+ "Spell-Name": "Spell Name",
+ "Spells-Runes": "Spells & Runes",
+ "Summoning-Fumble": "Summoning Fumble",
+ "summonFumble1": "Violent explosion in octagon deafens those nearby for 1D10 hours, and creates a powerful stench",
+ "summonFumble2": "Demon appears as desired, but performs the opposite to each given command.",
+ "summonFumble3": "Demon appears as wanted in octagon, but it is not bound by the octagon. It immediately attacks the Summoner.",
+ "summonFumble4": "The interior of the octagon is replaced permanently by a well filled with stars; no air escapes, but things thrown down this well fall forever, and occasionally horrible things appear up out of it.",
+ "summonFumble5": "An average bal'boost appears outside the octagon; it attacks until it has killed or captured someone, then returns to its home plane",
+ "summonFumble6": "Summoner disappears, drawn to a random continent from where he or she must get home alone. Roll 1D6: 1,2 Western continent; 3,4 Southern continent; 5,6 Northern continent. Gamemaster chooses the nation.",
+ "summonFumble7": "Chaotic corruption: one of the summoner's limbs is replaced with one from another mammal, a gigantic insect, an arthropod. Lose 1D10 APP as well.",
+ "summonFumble8": "Astral corruption: summoner's player must move 1D6 points from POW to one other summoner characteristic.",
+ "summonFumble9": "Mental corruption: summoner's player must move 1D6 points from INT to one other summoner characteristic.",
+ "summonFumble10": "Demon appears normally and behaves as expected, except that it occupies five places in memory (not one), cannot die at the summoner's behest, and cannot be dismissed.",
+ "summonFumble11": "Summoner and bystanders disappear, all drawn to the city of Ameeron on the other side of the Shade Gate, or as the gamemaster chooses. See Elric of Melniboné for more about Ameeron.",
+ "summonFumble12": "Quaolnargn (or an identical sibling, or some equivalent horror) appears.",
+ "summonFumble13": "Chaos Lord appears.",
+ "summonFumble14": "Summoner turns inside out. All skills fall to base chance. His or her disgusting body continues to function normally, though it terrifies onlookers. APP is zero.",
+ "Summoning-Roll": "Summoning Roll",
+ "STR": "STR",
+ "Title": "Title",
+ "Title-Nickname": "Title/Nickname",
+ "Titles-Aliases": "Titles & Aliases",
+ "Total": "Total",
+ "Touch": "Touch",
+ "Treasure": "Treasure",
+ "Type": "Type",
+ "Turn": "Turn",
+ "Turn-Order": "Turn Order",
+ "unconsciousnes": "Unconsciousnes",
+ "Use-mount-damage-bonus": " *Use mount's damage bonus",
+ "Wealth": "Wealth",
+ "Weapon": "Weapon",
+ "Weapons": "Weapons",
+ "Yes": "Yes",
+ "Yes*": "Yes*"
+}
diff --git a/Elric/translations/hu.json b/Elric/translations/hu.json
new file mode 100644
index 0000000000..9249ae95d4
--- /dev/null
+++ b/Elric/translations/hu.json
@@ -0,0 +1,204 @@
+{
+ "h2hFumble1": "Slip or trip over rocks, etc.- lose next parry; your foe may disengage.Slip or trip over rocks, etc. lose next parry; your foe may disengage.",
+ "h2hFumble2": "Slip or trip on a corpse or other obstacle-lose next attack; your opponent may disengage.",
+ "h2hFumble3": "Slip or trip in a pool of blood or water or other hazard:- lose next parry and attack;your enemy may disengage.",
+ "h2hFumble4": "Sweat in eyes-parry, dodge,or move only for the next 1D3 combat rounds; your foe may disengage.",
+ "h2hFumble5": "Shield strap breaks-halve your shield parry percentage until repaired. lnapplicable to a demon shield.",
+ "h2hFumble6": "Distracted-automatic miss on your next attack, in whatever round it occurs.",
+ "h2hFumble7": "Drop weapon-it's at your feet and costs 5 DEX-ranks to recover. Your enemy may disengage. lgnore this fumble if you parry with a shield.",
+ "h2hFumble8": "Weapon knocked away-it is I D4 yards distant in a 1D8 direction. lgnore this fumble if you parry with a shield.",
+ "h2hFumble9": "Blow to solar plexus-you can parry but not attack or dodge for two rounds; your opponent may disengage. lgnore thisfumble if you parry with a shield.",
+ "h2hFumble10": "Arm cut, dislocated shoulder- you can use a weapon or use a shield (but not both) for the rest of the fight. lgnore this fumble if you parry with a shield.",
+ "h2hFumble11": "Smash to your face-parry and dodge only for the next round as you try to wipe blood from your eyes; enemy may disengage. lgnore result if wearing a helmet.",
+ "h2hFumble12": "Unexpected blow from the side or rear-you're knocked down; your foe may disengage",
+ "h2hFumble13": "Heavy hit to head-you lose no hit points, but your senses reel from the buffet. Halve your attack and parry skills for one full round.",
+ "h2hFumble14": "Helmet knocked off or heavy hit to head -if the former, you'll need 5 DEX-ranks to pick it up, and a full combat round to strap it on after disengaging. If the latter, Halve your attack and parry skills for one full round. Inapplicable to demon armor.",
+ "h2hFumble15": "Weapon breaks-to get another one, unsheathe one or pick one up; your opponent may disengage. Inapplicable to a demon weapon.",
+ "h2hFumble16": "Your shield is cloven in two - discard shield. If you were not using a shield, parrying weapon breaks. Inapplicable to a demon shield.",
+ "h2hFumble17": "Broken or cut - nose-bleed for 1D6+4 combat rounds; resulting deformity is permanent (lose 1 APP)",
+ "h2hFumble18": "Foot stepped on, ankle sprained- halve MOV for rest of the battle",
+ "h2hFumble19": "You lose the little finger afrom your left or right hand - uniformly lower weapon skills or shield skill by 10 percent. player's choice",
+ "h2hFumble20": "Weapon stuck in opponent's shield or armor-roll STR x3 or less to pull it out.",
+ "h2hFumble21": "Leg cut-halve Dodge skill until Physik. Heal, or Suture is successfully applied.",
+ "h2hFumble22": "Lose shoe or boot-you will want it if the day is very hot or very cold, or if the ground is rocky. Disengage plus successful Search to find it.",
+ "h2hFumble23": "Knee smashed or chopped - no Dodges, Ride. or Swim, or moves above 4. lgnore this result if you're using a large shield",
+ "h2hFumble24": "Bloody cut across one eye half blinds you-halves attacks and parries until Physik, Heal, or Suture is successfully appl~ed.",
+ "h2hFumble25": "Armor straps cut-subtract 1 from armor roll results until the armor is repaired. Inapplicable to demon armor.",
+ "h2hFumble26": "Portion of armor lost-uniformly reduce armor roll results by 2 for the rest of the fight. Inapplicable to demon armor.",
+ "h2hFumble27": "Hit friend or self, your Luck roll decides -does rolled damage with applicable damage bonus.",
+ "h2hFumble28": "Really bad fumble - roll two more results.",
+ "h2hFumble29": "Worst posrlble fumble-roll three more times.",
+ "msslFumble1": "Slip or trip over rocks, etc.- lose next parry; your foe may disengage.Slip or trip over rocks, etc. lose next parry; your foe may disengage.",
+ "msslFumble2": "Slip or trip on a corpse or other obstacle-lose next attack; your opponent may disengage.",
+ "msslFumble3": "Slip or trip in a pool of blood or water or other hazard:- lose next parry and attack;your enemy may disengage.",
+ "msslFumble4": "Sweat in eyes-parry, dodge,or move only for the next 1D3 combat rounds; your foe may disengage.",
+ "msslFumble5": "Shield strap breaks-halve your shield parry percentage until repaired. lnapplicable to a demon shield.",
+ "msslFumble6": "Distracted-automatic miss on your next attack, in whatever round it occurs.",
+ "MajorWound-1": "Severed leg tendons causing limping, or fused ankle bones causing limping, or back muscles or spinal nerve damage bending the torso to the left or right, or a shattered knee that cannot bend, or make up your own. Lose 1D3 DEX. The maximum MOV is now that 1D3 less. Still able to fight.",
+ "MajorWound-2": "Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D3 APP. Your visible and unappealing deformity cannot be disguised. Still able to fight.",
+ "MajorWound-3": "Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D3 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield.",
+ "MajorWound-4": "A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D3 CON; maximum MOV is now that 1D3 less, and Hit Points may be lower. Still able to fight.",
+ "MajorWound-5": "Concussion damages hearing and limits Listen and Insight to maximums of 65 percent; or cuts to the head thereafter requiring Luck rolls each time to use the skills Insight, Nature, Other Language(s), and World Lore; or blows or cuts which affect depth perception and leave missile weapon skills at maximums of 65 percent; or multiple cuts to the face and neck limit the skills of Bargain, Fast Talk, Oratory, and spoken languages to 65 percent maximum, or make up your own. Lose 1D3 INT; this loss affects the Adventurer’s ability to cast magic. Still able to fight",
+ "MajorWound-6": "Back muscles or spinal nerve damage bending the torso, both leg tendons causing limping, or fused ankle bones causing limping or loss of one or both arms. Lose 1D6 DEX and reduce maximum MOV by that same amount. Unable to fight.",
+ "MajorWound-7": "Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D6 APP. Your visible and very unappealing deformity cannot be disguised. Still able to fight",
+ "MajorWound-8": "Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D6 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield",
+ "MajorWound-9": "A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D6 CON; maximum MOV is now that 1D6 less, and Hit Points may be lower. Unable to fight",
+ "MajorWound-10": "Bad facial and vocal-cord injuries. Lose 1D6 APP; lower the Charisma roll respectively. Still able to fight ",
+ "MajorWound-11": "Broken bones and severed ganglia. Lose 1D6 DEX; from now on the Adventurer can only use shields and 1H hand-to-hand weapons. Still able to fight.",
+ "MajorWound-12": "Nerve damage to left or right arm. Lose 1D6 DEX; hereafter only the other arm can wield weapons or shields. Still able to fight",
+ "MajorWound-13": "Nerve damage to both arms. Lose 1D6 DEX; though the legs are fine, neither arm nor hand can wield anything. Unable to fight.",
+ "MajorWound-14": "Adventurer is mutilated by vicious wounds. Lose 1D3 points each from APP, DEX, and CON, and describe the results. Unable to fight.",
+ "MajorWound-15": "Adventurer was deliberately mutilated after collapsing. Remove 1D4 points each from any of four characteristics, and describe the results. Unable to fight.",
+ "6-hours": "/6 hours",
+ "%": "%",
+ "#": "#",
+ "#-STR-DEX": "# STR or DEX below minimum",
+ "#Spells": "# Spells",
+ "Ability": "Ability",
+ "Age": "Age",
+ "*": "*",
+ "All": "All",
+ "ALLEGIANCE": "ALLEGIANCE",
+ "Allegiance": "Allegiance",
+ "Ammo": "Ammo",
+ "APP": "APP",
+ "Armor": "Armor",
+ "Armor-Type": "Armor Type",
+ "Attks": "Attks",
+ "Background": "Background",
+ "Balance": "Balance",
+ "Barrier": "Barrier",
+ "Birthplace": "Birthplace",
+ "Bound-Demons-Elementals": "Bound Demons & Elementals",
+ "Breed": "Breed",
+ "Bronzes-on-Person": "Bronzes on Person",
+ "Burden": "Burden",
+ "B/W": "B/W",
+ "Chance": "Chance",
+ "Charisma-Roll": "Charisma Roll",
+ "Champion": "Champion",
+ "CON": "CON",
+ "CON-Roll": "Con Roll",
+ "conscious": "Conscious",
+ "Chaos": "Chaos",
+ "Combat-Rounds": "Combat Rounds",
+ "Cumbersome": "Cumbersome",
+ "Cur": "Cur.",
+ "Damage": "Damage",
+ "Dam-Bonus": "Dam.Bonus",
+ "Dodge": "Dodge",
+ "DB": "DB",
+ "DEX": "DEX",
+ "Dexterity-Roll": "Dexterity Roll",
+ "dmg-defelct": "Damage Deflected: ",
+ "Dmg-Deflect-affect": "Dmg Deflect/% affect",
+ "Dodge-Fumbles-Shield": "Dodge, Fumbles & Shield",
+ "Duration": "Duration",
+ "Effect": "Effect",
+ "Enemies": "Enemies",
+ "Equipment": "Equipment",
+ "Equipment-Carried": "Equipment Carried",
+ "Family": "Family",
+ "Family-Friends": "Family & Friends",
+ "Gender": "Gender",
+ "H-to-H-Fumbles": "H-to-H Fumbles",
+ "Hands": "Hands",
+ "Hand-To-Hand-Weapons": "Hand To Hand Weapons",
+ "Helmet-off": "Helmet off:",
+ "Helmet-on": "Helmet on:",
+ "Hit-points": "Hit points",
+ "Hit-Points-Damage": "Hit Points & Damage",
+ "HP": "HP",
+ "I?": "I?",
+ "Idea-Roll": "Idea Roll",
+ "Income": "Income",
+ "INT": "INT",
+ "Inscribed-Runes": "Inscribed Runes",
+ "Land": "Land",
+ "Length": "Length",
+ "Law": "Law",
+ "Light": "Light",
+ "Location": "Location",
+ "Location-Item": "Location / Item",
+ "Long": "Long",
+ "Looks-Atitude": "Looks,Atitude",
+ "Luck-Roll": "Luck Roll",
+ "Magic-Points": "Magic Points",
+ "Major-Wound": "Major Wound",
+ "Max": "Max.",
+ "Melee-Weapon": "Melee Weapon",
+ "Medium": "Medium",
+ "Missile-Fumbles": "Missile Fumbles",
+ "Missile-Weapon": "Missile-Weapon",
+ "Missile-Weapons": "Missile Weapons",
+ "Moderate": "Moderate",
+ "Modifier": "Modifier",
+ "Mod": "Mod.",
+ "MOV": "MOV",
+ "MP": "MP",
+ "MP-Cost": "MP Cost",
+ "MP-Storage": "MP Storage",
+ "Need": "Need",
+ "Name": "Name",
+ "No": "No",
+ "No-affect": "No affect on skill",
+ "Occupation": "Occupation",
+ "Order": "Order",
+ "Other-Equipment": "Othre Equipment",
+ "Parry": "Parry",
+ "per-hour": "/hour",
+ "POW": "POW",
+ "POWx4": "POWx4",
+ "Property": "Property",
+ "Range": "Range",
+ "Regen": "Regen.",
+ "Residence": "Residence",
+ "Rounds-to-Put-On": "Rounds to
Put On",
+ "Saddle-Horse": "Saddle Horse",
+ "Shield": "Shield",
+ "Short": "Short",
+ "Sight": "Sight",
+ "SIZ": "SIZ",
+ "Skill": "Skill",
+ "Skills": "Skills",
+ "Skill-Halved": "Skill halved",
+ "Skill-Used": "Skill Used",
+ "Source": "Source",
+ "Self": "Self",
+ "Spells": "Spells",
+ "Spell-Name": "Spell Name",
+ "Spells-Runes": "Spells & Runes",
+ "Summoning-Fumble": "Summoning Fumble",
+ "summonFumble1": "Violent explosion in octagon deafens those nearby for 1D10 hours, and creates a powerful stench",
+ "summonFumble2": "Demon appears as desired, but performs the opposite to each given command.",
+ "summonFumble3": "Demon appears as wanted in octagon, but it is not bound by the octagon. It immediately attacks the Summoner.",
+ "summonFumble4": "The interior of the octagon is replaced permanently by a well filled with stars; no air escapes, but things thrown down this well fall forever, and occasionally horrible things appear up out of it.",
+ "summonFumble5": "An average bal'boost appears outside the octagon; it attacks until it has killed or captured someone, then returns to its home plane",
+ "summonFumble6": "Summoner disappears, drawn to a random continent from where he or she must get home alone. Roll 1D6: 1,2 Western continent; 3,4 Southern continent; 5,6 Northern continent. Gamemaster chooses the nation.",
+ "summonFumble7": "Chaotic corruption: one of the summoner's limbs is replaced with one from another mammal, a gigantic insect, an arthropod. Lose 1D10 APP as well.",
+ "summonFumble8": "Astral corruption: summoner's player must move 1D6 points from POW to one other summoner characteristic.",
+ "summonFumble9": "Mental corruption: summoner's player must move 1D6 points from INT to one other summoner characteristic.",
+ "summonFumble10": "Demon appears normally and behaves as expected, except that it occupies five places in memory (not one), cannot die at the summoner's behest, and cannot be dismissed.",
+ "summonFumble11": "Summoner and bystanders disappear, all drawn to the city of Ameeron on the other side of the Shade Gate, or as the gamemaster chooses. See Elric of Melniboné for more about Ameeron.",
+ "summonFumble12": "Quaolnargn (or an identical sibling, or some equivalent horror) appears.",
+ "summonFumble13": "Chaos Lord appears.",
+ "summonFumble14": "Summoner turns inside out. All skills fall to base chance. His or her disgusting body continues to function normally, though it terrifies onlookers. APP is zero.",
+ "Summoning-Roll": "Summoning Roll",
+ "STR": "STR",
+ "Title": "Title",
+ "Title-Nickname": "Title/Nickname",
+ "Titles-Aliases": "Titles & Aliases",
+ "Total": "Total",
+ "Touch": "Touch",
+ "Treasure": "Treasure",
+ "Type": "Type",
+ "Turn": "Turn",
+ "Turn-Order": "Turn Order",
+ "unconsciousnes": "Unconsciousnes",
+ "Use-mount-damage-bonus": " *Use mount's damage bonus",
+ "Wealth": "Wealth",
+ "Weapon": "Weapon",
+ "Weapons": "Weapons",
+ "Yes": "Yes",
+ "Yes*": "Yes*"
+}
diff --git a/Empire-of-the_Petal_Throne/translations/ca.json b/Empire-of-the_Petal_Throne/translations/ca.json
new file mode 100644
index 0000000000..705cf7d7d6
--- /dev/null
+++ b/Empire-of-the_Petal_Throne/translations/ca.json
@@ -0,0 +1,241 @@
+{
+ "character-u": "Character",
+ "player-u": "Player",
+ "controller-u": "Controller",
+ "code-u": "Code No.",
+ "profession-u": "Profession",
+ "clan-u": "Clan",
+ "alignment-u": "Alignment",
+ "diety-u": "Diety",
+ "nationality-u": "Nationality",
+ "race-u": "Race",
+ "gender-u": "Gender",
+ "age-u": "Age",
+ "level-u": "Level",
+ "xp-u": "Experience",
+ "xpBonus-u": "(XP +/-",
+ "hits-u": "Hits",
+ "current-hits-u": "(current",
+ "ac-u": "Armour Class",
+ "struggle-u": "Struggle",
+ "movement-u": "Movement",
+ "weight-cap-u": "Weight Capacity",
+ "weight-car-u": "Weight Carried",
+ "saves-u": "Savings Throws",
+ "poison-u": "Poison",
+ "spells-u": "Spells",
+ "paralysis-u": "Paralysis/ Hypnosis",
+ "eyes-u": "Eyes",
+ "talent-u": "Talent",
+ "count-u": "Count",
+ "score-u": "Score",
+ "hitbonus-u": "To Hit",
+ "damagebonus-u": "+/- Dmg.",
+ "special-u": "Special",
+ "checks-u": "Checks",
+ "find_door-u": "Find Secret Doors",
+ "detect_traps-u": "Detect Traps",
+ "revivification-u": "Revivification",
+ "chance_spell_working-u": "Chance of Spell Working",
+ "chance_wrong_target-u": "Attacks/Spells Hit Wrong Target",
+ "strength-u": "Strength",
+ "intelligence-u": "Intelligence",
+ "constitution-u": "Constitution",
+ "dexterity-u": "Dexterity",
+ "psychicability-u": "Psychic Ability",
+ "spell-chance-u": "Spell +",
+ "comliness-u": "Comliness",
+ "other-bonus-u": "Other Bonus
(non-weapon)",
+ "total-u": "Total",
+ "skills-u": "Skills",
+ "org-skills-u": "Original Skills",
+ "class-1-u": "Group I",
+ "class-2-u": "Group II",
+ "class-3-u": "Group III)",
+ "prof-skill-u": "Professional Skills",
+ "of-first-u": " of first",
+ "plebian-u": "Group I: Plebian",
+ "baker-u": "Baker",
+ "barber-u": "Barber",
+ "bootmaker-u": "Bootmaker",
+ "bricklayer-u": "Bricklayer",
+ "butcher-u": "Butcher",
+ "carpenter-u": "Carpenter",
+ "carpet-maker-u": "Carpet-Maker",
+ "cook-u": "Cook",
+ "dyer-u": "Dyer",
+ "farmer-u": "Farmer",
+ "fisherman-u": "Fisherman",
+ "glass-blower-u": "Glass-Blower",
+ "grocer-u": "Grocer",
+ "mason-u": "Mason",
+ "merchant-u": "Merchant",
+ "miner-u": "Miner",
+ "paper-ink-maker-u": "Paper-Ink-Maker",
+ "perfumer-u": "Perfumer",
+ "potter-u": "Potter",
+ "rope-and-net-maker-u": "Rope & Net Maker",
+ "sail-maker-u": "Sail Maker",
+ "tailor-u": "Tailor",
+ "tanner-u": "Tanner",
+ "weaver-u": "Weaver",
+ "wine-maker-u": "Wine-Maker",
+ "skilled-u": "Group II: Skilled",
+ "animal-trainer-u": "Animal-Trainer",
+ "bird-trainer-u": "Bird-Trainer",
+ "fletcher-u": "Fletcher",
+ "hunter-u": "Hunter",
+ "jeweler-goldsmith-u": "Jeweler-Goldsmith",
+ "mountaineer-u": "Mountaineer",
+ "sailor-u": "Sailor",
+ "scribe-Accountant-u": "Scribe-Accountant",
+ "ship-builder-u": "Ship-Builder",
+ "ship-captain-u": "Ship-Captain",
+ "slaver-u": "Slaver",
+ "smith-armourer-u": "Smith-Armourer",
+ "swimmer-diver-u": "Swimmer-Diver",
+ "wheelwright-u": "Wheelwright",
+ "noble-u": "Group III: Noble",
+ "alchemist-u": "Alchemist",
+ "artist-sculptor-u": "Artist-Sculptor",
+ "assassin-spy-tracker-u": "Assassin-Spy-Tracker",
+ "astronomer-navigator-u": "Astronomer-Navigator",
+ "author-u": "Author",
+ "botanist-u": "Botanist",
+ "courtesan-Don-Juan-u": "Courtesan/Don Juan",
+ "dancer-u": "Dancer",
+ "engineer-architect-u": "Engineer-Architect",
+ "geologist-u": "Geologist",
+ "interpreter-u": "Interpreter",
+ "mathematician-u": "Mathematician",
+ "musician-u": "Musician",
+ "orator-u": "Orator",
+ "physician-u": "Physician",
+ "poet-u": "Poet",
+ "scholar-u": "Scholar",
+ "prof-u": "Prof.:",
+ "professional-u": "Professional",
+ "professional-warrior-u": "Warrior",
+ "spearman-u": "Spearman",
+ "mace-flail-u": "Mace/Flail",
+ "axeman-u": "Axeman",
+ "swordsman-u": "Swordsman",
+ "slinger-u": "Slinger",
+ "bola-slinger-u": "Bola-Slinger",
+ "crossbowman-u": "Crossbowman",
+ "bowman-u": "Bowman",
+ "broadsword-dagger-u": "Broadsword & Dagger",
+ "sapper-u": "Sapper",
+ "artilleryman-u": "Artilleryman",
+ "strategist-u": "Strategist",
+ "professional-priest-u": "Priest",
+ "2-mod-languages-u": "Two Modern Languages",
+ "2-anc-languages-u": "Two Ancient Languages",
+ "produce-light-u": "Produce Light",
+ "detect-evil-good-u": "Detect Evil/Good",
+ "cure-light-wound-u": "Cure Light Wound",
+ "esp-u": "ESP",
+ "telepathy-u": "Telepathy",
+ "protection-evil-good-u": "Protection Evil/Good",
+ "cure-serious-wound-u": "Cure Serious Wound",
+ "control-person-u": "Control Person",
+ "remove-curse-u": "Remove Curse",
+ "revivify-u": "Revivify",
+ "professional-magicuser-u": "Magic User",
+ "control-self-u": "Control Self",
+ "illusionist-u": "Illusionist",
+ "clairaudience-u": "Clairaudience",
+ "clairvoyance-u": "Clairvoyance",
+ "telekinesis-u": "Telekinesis",
+ "astrologer-u": "Astrologer",
+ "medium-u": "Medium",
+ "nature-control-u": "Nature Control",
+ "necromancer-u": "Necromancer",
+ "control-underworld-u": "Control Underworld Cre.",
+ "the-grey-hand-u": "The Grey Hand",
+ "pre-day-u": "/ day",
+ "bonus-spells-u": "Bonus Spells",
+ "bonus-spells-groupi-u": "Group I",
+ "1-calm-u": "1. Calm",
+ "2-create-food-and-drink-u": "2. Create food and drink",
+ "3-creatures-u": "3. Creatures",
+ "4-curse/bless-u": "4. Curse/bless",
+ "5-disbelieve-and-dispel-u": "5. Disbelieve and dispel",
+ "6-dispel-evil/good-u": "6. Dispel evil/good",
+ "7-door-control-u": "7. Door control",
+ "8-fear-u": "8. Fear",
+ "9-heal-minor-wounds-u": "9. Heal minor wounds",
+ "10-levitate-u": "10. Levitate",
+ "11-light-u": "11. Light",
+ "12-locate-gold-and-gems-u": "12. Locate gold and gems",
+ "13-locate-objects-u": "13. Locate objects",
+ "14-madness-u": "14. Madness",
+ "15-plague-u": "15. Plague",
+ "16-protection-from-evil/good-u": "16. Protection from evil/good",
+ "17-shadows-u": "17. Shadows",
+ "18-seeing-other-planes-u": "18. Seeing other planes",
+ "bonus-spells-groupii-u": "Group II",
+ "1-charm-creature-u": "1. Charm creature",
+ "2-cold-u": "2. Cold",
+ "4-cure-disease-u": "4. Cure disease",
+ "5-dispel-magic-u": "5. Dispel magic",
+ "6-extra-vision-u": "6. Extra-Vision",
+ "7-the-hands-of-kra-the-mighty-u": "7. The Hands of Kra the Mighty",
+ "8-heal-serious-wounds-u": "8. Heal serious wounds",
+ "9-invisibility-u": "9. Invisibility",
+ "10-neutralize-poison-u": "10. Neutralize poison",
+ "11-paralysis-u": "11. Paralysis",
+ "12-petrefaction-u": "12. Petrefaction",
+ "13-sleep-u": "13. Sleep",
+ "14-slow/haste-u": "14. Slow/haste",
+ "15-transmutation-u": "15. Transmutation",
+ "16-the-vapour-of-death-u": "16. The Vapour of Death",
+ "17-withering-u": "17. Withering",
+ "18-zoomorphy-u": "18. Zoomorphy",
+ "bonus-spells-groupiii-u": "Group III",
+ "1-apparitions-u": "1. Apparitions",
+ "2-change-self-or-others-u": "2. Change self or others",
+ "3-control-terrain-u": "3. Control Terrain",
+ "4-create-one-very-powerful-creature-u": "4. Create one very powerful creature",
+ "5-the-demon-u": "5. The Demon",
+ "6-doomkill-u": "6. Doomkill",
+ "7-enchanted-armour-and-weapons:-u": "7. Enchanted armour and weapons:",
+ "8-the-energy-bolt-u": "8. The energy bolt",
+ "9-fly-u": "9. Fly",
+ "10-the-infernal-barrier-u": "10. The infernal barrier",
+ "11-invulnerability-u": "11. Invulnerability",
+ "12-mind-bar-u": "12. Mind-Bar",
+ "13-quest-u": "13. Quest",
+ "14-rase-the-dead-u": "14. Rase the dead",
+ "15-reincarnation-u": "15. Reincarnation",
+ "16-research-u": "16. Research",
+ "17-sending-of-evil-u": "17. Sending of evil",
+ "18-shield-of-defense-u": "18. Shield of defense",
+ "19-the-silver-halo-of-soul-stealing-u": "19. The Silver Halo of Soul Stealing",
+ "20-teleportation-u": "20. Teleportation",
+ "21-walls-u": "21. Walls",
+ "22-weather-control-u": "22. Weather Control",
+ "23-wish": "23. Wish",
+ "property-u": "Property",
+ "numberabbr-u": "No.",
+ "item-u": "Item",
+ "acbonus-u": "+/-
AC",
+ "tohitbonus-u": "+/- To Hit",
+ "damage-u": "Damage",
+ "wieght-u": "Wgt. Ea.",
+ "wieghttotal-u": "Wgt. Tot.",
+ "cost-u": "Cost",
+ "worn-u": "Worn/ Carried",
+ "wieghtcap-u": "Wgt. Cap.",
+ "location-u": "Location",
+ "left-u": "Left",
+ "center-u": "Center",
+ "right-u": "Right",
+ "coins-u": "Coins",
+ "kaitar-u": "gold Kaitar",
+ "hlash-u": "silver Hlash",
+ "qirgal-u": "copper Qirgal",
+ "toHitAC-u": "To Hit AC",
+ "misc-u": "Miscellaneous",
+ "save-versus-poison-u": "Save versus Poison"
+}
diff --git a/Empire-of-the_Petal_Throne/translations/hu.json b/Empire-of-the_Petal_Throne/translations/hu.json
new file mode 100644
index 0000000000..705cf7d7d6
--- /dev/null
+++ b/Empire-of-the_Petal_Throne/translations/hu.json
@@ -0,0 +1,241 @@
+{
+ "character-u": "Character",
+ "player-u": "Player",
+ "controller-u": "Controller",
+ "code-u": "Code No.",
+ "profession-u": "Profession",
+ "clan-u": "Clan",
+ "alignment-u": "Alignment",
+ "diety-u": "Diety",
+ "nationality-u": "Nationality",
+ "race-u": "Race",
+ "gender-u": "Gender",
+ "age-u": "Age",
+ "level-u": "Level",
+ "xp-u": "Experience",
+ "xpBonus-u": "(XP +/-",
+ "hits-u": "Hits",
+ "current-hits-u": "(current",
+ "ac-u": "Armour Class",
+ "struggle-u": "Struggle",
+ "movement-u": "Movement",
+ "weight-cap-u": "Weight Capacity",
+ "weight-car-u": "Weight Carried",
+ "saves-u": "Savings Throws",
+ "poison-u": "Poison",
+ "spells-u": "Spells",
+ "paralysis-u": "Paralysis/ Hypnosis",
+ "eyes-u": "Eyes",
+ "talent-u": "Talent",
+ "count-u": "Count",
+ "score-u": "Score",
+ "hitbonus-u": "To Hit",
+ "damagebonus-u": "+/- Dmg.",
+ "special-u": "Special",
+ "checks-u": "Checks",
+ "find_door-u": "Find Secret Doors",
+ "detect_traps-u": "Detect Traps",
+ "revivification-u": "Revivification",
+ "chance_spell_working-u": "Chance of Spell Working",
+ "chance_wrong_target-u": "Attacks/Spells Hit Wrong Target",
+ "strength-u": "Strength",
+ "intelligence-u": "Intelligence",
+ "constitution-u": "Constitution",
+ "dexterity-u": "Dexterity",
+ "psychicability-u": "Psychic Ability",
+ "spell-chance-u": "Spell +",
+ "comliness-u": "Comliness",
+ "other-bonus-u": "Other Bonus
(non-weapon)",
+ "total-u": "Total",
+ "skills-u": "Skills",
+ "org-skills-u": "Original Skills",
+ "class-1-u": "Group I",
+ "class-2-u": "Group II",
+ "class-3-u": "Group III)",
+ "prof-skill-u": "Professional Skills",
+ "of-first-u": " of first",
+ "plebian-u": "Group I: Plebian",
+ "baker-u": "Baker",
+ "barber-u": "Barber",
+ "bootmaker-u": "Bootmaker",
+ "bricklayer-u": "Bricklayer",
+ "butcher-u": "Butcher",
+ "carpenter-u": "Carpenter",
+ "carpet-maker-u": "Carpet-Maker",
+ "cook-u": "Cook",
+ "dyer-u": "Dyer",
+ "farmer-u": "Farmer",
+ "fisherman-u": "Fisherman",
+ "glass-blower-u": "Glass-Blower",
+ "grocer-u": "Grocer",
+ "mason-u": "Mason",
+ "merchant-u": "Merchant",
+ "miner-u": "Miner",
+ "paper-ink-maker-u": "Paper-Ink-Maker",
+ "perfumer-u": "Perfumer",
+ "potter-u": "Potter",
+ "rope-and-net-maker-u": "Rope & Net Maker",
+ "sail-maker-u": "Sail Maker",
+ "tailor-u": "Tailor",
+ "tanner-u": "Tanner",
+ "weaver-u": "Weaver",
+ "wine-maker-u": "Wine-Maker",
+ "skilled-u": "Group II: Skilled",
+ "animal-trainer-u": "Animal-Trainer",
+ "bird-trainer-u": "Bird-Trainer",
+ "fletcher-u": "Fletcher",
+ "hunter-u": "Hunter",
+ "jeweler-goldsmith-u": "Jeweler-Goldsmith",
+ "mountaineer-u": "Mountaineer",
+ "sailor-u": "Sailor",
+ "scribe-Accountant-u": "Scribe-Accountant",
+ "ship-builder-u": "Ship-Builder",
+ "ship-captain-u": "Ship-Captain",
+ "slaver-u": "Slaver",
+ "smith-armourer-u": "Smith-Armourer",
+ "swimmer-diver-u": "Swimmer-Diver",
+ "wheelwright-u": "Wheelwright",
+ "noble-u": "Group III: Noble",
+ "alchemist-u": "Alchemist",
+ "artist-sculptor-u": "Artist-Sculptor",
+ "assassin-spy-tracker-u": "Assassin-Spy-Tracker",
+ "astronomer-navigator-u": "Astronomer-Navigator",
+ "author-u": "Author",
+ "botanist-u": "Botanist",
+ "courtesan-Don-Juan-u": "Courtesan/Don Juan",
+ "dancer-u": "Dancer",
+ "engineer-architect-u": "Engineer-Architect",
+ "geologist-u": "Geologist",
+ "interpreter-u": "Interpreter",
+ "mathematician-u": "Mathematician",
+ "musician-u": "Musician",
+ "orator-u": "Orator",
+ "physician-u": "Physician",
+ "poet-u": "Poet",
+ "scholar-u": "Scholar",
+ "prof-u": "Prof.:",
+ "professional-u": "Professional",
+ "professional-warrior-u": "Warrior",
+ "spearman-u": "Spearman",
+ "mace-flail-u": "Mace/Flail",
+ "axeman-u": "Axeman",
+ "swordsman-u": "Swordsman",
+ "slinger-u": "Slinger",
+ "bola-slinger-u": "Bola-Slinger",
+ "crossbowman-u": "Crossbowman",
+ "bowman-u": "Bowman",
+ "broadsword-dagger-u": "Broadsword & Dagger",
+ "sapper-u": "Sapper",
+ "artilleryman-u": "Artilleryman",
+ "strategist-u": "Strategist",
+ "professional-priest-u": "Priest",
+ "2-mod-languages-u": "Two Modern Languages",
+ "2-anc-languages-u": "Two Ancient Languages",
+ "produce-light-u": "Produce Light",
+ "detect-evil-good-u": "Detect Evil/Good",
+ "cure-light-wound-u": "Cure Light Wound",
+ "esp-u": "ESP",
+ "telepathy-u": "Telepathy",
+ "protection-evil-good-u": "Protection Evil/Good",
+ "cure-serious-wound-u": "Cure Serious Wound",
+ "control-person-u": "Control Person",
+ "remove-curse-u": "Remove Curse",
+ "revivify-u": "Revivify",
+ "professional-magicuser-u": "Magic User",
+ "control-self-u": "Control Self",
+ "illusionist-u": "Illusionist",
+ "clairaudience-u": "Clairaudience",
+ "clairvoyance-u": "Clairvoyance",
+ "telekinesis-u": "Telekinesis",
+ "astrologer-u": "Astrologer",
+ "medium-u": "Medium",
+ "nature-control-u": "Nature Control",
+ "necromancer-u": "Necromancer",
+ "control-underworld-u": "Control Underworld Cre.",
+ "the-grey-hand-u": "The Grey Hand",
+ "pre-day-u": "/ day",
+ "bonus-spells-u": "Bonus Spells",
+ "bonus-spells-groupi-u": "Group I",
+ "1-calm-u": "1. Calm",
+ "2-create-food-and-drink-u": "2. Create food and drink",
+ "3-creatures-u": "3. Creatures",
+ "4-curse/bless-u": "4. Curse/bless",
+ "5-disbelieve-and-dispel-u": "5. Disbelieve and dispel",
+ "6-dispel-evil/good-u": "6. Dispel evil/good",
+ "7-door-control-u": "7. Door control",
+ "8-fear-u": "8. Fear",
+ "9-heal-minor-wounds-u": "9. Heal minor wounds",
+ "10-levitate-u": "10. Levitate",
+ "11-light-u": "11. Light",
+ "12-locate-gold-and-gems-u": "12. Locate gold and gems",
+ "13-locate-objects-u": "13. Locate objects",
+ "14-madness-u": "14. Madness",
+ "15-plague-u": "15. Plague",
+ "16-protection-from-evil/good-u": "16. Protection from evil/good",
+ "17-shadows-u": "17. Shadows",
+ "18-seeing-other-planes-u": "18. Seeing other planes",
+ "bonus-spells-groupii-u": "Group II",
+ "1-charm-creature-u": "1. Charm creature",
+ "2-cold-u": "2. Cold",
+ "4-cure-disease-u": "4. Cure disease",
+ "5-dispel-magic-u": "5. Dispel magic",
+ "6-extra-vision-u": "6. Extra-Vision",
+ "7-the-hands-of-kra-the-mighty-u": "7. The Hands of Kra the Mighty",
+ "8-heal-serious-wounds-u": "8. Heal serious wounds",
+ "9-invisibility-u": "9. Invisibility",
+ "10-neutralize-poison-u": "10. Neutralize poison",
+ "11-paralysis-u": "11. Paralysis",
+ "12-petrefaction-u": "12. Petrefaction",
+ "13-sleep-u": "13. Sleep",
+ "14-slow/haste-u": "14. Slow/haste",
+ "15-transmutation-u": "15. Transmutation",
+ "16-the-vapour-of-death-u": "16. The Vapour of Death",
+ "17-withering-u": "17. Withering",
+ "18-zoomorphy-u": "18. Zoomorphy",
+ "bonus-spells-groupiii-u": "Group III",
+ "1-apparitions-u": "1. Apparitions",
+ "2-change-self-or-others-u": "2. Change self or others",
+ "3-control-terrain-u": "3. Control Terrain",
+ "4-create-one-very-powerful-creature-u": "4. Create one very powerful creature",
+ "5-the-demon-u": "5. The Demon",
+ "6-doomkill-u": "6. Doomkill",
+ "7-enchanted-armour-and-weapons:-u": "7. Enchanted armour and weapons:",
+ "8-the-energy-bolt-u": "8. The energy bolt",
+ "9-fly-u": "9. Fly",
+ "10-the-infernal-barrier-u": "10. The infernal barrier",
+ "11-invulnerability-u": "11. Invulnerability",
+ "12-mind-bar-u": "12. Mind-Bar",
+ "13-quest-u": "13. Quest",
+ "14-rase-the-dead-u": "14. Rase the dead",
+ "15-reincarnation-u": "15. Reincarnation",
+ "16-research-u": "16. Research",
+ "17-sending-of-evil-u": "17. Sending of evil",
+ "18-shield-of-defense-u": "18. Shield of defense",
+ "19-the-silver-halo-of-soul-stealing-u": "19. The Silver Halo of Soul Stealing",
+ "20-teleportation-u": "20. Teleportation",
+ "21-walls-u": "21. Walls",
+ "22-weather-control-u": "22. Weather Control",
+ "23-wish": "23. Wish",
+ "property-u": "Property",
+ "numberabbr-u": "No.",
+ "item-u": "Item",
+ "acbonus-u": "+/-
AC",
+ "tohitbonus-u": "+/- To Hit",
+ "damage-u": "Damage",
+ "wieght-u": "Wgt. Ea.",
+ "wieghttotal-u": "Wgt. Tot.",
+ "cost-u": "Cost",
+ "worn-u": "Worn/ Carried",
+ "wieghtcap-u": "Wgt. Cap.",
+ "location-u": "Location",
+ "left-u": "Left",
+ "center-u": "Center",
+ "right-u": "Right",
+ "coins-u": "Coins",
+ "kaitar-u": "gold Kaitar",
+ "hlash-u": "silver Hlash",
+ "qirgal-u": "copper Qirgal",
+ "toHitAC-u": "To Hit AC",
+ "misc-u": "Miscellaneous",
+ "save-versus-poison-u": "Save versus Poison"
+}
diff --git a/Empire_des_cerisiers/translations/ca.json b/Empire_des_cerisiers/translations/ca.json
new file mode 100644
index 0000000000..9e26dfeeb6
--- /dev/null
+++ b/Empire_des_cerisiers/translations/ca.json
@@ -0,0 +1 @@
+{}
\ No newline at end of file
diff --git a/Empire_des_cerisiers/translations/hu.json b/Empire_des_cerisiers/translations/hu.json
new file mode 100644
index 0000000000..9e26dfeeb6
--- /dev/null
+++ b/Empire_des_cerisiers/translations/hu.json
@@ -0,0 +1 @@
+{}
\ No newline at end of file
diff --git a/Esper_Genesis_5E/translations/ca.json b/Esper_Genesis_5E/translations/ca.json
new file mode 100644
index 0000000000..d10b85bbad
--- /dev/null
+++ b/Esper_Genesis_5E/translations/ca.json
@@ -0,0 +1,722 @@
+{
+ "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology",
+ "npc-options-u": "NPC OPTIONS",
+ "ship-options-u": "SHIP OPTIONS",
+ "name-u": "NAME",
+ "npc-type-u": "NPC TYPE",
+ "ship-type-u": "SHIP TYPE",
+ "npc-type-place": "Medium cyborg, any evil alignment",
+ "ship-type-place": "Medium ship",
+ "armor-class-u": "ARMOR CLASS",
+ "class-u": "CLASS",
+ "type-u": "TYPE",
+ "maneuver-defense-u": "MANEUVER DEFENSE",
+ "maneuver-save-u": "MANEUVER SAVE DC",
+ "abilities-u": "ABILITIES",
+ "npc-armor-place": "light trooper",
+ "hit-points-u": "HIT POINTS",
+ "hull-points-u": "HULL POINTS",
+ "formula-u": "FORMULA",
+ "speed-u": "SPEED",
+ "npc-speed-place": "30 ft., fly 60ft.",
+ "ship-speed-place": "6",
+ "piloting-u": "PILOTING BONUS",
+ "attributes-u": "ATTRIBUTES",
+ "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)",
+ "str-u": "STR",
+ "dex-u": "DEX",
+ "con-u": "CON",
+ "int-u": "INT",
+ "wis-u": "WIS",
+ "cha-u": "CHA",
+ "npcs-u": "NPC",
+ "ships-u": "SHIP",
+ "ship-dex-u": "DEX—[PILOT]",
+ "ship-int-u": "INT—[TECH]",
+ "ship-wis-u": "WIS—[TECH]",
+ "sensor-u": "SENSOR RANGE",
+ "structural-integrity-u": "STRUCTURAL INTEGRITY",
+ "saves-u": "SAVES",
+ "skills-u": "SKILLS",
+ "acrobatics-u": "ACROBATICS",
+ "mechanics-u": "MECHANICS",
+ "astrophysics-u": "ASTROPHYSICS",
+ "athletics-u": "ATHLETICS",
+ "deception-u": "DECEPTION",
+ "lore-u": "LORE",
+ "insight-u": "INSIGHT",
+ "intimidation-u": "INTIMIDATION",
+ "investigation-u": "INVESTIGATION",
+ "medicine-u": "MEDICINE",
+ "xenobiology-u": "XENOBIOLOGY",
+ "perception-u": "PERCEPTION",
+ "performance-u": "PERFORMANCE",
+ "persuasion-u": "PERSUASION",
+ "computers-u": "COMPUTERS",
+ "sleight_of_hand-u": "SLEIGHT OF HAND",
+ "stealth-u": "STEALTH",
+ "survival-u": "SURVIVAL",
+ "damage-vuln-u": "DAMAGE VULNERABILITIES",
+ "npc-dmg-vuln-place": "fire",
+ "ship-dmg-vuln-place": "lightning",
+ "damage-res-u": "DAMAGE RESISTANCES",
+ "npc-dmg-res-place": "cold",
+ "ship-dmg-res-place": "acid, fire",
+ "damage-imm-u": "DAMAGE IMMUNITIES",
+ "npc-dmg-imm-place": "lightning, thunder",
+ "ship-dmg-imm-place": "cold",
+ "cond-imm-u": "CONDITION IMMUNITIES",
+ "npc-cond-imm-place": "charmed",
+ "ship-cond-imm-place": "impaired",
+ "senses-u": "SENSES",
+ "npc-senses-place": "darkvision 120ft., passive Perception 16",
+ "ship-senses-place": "6",
+ "ship-si-place": "1",
+ "langs-u": "LANGUAGES",
+ "lang-u": "LANGUAGE",
+ "npc-langs-place": "Alphaline, Common, Nesieve",
+ "challenge-u": "CHALLENGE",
+ "xp-u": "XP",
+ "spellcast-npc-u": "ESPER NPC",
+ "spell-ability-u": "ESPER ABILITY",
+ "none-u": "NONE",
+ "strength-u": "STRENGTH",
+ "strength-save-u": "STRENGTH SAVE",
+ "dexterity-u": "DEXTERITY",
+ "dexterity-save-u": "DEXTERITY SAVE",
+ "constitution-u": "CONSTITUTION",
+ "constitution-save-u": "CONSTITUTION SAVE",
+ "intelligence-u": "INTELLIGENCE",
+ "intelligence-save-u": "INTELLIGENCE SAVE",
+ "wisdom-u": "WISDOM",
+ "wisdom-save-u": "WISDOM SAVE",
+ "charisma-u": "CHARISMA",
+ "charisma-save-u": "CHARISMA SAVE",
+ "spell-dc-u": "POWER DC",
+ "spell-atk-bonus-u": "POWER ATTACK BONUS",
+ "has-reaction-u": "HAS REACTIONS",
+ "leg-actions:-u": "LEGENDARY ACTIONS:",
+ "gen-opts-u": "GENERAL OPTIONS",
+ "npc-u": "NPC/SHIP",
+ "roll-queries:-u": "ROLL QUERIES:",
+ "always-adv": "Always Roll Advantage",
+ "adv-toggle": "Advantage Toggle",
+ "query-adv": "Query Advantage",
+ "never-adv": "Never Roll Advantage",
+ "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:",
+ "never-whisp": "Never Whisper Rolls",
+ "query-whisp": "Query Whisper",
+ "always-whisp": "Always Whisper Rolls",
+ "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:",
+ "never-dmg": "Don't Auto Roll Damage",
+ "always-dmg": "Auto Roll Damage & Crit",
+ "ac": "Armor Class",
+ "hp": "Hit Points",
+ "hlp": "Hull Points",
+ "speed": "Speed",
+ "maneuver-defense": "Maneuver Defense",
+ "maneuver-save": "Maneuver Save DC",
+ "structural-integrity": "Structural Integrity",
+ "sensors": "Sensor Range",
+ "piloting-check": "Piloting Check",
+ "piloting": "Piloting Bonus",
+ "language-proficiencies": "Language Proficiencies:",
+ "skill-proficiencies": "Skill Proficiencies:",
+ "weapon-proficiencies": "Weapon Proficiencies",
+ "armor-proficiencies": "Armor Proficiencies:",
+ "tool-proficiencies": "Tool Proficiencies:",
+ "saving-throw": "Saving Throws",
+ "str": "Str",
+ "dex": "Dex",
+ "con": "Con",
+ "int": "Int",
+ "wis": "Wis",
+ "cha": "Cha",
+ "skills": "Skills",
+ "acrobatics": "Acrobatics",
+ "mechanics": "Mechanics",
+ "astrophysics": "Astrophysics",
+ "athletics": "Athletics",
+ "deception": "Deception",
+ "lore": "Lore",
+ "insight": "Insight",
+ "intimidation": "Intimidation",
+ "investigation": "Investigation",
+ "medicine": "Medicine",
+ "xenobiology": "Xenobiology",
+ "perception": "Perception",
+ "performance": "Performance",
+ "persuasion": "Persuasion",
+ "computers": "Computers",
+ "sleight_of_hand": "Sleight of Hand",
+ "stealth": "Stealth",
+ "survival": "Survival",
+ "dmg-vuln": "Damage Vulnerabilities",
+ "dmg-res": "Damage Resistances",
+ "dmg-imm": "Damage Immunities",
+ "cond-imm": "Condition Immunities",
+ "senses": "Senses",
+ "langs": "Languages",
+ "challenge": "Challenge",
+ "npc-trait-name-place": "False Appearance.",
+ "npc-trait-desc-place": "If the velbast fails...",
+ "actions": "Actions",
+ "adv": "Advantage",
+ "norm": "Normal",
+ "disadv": "Disadvantage",
+ "name:-u": "NAME:",
+ "attack-u": "ATTACK",
+ "type:-u": "TYPE:",
+ "melee": "Melee",
+ "ranged": "Ranged",
+ "range-reach:-u": "RANGE/REACH:",
+ "range-reach-place": "5 ft.",
+ "to-hit:-u": "TO HIT:",
+ "target:-u": "TARGET:",
+ "target:": "Target:",
+ "to-hit-place": "One target",
+ "on-hit:-u": "ON HIT:",
+ "on-hit-place": "slashing",
+ "on-hit2:-u": "ON HIT 2:",
+ "on-hit-2-place": "fire",
+ "hit:": "Hit: ",
+ "reactions": "Reactions",
+ "npc-repeating-name-place": "Parry.",
+ "npc-repeating-desc-place": "The creature adds 2 to its AC against...",
+ "traits": "Traits",
+ "features": "Features",
+ "spells": "Powers",
+ "prep-u": "PREP",
+ "school:-u": "DOMAIN:",
+ "alteration": "Alteration",
+ "clairsentient": "Clairsentient",
+ "elemental": "Elemental",
+ "kinesis": "Kinesis",
+ "metaphase": "Metaphase",
+ "psychogenic": "Psychogenic",
+ "technique": "Technique",
+ "ritual": "CONVENTIONAL",
+ "ritual-l": "conventional",
+ "range:-u": "RANGE:",
+ "range:": "Range:",
+ "pointcost:-u": "POINT COST:",
+ "pointcost:": "Point Cost:",
+ "spell-component-verbal": "V",
+ "spell-component-somatic": "S",
+ "spell-component-material": "M",
+ "spell-ritual": "R",
+ "spell-concentration": "C",
+ "ruby-dust-place": "ruby dust worth 50gp",
+ "concentration-u": "CONCENTRATION",
+ "concentration": "Concentration",
+ "duration:-u": "DURATION:",
+ "duration:": "Duration:",
+ "difficulty-class-abv": "DC",
+ "output:-u": "OUTPUT:",
+ "powercard-u": "POWERCARD",
+ "spell-atk:-u": "POWER ATTACK:",
+ "none": "None",
+ "dmg:-u": "DAMAGE:",
+ "dmg2:-u": "DAMAGE2:",
+ "healing:-u": "HEALING:",
+ "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING",
+ "effect:-u": "EFFECT:",
+ "npc-atk-effect-place": "Half damage",
+ "desc:-u": "DESCRIPTION:",
+ "at-higher-lvl:-u": "AT HIGHER RANKS:",
+ "at-higher-lvl": "At Higher Ranks",
+ "higher-lvl-cast": "Higher Rank Use",
+ "leg-actions": "Legendary Actions",
+ "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.",
+ "atk-range-place": "5 ft.",
+ "atk-target-place": "One target",
+ "atk-dmg-type-place": "slashing",
+ "atk-dmg-type2-place": "fire",
+ "adv-u": "ADVANTAGE",
+ "norm-u": "NORMAL",
+ "disadv-u": "DISADVANTAGE",
+ "core-u": "CORE",
+ "bio-u": "BIO",
+ "gear-u": "GEAR",
+ "spells-u": "POWERS",
+ "feats-u": "FEATS",
+ "review-u": "REVIEW",
+ "char-name-u": "CHARACTER NAME",
+ "adept": "Adept",
+ "barbarian": "Barbarian",
+ "cybermancer": "Cybermancer",
+ "engineer": "Engineer",
+ "hunter": "Hunter",
+ "melder": "Melder",
+ "sentinel": "Sentinel",
+ "specialist": "Specialist",
+ "warrior": "Warrior",
+ "class-level-u": "CLASS & LEVEL",
+ "background-u": "BACKGROUND",
+ "background": "Background",
+ "race-u": "RACE",
+ "alignment-u": "ALIGNMENT",
+ "alignment": "Alignment:",
+ "exp-pts-u": "EXPERIENCE POINTS",
+ "inspiration-u": "INSPIRATION",
+ "prof-bonus-u": "PROFICIENCY BONUS",
+ "strength": "Strength",
+ "strength-save": "Strength Save",
+ "dexterity": "Dexterity",
+ "dexterity-save": "Dexterity Save",
+ "constitution": "Constitution",
+ "constitution-save": "Constitution Save",
+ "intelligence": "Intelligence",
+ "intelligence-save": "Intelligence Save",
+ "wisdom": "Wisdom",
+ "wisdom-save": "Wisdom Save",
+ "charisma": "Charisma",
+ "charisma-save": "Charisma Save",
+ "saving-throws-u": "SAVING THROWS",
+ "acrobatics-core": "Acrobatics (Dex)",
+ "mechanics-core": "Mechanics (Wis)",
+ "astrophysics-core": "Astrophysics (Int)",
+ "athletics-core": "Athletics (Str)",
+ "deception-core": "Deception (Cha)",
+ "lore-core": "Lore (Int)",
+ "insight-core": "Insight (Wis)",
+ "intimidation-core": "Intimidation (Cha)",
+ "investigation-core": "Investigation (Int)",
+ "medicine-core": "Medicine (Wis)",
+ "xenobiology-core": "Xenobiology (Int)",
+ "perception-core": "Perception (Wis)",
+ "performance-core": "Performance (Cha)",
+ "persuasion-core": "Persuasion (Cha)",
+ "computers-core": "Computers (Int)",
+ "sleight_of_hand-core": "Sleight of Hand (Dex)",
+ "stealth-core": "Stealth (Dex)",
+ "survival-core": "Survival (Wis)",
+ "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)",
+ "tool-u": "TOOL",
+ "pro-u": "PRO",
+ "attr-u": "ATTRIBUTE",
+ "prof-bonus:-u": "PROFICIENCY BONUS:",
+ "prof-u": "PROFICIENT",
+ "proficency-u": "PROFICIENCY",
+ "expertise-u": "EXPERTISE",
+ "jack-of-all-u": "JACK OF ALL TRADES",
+ "attr:-u": "ATTRIBUTE:",
+ "tool-prof-u": "TOOL PROFICIENCIES",
+ "weapon-proficiencies-u": "WEAPON PROFICIENCIES",
+ "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES",
+ "prof-langs-u": "PROFICIENCIES & LANGUAGES",
+ "init": "Initiative",
+ "init-u": "INITIATIVE",
+ "hp-max-u": "Hit Point Maximum",
+ "hp-current-u": "CURRENT HIT POINTS",
+ "hp-temp-u": "TEMPORARY HIT POINTS",
+ "total": "Total",
+ "hit-dice-u": "HIT DICE",
+ "successes-u": "SUCCESSES",
+ "failures-u": "FAILURES",
+ "death-save-u": "DEATH SAVE",
+ "death-saves-u": "DEATH SAVES",
+ "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:",
+ "exhaustion-u": "EXHAUSTION LEVEL",
+ "exhaustion-0": "No effect",
+ "exhaustion-1": "Disadvantage on ability checks",
+ "exhaustion-2": "Speed halved",
+ "exhaustion-3": "Disadvantage on attack rolls and saving throws",
+ "exhaustion-4": "Hit point maximum halved",
+ "exhaustion-5": "Speed reduced to 0",
+ "exhaustion-6": "Death",
+ "atk-u": "ATK",
+ "dmg-type-u": "DAMAGE/TYPE",
+ "attack:-u": "ATTACK:",
+ "proficient-u": "PROFICIENT",
+ "range-place": "Self (60-foot cone)",
+ "enhanced-bonus:-u": "ENHANCED BONUS:",
+ "crit-range-u": "CRIT RANGE:",
+ "damage:-u": "DAMAGE:",
+ "dmg-type-place": "Slashing",
+ "crit:-u": "CRIT:",
+ "damage2:-u": "DAMAGE2:",
+ "saving-throw:-u": "SAVING THROW:",
+ "vs-dc:-u": "VS DC:",
+ "spell-u": "POWER",
+ "flat-u": "FLAT",
+ "save": "Save",
+ "save-effect:-u": "SAVE EFFECT:",
+ "save-effect-place": "half damage",
+ "ammunition:-u": "AMMUNITION:",
+ "ammunition-place": "Arrows",
+ "description:-u": "DESCRIPTION:",
+ "description:": "Description:",
+ "description-place": "Up to 2 creatures within 5 feet",
+ "atk-spellcasting-u": "ATTACKS & ESPER POWERS",
+ "copper-piece-u": "CP",
+ "silver-piece-u": "SP",
+ "electrum-piece-u": "EP",
+ "cubil-coin-u": "COINS",
+ "cubil-cred-u": "CUBIL",
+ "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.",
+ "item-name-u": "ITEM NAME",
+ "equipped-u": "EQUIPPED",
+ "use-as-resource-u": "USE AS A RESOURCE",
+ "prop:-u": "PROP:",
+ "mods:-u": "MODS:",
+ "total-weight-u": "TOTAL WEIGHT",
+ "immobile-u": "IMMOBILE",
+ "heavily-encumbered-u": "HEAVILY ENCUMBERED",
+ "encumbered-u": "ENCUMBERED",
+ "over-carrying-cap-u": "OVER CARRYING CAPACITY",
+ "equipment-u": "EQUIPMENT",
+ "personality-traits-u": "PERSONALITY TRAITS",
+ "ideals-u": "IDEALS",
+ "bonds-u": "BONDS",
+ "flaws-u": "FLAWS",
+ "class-resource-u": "CLASS RESOURCE",
+ "other-resource-u": "OTHER RESOURCE",
+ "feats-traits-u": "FEATURES & TRAITS",
+ "age-u": "AGE",
+ "size-u": "SIZE",
+ "size": "Size",
+ "height-u": "HEIGHT",
+ "weight-u": "WEIGHT",
+ "eye-u": "EYES",
+ "skin-u": "SKIN",
+ "hair-u": "HAIR",
+ "char-appearance-u": "CHARACTER APPEARANCE",
+ "char-backstory-u": "CHARACTER BACKSTORY",
+ "allies-orgs-u": "ALLIES & ORGANIZATIONS",
+ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS",
+ "feat-u": "FEAT",
+ "treasure-u": "TREASURE",
+ "spell-save-dc-u": "POWER SAVE DC",
+ "primes-u": "PRIME POWERS",
+ "ritual-u": "CONVENTIONAL",
+ "casting-time:-u": "ACTIVATION TIME:",
+ "casting-time:": "Activation Time:",
+ "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:",
+ "half-dmg-place": "Half damage",
+ "hit-die:-u": "HIT DIE:",
+ "initiative-mod:-u": "INITIATIVE MODIFIER:",
+ "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:",
+ "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:",
+ "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:",
+ "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:",
+ "death-save-mod:-u": "DEATH SAVE MODIFIER:",
+ "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:",
+ "halfling-luck-u": "HALFLING LUCK",
+ "arcane-fighter-u": "JUSTICAR",
+ "arcane-rogue-u": "ARTIFICE",
+ "class-options-u": "CLASS OPTIONS ()",
+ "class:-u": "CLASS:",
+ "subclass:-u": "SUBCLASS:",
+ "race:-u": "RACE:",
+ "subrace:-u": "SUBRACE:",
+ "subrace": "Subrace:",
+ "subrace-ability-increase": "Subrace Ability Score Increase:",
+ "2nd-class:-u": "2ND CLASS:",
+ "lvl:-u": "LEVEL:",
+ "3rd-class:-u": "3RD CLASS:",
+ "4th-class:-u": "4TH CLASS:",
+ "mutliclass-opts-u": "MULTICLASS OPTIONS",
+ "use-cust-class-u": "USE CUSTOM CLASS",
+ "class-name:-u": "CLASS NAME:",
+ "spellcasting-ability:-u": "ESPER ABILITY:",
+ "spell-slots:-u": "POWER SLOTS:",
+ "spell-full-u": "FULL (Adept, Engineer, Melder)",
+ "spell-half-u": "HALF (Hunter, Sentinel)",
+ "spell-third-u": "THIRD (Artifice, Justicar)",
+ "tech-slots-u": "TECH SLOTS",
+ "esper-powers-u": "ESPER POWERS",
+ "tp-max-u": "Talent Point Maximum",
+ "tp-current-u": "TALENT POINTS REMAINING",
+ "talent-slots-label": "TALENT SLOTS (Cybermancer)",
+ "talent-slots-u": "Max Talent Slots",
+ "used-talent-slots": "Slots Remaining",
+ "em_available": "Gained?",
+ "em_used": "Used",
+ "esper-mastery-u": "ESPER MASTERY",
+ "max-rank-u": "Rank",
+ "cust-class-opts": "CUSTOM CLASS OPTIONS",
+ "normal": "Normal",
+ "expirtise": "Expertise",
+ "skill-opts-u": "SKILL OPTIONS",
+ "version": "v",
+ "always-roll-adv": "Always Roll Advantage",
+ "toggle-roll-adv": "Advantage Toggle",
+ "query-roll-adv": "Query Advantage",
+ "never-roll-adv": "Never Roll Advantage",
+ "never-whisper-roll": "Never Whisper Rolls",
+ "query-whisper-roll": "Query Whisper",
+ "always-whisper-roll": "Always Whisper Rolls",
+ "never-roll-dmg": "Don't Auto Roll Damage",
+ "always-roll-dmg": "Auto Roll Damage & Crit",
+ "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:",
+ "on": "On",
+ "off": "Off",
+ "inventory:-u": "INVENTORY:",
+ "compendium-compatible": "Compendium Compatible",
+ "simple": "Simple",
+ "encumbrance:-u": "ENCUMBRANCE:",
+ "ammo-tracking:-u": "AMMO TRACKING:",
+ "general-opts-u": "GENERAL OPTIONS",
+ "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.",
+ "transition-text-highlight": "Please make a copy of your game before you use this tool.",
+ "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM",
+ "community-sheet-u": "COMMUNITY SHEET",
+ "shaped-sheet-u": "SHAPED SHEET",
+ "transition-opts-u": "TRANSITION OPTIONS",
+ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License",
+ "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.",
+ "api-required-u": "(API REQUIRED)",
+ "spell_dc_mod:-u": "POWER SAVE DC MOD:",
+ "custom_ac:-u": "CUSTOM AC:",
+ "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.",
+ "npc-pc": "NPC/PC",
+ "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
+ "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
+ "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.",
+ "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.",
+ "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
+ "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.",
+ "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.",
+ "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING",
+ "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.",
+ "cd-bar1-value:-u": "BAR 1 VALUE:",
+ "cd-bar1-max:-u": "BAR 1 MAX:",
+ "cd-bar1-link:-u": "BAR 1 LINK:",
+ "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.",
+ "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.",
+ "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.",
+ "cd-bar2-value:-u": "BAR 2 VALUE:",
+ "cd-bar2-max:-u": "BAR 2 MAX:",
+ "cd-bar2-link:-u": "BAR 2 LINK:",
+ "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.",
+ "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.",
+ "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.",
+ "cd-bar3-value:-u": "BAR 3 VALUE:",
+ "cd-bar3-max:-u": "BAR 3 MAX:",
+ "cd-bar3-link:-u": "BAR 3 LINK:",
+ "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.",
+ "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.",
+ "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.",
+ "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:",
+ "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:",
+ "show": "Show",
+ "hide": "Hide",
+ "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.",
+ "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.",
+ "public:-u": "PUBLIC",
+ "to-gm:-u": "TO GM",
+ "toggle-roll-whisper": "Whisper Toggle",
+ "attribute-opts-u": "ATTRIBUTE OPTIONS",
+ "save-opts-u": "SAVE OPTIONS",
+ "by-level": "By Level (Default)",
+ "prof-die": "Proficiency Die (DMG)",
+ "custom": "Custom",
+ "core-die-roll:-u": "CORE DIE ROLL:",
+ "has-attack-u": "HAS AN ATTACK",
+ "variant-phb": "Variant (Core M. p160)",
+ "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:",
+ "armor-class-tracking:-u": "ARMOR CLASS TRACKING:",
+ "automatic": "Automatic",
+ "prime-progression:-u": "PRIME PROGRESSION",
+ "prime-dice-u": "PRIME DICE",
+ "prime-beam-u": "PRIME BEAM",
+ "slots_total-u": "SLOTS TOTAL",
+ "slots_remaining-u": "SLOTS REMAINING",
+ "level-calculations:-u": "AUTO LEVEL CALCULATIONS:",
+ "spell_slot_modifiers-u": "TECH SLOT MODIFIERS",
+ "lvl-u": "RANK",
+ "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:",
+ "token_size-u": "TOKEN SIZE",
+ "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE",
+ "initiative-style:-u": "INITIATIVE STYLE:",
+ "query-attr-u": "QUERY ATTRIBUTE",
+ "custom-skills-u": "CUSTOM SKILLS",
+ "weapon-u": "WEAPON",
+ "armor-u": "ARMOR",
+ "other-u": "OTHER",
+ "source:-u": "SOURCE:",
+ "source-type:-u": "SOURCE TYPE:",
+ "racial": "Species",
+ "class": "Class",
+ "feat": "Feat",
+ "feats": "Feats",
+ "other": "Other",
+ "partial": "Partial",
+ "show_all": "Show All",
+ "cr_only": "C&R Only",
+ "spell-icons:-u": "POWER ICONS:",
+ "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:",
+ "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD",
+ "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD",
+ "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD",
+ "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD",
+ "global-attack-u": "GLOBAL ATTACK MODIFIER",
+ "global-damage-u": "GLOBAL DAMAGE MODIFIER",
+ "global-save-u": "GLOBAL SAVE MODIFIER",
+ "global-skill-u": "GLOBAL SKILL MODIFIER",
+ "global-damage": "Global Damage Modifier",
+ "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.",
+ "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.",
+ "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.",
+ "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.",
+ "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.",
+ "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.",
+ "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.",
+ "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.",
+ "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.",
+ "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.",
+ "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.",
+ "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com",
+ "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM",
+ "are_you_sure": "Are you sure you want to turn this character into a ",
+ "yes": "Yes",
+ "next": "Next",
+ "cancel": "Cancel",
+ "cancel-u": "CANCEL",
+ "choose": "Choose",
+ "innate:-u": "INNATE:",
+ "mod:-u": "MOD:",
+ "hpmods:-u": "HP MODIFIERS:",
+ "charmancer-welcome": "Welcome to the Charactermancer!",
+ "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.",
+ "get-started": "Get started by clicking Next.",
+ "opt-out-u": "OPT OUT",
+ "charmancer-compendium": "Your Compendium Awaits.",
+ "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.",
+ "charmancer-choose-race": "Choose a Race:",
+ "charmancer-custom-race-name": "Custom Race Name:",
+ "charmancer-custom-subclass-name:": "Custom sublass Name:",
+ "charmancer-additional-primes": "Additional Cantrips",
+ "charmancer-additional-lvl-1-spells": "Additional Level 1 Powers",
+ "suggested-abilities": "Suggested Abilities: ",
+ "class-spellcasting": "Class Spellcasting Ability: ",
+ "ability-score-increase": "Ability Score Increase:",
+ "lawful-good": "Lawful Good",
+ "neutral-good": "Neutral Good",
+ "chaotic-good": "Chaotic Good",
+ "lawful-neutral": "Lawful Neutral",
+ "neutral": "Neutral",
+ "chaotic-neutral": "Chaotic Neutral",
+ "lawful-evil": "Lawful Evil",
+ "neutral-evil": "Neutral Evil",
+ "chaotic-evil": "Chaotic Evil",
+ "tiny": "Tiny",
+ "small": "Small",
+ "medium": "Medium",
+ "large": "Large",
+ "huge": "Huge",
+ "age": "Age:",
+ "gargantuan": "Gargantuan",
+ "step1-equipment": "Step 5: Equipment",
+ "equipment-from-background": "Equipment from Background",
+ "equipment-from-class": "Equipment from Class",
+ "class-equipment": "Class Equipment",
+ "starting-wealth": "Starting Wealth (Core)",
+ "starting-cubil:": "Starting Cubil:",
+ "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.",
+ "standard-array": "Standard Array",
+ "roll-for-stats": "Roll for Stats",
+ "standard-roll": "Roll 4d6, drop lowest",
+ "charmancer-cancel-heading": "Where would you like to go, traveler?",
+ "continue-charmancer": "Continue Charactermancer",
+ "save_progress_and_exit": "Save and Exit",
+ "cancel_charactermancer": "Discard and exit",
+ "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.",
+ "mancer-opts-u": "CHARACTERMANCER OPTIONS",
+ "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)",
+ "point-buy": "Point Buy",
+ "available-points:": "Available Points: ",
+ "equipment-choice-text": "How would you like to choose your equipment?",
+ "charmancer-start": "Start",
+ "clear-abilities": "Clear Assignment",
+ "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:",
+ "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.",
+ "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.",
+ "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:",
+ "return-to:": "Return to: ",
+ "do_you_want_mancer": "How do you want to create this character?",
+ "no": "No",
+ "global-ac-u": "GLOBAL AC MODIFIER",
+ "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD",
+ "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.",
+ "manual": "Edit sheet directly",
+ "npc-new": "Create an NPC",
+ "mancer-confirm-yes": "Use the Charactermancer",
+ "allow-shields-u": "ALLOW SHIELDS?",
+ "levels-u": "LEVELS",
+ "features-u": "FEATURES",
+ "asi-u": "ABILITY SCORE INCREASE / FEATS",
+ "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.",
+ "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.",
+ "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.",
+ "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.",
+ "total-level-u": "TOTAL LEVEL",
+ "main-class-level-u": "MAIN CLASS LEVEL",
+ "class-2-level-u": "CLASS 2 LEVEL",
+ "class-3-level-u": "CLASS 3 LEVEL",
+ "class-4-level-u": "CLASS 4 LEVEL",
+ "levels:-u": "LEVELS:",
+ "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.",
+ "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.",
+ "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!",
+ "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.",
+ "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.",
+ "roll:-u": "ROLL:",
+ "roll": "Roll",
+ "prerequisite:": "Prerequisite:",
+ "back": "BACK",
+ "back-to-top": "Back to Top",
+ "choose-a-class:": "Choose a Class:",
+ "custom-class-name:": "Custom Class Name",
+ "charmancer-class-features:": "Class Features: ",
+ "charmancer-subclass-features:": "Subclass Features:",
+ "hit-die:": "Hit Die:",
+ "average": "Average",
+ "hp-u": "HP",
+ "saving-throw-proficiency": "Saving Throw Proficiency",
+ "armor": "Armor",
+ "equipment": "Equipment:",
+ "language": "Language",
+ "skill": "Skill",
+ "tool": "Tool",
+ "weapon": "Weapon",
+ "add-another-feature": "Add Another Feature",
+ "add-another-proficiency": "Add Another Proficiency",
+ "innate-spellcasting:": "Innate Powers:",
+ "spellcasting-ability": "Esper Ability:",
+ "number-of-primes": "Number of Primes:",
+ "number-of-lvl-1-spells": "Number of Level 1 Powers:",
+ "spell-list": "Powers List:",
+ "done": "Done",
+ "ability-score-method": "Ability Score Method:",
+ "select-your-choices": "Select Your Choices:",
+ "input-your-scores": "Input Your Scores:",
+ "choose-background": "Choose a Background:",
+ "personality-traits": "Personality Traits",
+ "ideal": "Ideal",
+ "bond": "Bond",
+ "flaw": "Flaw",
+ "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.",
+ "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.",
+ "arcane-is-mystery": "Cosmic forces are a mystery to you.",
+ "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!",
+ "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.",
+ "you-really-havent-done": "You really haven't done that much yet",
+ "review-your-choices": "Review your choices:",
+ "race": "Race",
+ "abilities": "Abilities",
+ "bio": "Bio",
+ "name-background": "Name:",
+ "building-your-character": "Building your character...",
+ "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.",
+ "apply-changes": "Apply Changes",
+ "pick-your-equipment": "Pick your equipment",
+ "you-havent-chosen-background": "You have not yet selected a background.",
+ "you-havent-selected-class": "You have not yet selected a class.",
+ "ability-score": "Ability Score",
+ "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2",
+ "before-leveling": "Before Leveling",
+ "after-leveling": "After Leveling",
+ "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind."
+}
diff --git a/Esper_Genesis_5E/translations/hu.json b/Esper_Genesis_5E/translations/hu.json
new file mode 100644
index 0000000000..d10b85bbad
--- /dev/null
+++ b/Esper_Genesis_5E/translations/hu.json
@@ -0,0 +1,722 @@
+{
+ "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology",
+ "npc-options-u": "NPC OPTIONS",
+ "ship-options-u": "SHIP OPTIONS",
+ "name-u": "NAME",
+ "npc-type-u": "NPC TYPE",
+ "ship-type-u": "SHIP TYPE",
+ "npc-type-place": "Medium cyborg, any evil alignment",
+ "ship-type-place": "Medium ship",
+ "armor-class-u": "ARMOR CLASS",
+ "class-u": "CLASS",
+ "type-u": "TYPE",
+ "maneuver-defense-u": "MANEUVER DEFENSE",
+ "maneuver-save-u": "MANEUVER SAVE DC",
+ "abilities-u": "ABILITIES",
+ "npc-armor-place": "light trooper",
+ "hit-points-u": "HIT POINTS",
+ "hull-points-u": "HULL POINTS",
+ "formula-u": "FORMULA",
+ "speed-u": "SPEED",
+ "npc-speed-place": "30 ft., fly 60ft.",
+ "ship-speed-place": "6",
+ "piloting-u": "PILOTING BONUS",
+ "attributes-u": "ATTRIBUTES",
+ "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)",
+ "str-u": "STR",
+ "dex-u": "DEX",
+ "con-u": "CON",
+ "int-u": "INT",
+ "wis-u": "WIS",
+ "cha-u": "CHA",
+ "npcs-u": "NPC",
+ "ships-u": "SHIP",
+ "ship-dex-u": "DEX—[PILOT]",
+ "ship-int-u": "INT—[TECH]",
+ "ship-wis-u": "WIS—[TECH]",
+ "sensor-u": "SENSOR RANGE",
+ "structural-integrity-u": "STRUCTURAL INTEGRITY",
+ "saves-u": "SAVES",
+ "skills-u": "SKILLS",
+ "acrobatics-u": "ACROBATICS",
+ "mechanics-u": "MECHANICS",
+ "astrophysics-u": "ASTROPHYSICS",
+ "athletics-u": "ATHLETICS",
+ "deception-u": "DECEPTION",
+ "lore-u": "LORE",
+ "insight-u": "INSIGHT",
+ "intimidation-u": "INTIMIDATION",
+ "investigation-u": "INVESTIGATION",
+ "medicine-u": "MEDICINE",
+ "xenobiology-u": "XENOBIOLOGY",
+ "perception-u": "PERCEPTION",
+ "performance-u": "PERFORMANCE",
+ "persuasion-u": "PERSUASION",
+ "computers-u": "COMPUTERS",
+ "sleight_of_hand-u": "SLEIGHT OF HAND",
+ "stealth-u": "STEALTH",
+ "survival-u": "SURVIVAL",
+ "damage-vuln-u": "DAMAGE VULNERABILITIES",
+ "npc-dmg-vuln-place": "fire",
+ "ship-dmg-vuln-place": "lightning",
+ "damage-res-u": "DAMAGE RESISTANCES",
+ "npc-dmg-res-place": "cold",
+ "ship-dmg-res-place": "acid, fire",
+ "damage-imm-u": "DAMAGE IMMUNITIES",
+ "npc-dmg-imm-place": "lightning, thunder",
+ "ship-dmg-imm-place": "cold",
+ "cond-imm-u": "CONDITION IMMUNITIES",
+ "npc-cond-imm-place": "charmed",
+ "ship-cond-imm-place": "impaired",
+ "senses-u": "SENSES",
+ "npc-senses-place": "darkvision 120ft., passive Perception 16",
+ "ship-senses-place": "6",
+ "ship-si-place": "1",
+ "langs-u": "LANGUAGES",
+ "lang-u": "LANGUAGE",
+ "npc-langs-place": "Alphaline, Common, Nesieve",
+ "challenge-u": "CHALLENGE",
+ "xp-u": "XP",
+ "spellcast-npc-u": "ESPER NPC",
+ "spell-ability-u": "ESPER ABILITY",
+ "none-u": "NONE",
+ "strength-u": "STRENGTH",
+ "strength-save-u": "STRENGTH SAVE",
+ "dexterity-u": "DEXTERITY",
+ "dexterity-save-u": "DEXTERITY SAVE",
+ "constitution-u": "CONSTITUTION",
+ "constitution-save-u": "CONSTITUTION SAVE",
+ "intelligence-u": "INTELLIGENCE",
+ "intelligence-save-u": "INTELLIGENCE SAVE",
+ "wisdom-u": "WISDOM",
+ "wisdom-save-u": "WISDOM SAVE",
+ "charisma-u": "CHARISMA",
+ "charisma-save-u": "CHARISMA SAVE",
+ "spell-dc-u": "POWER DC",
+ "spell-atk-bonus-u": "POWER ATTACK BONUS",
+ "has-reaction-u": "HAS REACTIONS",
+ "leg-actions:-u": "LEGENDARY ACTIONS:",
+ "gen-opts-u": "GENERAL OPTIONS",
+ "npc-u": "NPC/SHIP",
+ "roll-queries:-u": "ROLL QUERIES:",
+ "always-adv": "Always Roll Advantage",
+ "adv-toggle": "Advantage Toggle",
+ "query-adv": "Query Advantage",
+ "never-adv": "Never Roll Advantage",
+ "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:",
+ "never-whisp": "Never Whisper Rolls",
+ "query-whisp": "Query Whisper",
+ "always-whisp": "Always Whisper Rolls",
+ "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:",
+ "never-dmg": "Don't Auto Roll Damage",
+ "always-dmg": "Auto Roll Damage & Crit",
+ "ac": "Armor Class",
+ "hp": "Hit Points",
+ "hlp": "Hull Points",
+ "speed": "Speed",
+ "maneuver-defense": "Maneuver Defense",
+ "maneuver-save": "Maneuver Save DC",
+ "structural-integrity": "Structural Integrity",
+ "sensors": "Sensor Range",
+ "piloting-check": "Piloting Check",
+ "piloting": "Piloting Bonus",
+ "language-proficiencies": "Language Proficiencies:",
+ "skill-proficiencies": "Skill Proficiencies:",
+ "weapon-proficiencies": "Weapon Proficiencies",
+ "armor-proficiencies": "Armor Proficiencies:",
+ "tool-proficiencies": "Tool Proficiencies:",
+ "saving-throw": "Saving Throws",
+ "str": "Str",
+ "dex": "Dex",
+ "con": "Con",
+ "int": "Int",
+ "wis": "Wis",
+ "cha": "Cha",
+ "skills": "Skills",
+ "acrobatics": "Acrobatics",
+ "mechanics": "Mechanics",
+ "astrophysics": "Astrophysics",
+ "athletics": "Athletics",
+ "deception": "Deception",
+ "lore": "Lore",
+ "insight": "Insight",
+ "intimidation": "Intimidation",
+ "investigation": "Investigation",
+ "medicine": "Medicine",
+ "xenobiology": "Xenobiology",
+ "perception": "Perception",
+ "performance": "Performance",
+ "persuasion": "Persuasion",
+ "computers": "Computers",
+ "sleight_of_hand": "Sleight of Hand",
+ "stealth": "Stealth",
+ "survival": "Survival",
+ "dmg-vuln": "Damage Vulnerabilities",
+ "dmg-res": "Damage Resistances",
+ "dmg-imm": "Damage Immunities",
+ "cond-imm": "Condition Immunities",
+ "senses": "Senses",
+ "langs": "Languages",
+ "challenge": "Challenge",
+ "npc-trait-name-place": "False Appearance.",
+ "npc-trait-desc-place": "If the velbast fails...",
+ "actions": "Actions",
+ "adv": "Advantage",
+ "norm": "Normal",
+ "disadv": "Disadvantage",
+ "name:-u": "NAME:",
+ "attack-u": "ATTACK",
+ "type:-u": "TYPE:",
+ "melee": "Melee",
+ "ranged": "Ranged",
+ "range-reach:-u": "RANGE/REACH:",
+ "range-reach-place": "5 ft.",
+ "to-hit:-u": "TO HIT:",
+ "target:-u": "TARGET:",
+ "target:": "Target:",
+ "to-hit-place": "One target",
+ "on-hit:-u": "ON HIT:",
+ "on-hit-place": "slashing",
+ "on-hit2:-u": "ON HIT 2:",
+ "on-hit-2-place": "fire",
+ "hit:": "Hit: ",
+ "reactions": "Reactions",
+ "npc-repeating-name-place": "Parry.",
+ "npc-repeating-desc-place": "The creature adds 2 to its AC against...",
+ "traits": "Traits",
+ "features": "Features",
+ "spells": "Powers",
+ "prep-u": "PREP",
+ "school:-u": "DOMAIN:",
+ "alteration": "Alteration",
+ "clairsentient": "Clairsentient",
+ "elemental": "Elemental",
+ "kinesis": "Kinesis",
+ "metaphase": "Metaphase",
+ "psychogenic": "Psychogenic",
+ "technique": "Technique",
+ "ritual": "CONVENTIONAL",
+ "ritual-l": "conventional",
+ "range:-u": "RANGE:",
+ "range:": "Range:",
+ "pointcost:-u": "POINT COST:",
+ "pointcost:": "Point Cost:",
+ "spell-component-verbal": "V",
+ "spell-component-somatic": "S",
+ "spell-component-material": "M",
+ "spell-ritual": "R",
+ "spell-concentration": "C",
+ "ruby-dust-place": "ruby dust worth 50gp",
+ "concentration-u": "CONCENTRATION",
+ "concentration": "Concentration",
+ "duration:-u": "DURATION:",
+ "duration:": "Duration:",
+ "difficulty-class-abv": "DC",
+ "output:-u": "OUTPUT:",
+ "powercard-u": "POWERCARD",
+ "spell-atk:-u": "POWER ATTACK:",
+ "none": "None",
+ "dmg:-u": "DAMAGE:",
+ "dmg2:-u": "DAMAGE2:",
+ "healing:-u": "HEALING:",
+ "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING",
+ "effect:-u": "EFFECT:",
+ "npc-atk-effect-place": "Half damage",
+ "desc:-u": "DESCRIPTION:",
+ "at-higher-lvl:-u": "AT HIGHER RANKS:",
+ "at-higher-lvl": "At Higher Ranks",
+ "higher-lvl-cast": "Higher Rank Use",
+ "leg-actions": "Legendary Actions",
+ "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.",
+ "atk-range-place": "5 ft.",
+ "atk-target-place": "One target",
+ "atk-dmg-type-place": "slashing",
+ "atk-dmg-type2-place": "fire",
+ "adv-u": "ADVANTAGE",
+ "norm-u": "NORMAL",
+ "disadv-u": "DISADVANTAGE",
+ "core-u": "CORE",
+ "bio-u": "BIO",
+ "gear-u": "GEAR",
+ "spells-u": "POWERS",
+ "feats-u": "FEATS",
+ "review-u": "REVIEW",
+ "char-name-u": "CHARACTER NAME",
+ "adept": "Adept",
+ "barbarian": "Barbarian",
+ "cybermancer": "Cybermancer",
+ "engineer": "Engineer",
+ "hunter": "Hunter",
+ "melder": "Melder",
+ "sentinel": "Sentinel",
+ "specialist": "Specialist",
+ "warrior": "Warrior",
+ "class-level-u": "CLASS & LEVEL",
+ "background-u": "BACKGROUND",
+ "background": "Background",
+ "race-u": "RACE",
+ "alignment-u": "ALIGNMENT",
+ "alignment": "Alignment:",
+ "exp-pts-u": "EXPERIENCE POINTS",
+ "inspiration-u": "INSPIRATION",
+ "prof-bonus-u": "PROFICIENCY BONUS",
+ "strength": "Strength",
+ "strength-save": "Strength Save",
+ "dexterity": "Dexterity",
+ "dexterity-save": "Dexterity Save",
+ "constitution": "Constitution",
+ "constitution-save": "Constitution Save",
+ "intelligence": "Intelligence",
+ "intelligence-save": "Intelligence Save",
+ "wisdom": "Wisdom",
+ "wisdom-save": "Wisdom Save",
+ "charisma": "Charisma",
+ "charisma-save": "Charisma Save",
+ "saving-throws-u": "SAVING THROWS",
+ "acrobatics-core": "Acrobatics (Dex)",
+ "mechanics-core": "Mechanics (Wis)",
+ "astrophysics-core": "Astrophysics (Int)",
+ "athletics-core": "Athletics (Str)",
+ "deception-core": "Deception (Cha)",
+ "lore-core": "Lore (Int)",
+ "insight-core": "Insight (Wis)",
+ "intimidation-core": "Intimidation (Cha)",
+ "investigation-core": "Investigation (Int)",
+ "medicine-core": "Medicine (Wis)",
+ "xenobiology-core": "Xenobiology (Int)",
+ "perception-core": "Perception (Wis)",
+ "performance-core": "Performance (Cha)",
+ "persuasion-core": "Persuasion (Cha)",
+ "computers-core": "Computers (Int)",
+ "sleight_of_hand-core": "Sleight of Hand (Dex)",
+ "stealth-core": "Stealth (Dex)",
+ "survival-core": "Survival (Wis)",
+ "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)",
+ "tool-u": "TOOL",
+ "pro-u": "PRO",
+ "attr-u": "ATTRIBUTE",
+ "prof-bonus:-u": "PROFICIENCY BONUS:",
+ "prof-u": "PROFICIENT",
+ "proficency-u": "PROFICIENCY",
+ "expertise-u": "EXPERTISE",
+ "jack-of-all-u": "JACK OF ALL TRADES",
+ "attr:-u": "ATTRIBUTE:",
+ "tool-prof-u": "TOOL PROFICIENCIES",
+ "weapon-proficiencies-u": "WEAPON PROFICIENCIES",
+ "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES",
+ "prof-langs-u": "PROFICIENCIES & LANGUAGES",
+ "init": "Initiative",
+ "init-u": "INITIATIVE",
+ "hp-max-u": "Hit Point Maximum",
+ "hp-current-u": "CURRENT HIT POINTS",
+ "hp-temp-u": "TEMPORARY HIT POINTS",
+ "total": "Total",
+ "hit-dice-u": "HIT DICE",
+ "successes-u": "SUCCESSES",
+ "failures-u": "FAILURES",
+ "death-save-u": "DEATH SAVE",
+ "death-saves-u": "DEATH SAVES",
+ "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:",
+ "exhaustion-u": "EXHAUSTION LEVEL",
+ "exhaustion-0": "No effect",
+ "exhaustion-1": "Disadvantage on ability checks",
+ "exhaustion-2": "Speed halved",
+ "exhaustion-3": "Disadvantage on attack rolls and saving throws",
+ "exhaustion-4": "Hit point maximum halved",
+ "exhaustion-5": "Speed reduced to 0",
+ "exhaustion-6": "Death",
+ "atk-u": "ATK",
+ "dmg-type-u": "DAMAGE/TYPE",
+ "attack:-u": "ATTACK:",
+ "proficient-u": "PROFICIENT",
+ "range-place": "Self (60-foot cone)",
+ "enhanced-bonus:-u": "ENHANCED BONUS:",
+ "crit-range-u": "CRIT RANGE:",
+ "damage:-u": "DAMAGE:",
+ "dmg-type-place": "Slashing",
+ "crit:-u": "CRIT:",
+ "damage2:-u": "DAMAGE2:",
+ "saving-throw:-u": "SAVING THROW:",
+ "vs-dc:-u": "VS DC:",
+ "spell-u": "POWER",
+ "flat-u": "FLAT",
+ "save": "Save",
+ "save-effect:-u": "SAVE EFFECT:",
+ "save-effect-place": "half damage",
+ "ammunition:-u": "AMMUNITION:",
+ "ammunition-place": "Arrows",
+ "description:-u": "DESCRIPTION:",
+ "description:": "Description:",
+ "description-place": "Up to 2 creatures within 5 feet",
+ "atk-spellcasting-u": "ATTACKS & ESPER POWERS",
+ "copper-piece-u": "CP",
+ "silver-piece-u": "SP",
+ "electrum-piece-u": "EP",
+ "cubil-coin-u": "COINS",
+ "cubil-cred-u": "CUBIL",
+ "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.",
+ "item-name-u": "ITEM NAME",
+ "equipped-u": "EQUIPPED",
+ "use-as-resource-u": "USE AS A RESOURCE",
+ "prop:-u": "PROP:",
+ "mods:-u": "MODS:",
+ "total-weight-u": "TOTAL WEIGHT",
+ "immobile-u": "IMMOBILE",
+ "heavily-encumbered-u": "HEAVILY ENCUMBERED",
+ "encumbered-u": "ENCUMBERED",
+ "over-carrying-cap-u": "OVER CARRYING CAPACITY",
+ "equipment-u": "EQUIPMENT",
+ "personality-traits-u": "PERSONALITY TRAITS",
+ "ideals-u": "IDEALS",
+ "bonds-u": "BONDS",
+ "flaws-u": "FLAWS",
+ "class-resource-u": "CLASS RESOURCE",
+ "other-resource-u": "OTHER RESOURCE",
+ "feats-traits-u": "FEATURES & TRAITS",
+ "age-u": "AGE",
+ "size-u": "SIZE",
+ "size": "Size",
+ "height-u": "HEIGHT",
+ "weight-u": "WEIGHT",
+ "eye-u": "EYES",
+ "skin-u": "SKIN",
+ "hair-u": "HAIR",
+ "char-appearance-u": "CHARACTER APPEARANCE",
+ "char-backstory-u": "CHARACTER BACKSTORY",
+ "allies-orgs-u": "ALLIES & ORGANIZATIONS",
+ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS",
+ "feat-u": "FEAT",
+ "treasure-u": "TREASURE",
+ "spell-save-dc-u": "POWER SAVE DC",
+ "primes-u": "PRIME POWERS",
+ "ritual-u": "CONVENTIONAL",
+ "casting-time:-u": "ACTIVATION TIME:",
+ "casting-time:": "Activation Time:",
+ "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:",
+ "half-dmg-place": "Half damage",
+ "hit-die:-u": "HIT DIE:",
+ "initiative-mod:-u": "INITIATIVE MODIFIER:",
+ "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:",
+ "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:",
+ "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:",
+ "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:",
+ "death-save-mod:-u": "DEATH SAVE MODIFIER:",
+ "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:",
+ "halfling-luck-u": "HALFLING LUCK",
+ "arcane-fighter-u": "JUSTICAR",
+ "arcane-rogue-u": "ARTIFICE",
+ "class-options-u": "CLASS OPTIONS ()",
+ "class:-u": "CLASS:",
+ "subclass:-u": "SUBCLASS:",
+ "race:-u": "RACE:",
+ "subrace:-u": "SUBRACE:",
+ "subrace": "Subrace:",
+ "subrace-ability-increase": "Subrace Ability Score Increase:",
+ "2nd-class:-u": "2ND CLASS:",
+ "lvl:-u": "LEVEL:",
+ "3rd-class:-u": "3RD CLASS:",
+ "4th-class:-u": "4TH CLASS:",
+ "mutliclass-opts-u": "MULTICLASS OPTIONS",
+ "use-cust-class-u": "USE CUSTOM CLASS",
+ "class-name:-u": "CLASS NAME:",
+ "spellcasting-ability:-u": "ESPER ABILITY:",
+ "spell-slots:-u": "POWER SLOTS:",
+ "spell-full-u": "FULL (Adept, Engineer, Melder)",
+ "spell-half-u": "HALF (Hunter, Sentinel)",
+ "spell-third-u": "THIRD (Artifice, Justicar)",
+ "tech-slots-u": "TECH SLOTS",
+ "esper-powers-u": "ESPER POWERS",
+ "tp-max-u": "Talent Point Maximum",
+ "tp-current-u": "TALENT POINTS REMAINING",
+ "talent-slots-label": "TALENT SLOTS (Cybermancer)",
+ "talent-slots-u": "Max Talent Slots",
+ "used-talent-slots": "Slots Remaining",
+ "em_available": "Gained?",
+ "em_used": "Used",
+ "esper-mastery-u": "ESPER MASTERY",
+ "max-rank-u": "Rank",
+ "cust-class-opts": "CUSTOM CLASS OPTIONS",
+ "normal": "Normal",
+ "expirtise": "Expertise",
+ "skill-opts-u": "SKILL OPTIONS",
+ "version": "v",
+ "always-roll-adv": "Always Roll Advantage",
+ "toggle-roll-adv": "Advantage Toggle",
+ "query-roll-adv": "Query Advantage",
+ "never-roll-adv": "Never Roll Advantage",
+ "never-whisper-roll": "Never Whisper Rolls",
+ "query-whisper-roll": "Query Whisper",
+ "always-whisper-roll": "Always Whisper Rolls",
+ "never-roll-dmg": "Don't Auto Roll Damage",
+ "always-roll-dmg": "Auto Roll Damage & Crit",
+ "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:",
+ "on": "On",
+ "off": "Off",
+ "inventory:-u": "INVENTORY:",
+ "compendium-compatible": "Compendium Compatible",
+ "simple": "Simple",
+ "encumbrance:-u": "ENCUMBRANCE:",
+ "ammo-tracking:-u": "AMMO TRACKING:",
+ "general-opts-u": "GENERAL OPTIONS",
+ "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.",
+ "transition-text-highlight": "Please make a copy of your game before you use this tool.",
+ "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM",
+ "community-sheet-u": "COMMUNITY SHEET",
+ "shaped-sheet-u": "SHAPED SHEET",
+ "transition-opts-u": "TRANSITION OPTIONS",
+ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License",
+ "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.",
+ "api-required-u": "(API REQUIRED)",
+ "spell_dc_mod:-u": "POWER SAVE DC MOD:",
+ "custom_ac:-u": "CUSTOM AC:",
+ "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.",
+ "npc-pc": "NPC/PC",
+ "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
+ "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
+ "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.",
+ "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.",
+ "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
+ "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.",
+ "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.",
+ "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING",
+ "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.",
+ "cd-bar1-value:-u": "BAR 1 VALUE:",
+ "cd-bar1-max:-u": "BAR 1 MAX:",
+ "cd-bar1-link:-u": "BAR 1 LINK:",
+ "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.",
+ "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.",
+ "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.",
+ "cd-bar2-value:-u": "BAR 2 VALUE:",
+ "cd-bar2-max:-u": "BAR 2 MAX:",
+ "cd-bar2-link:-u": "BAR 2 LINK:",
+ "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.",
+ "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.",
+ "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.",
+ "cd-bar3-value:-u": "BAR 3 VALUE:",
+ "cd-bar3-max:-u": "BAR 3 MAX:",
+ "cd-bar3-link:-u": "BAR 3 LINK:",
+ "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.",
+ "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.",
+ "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.",
+ "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:",
+ "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:",
+ "show": "Show",
+ "hide": "Hide",
+ "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.",
+ "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.",
+ "public:-u": "PUBLIC",
+ "to-gm:-u": "TO GM",
+ "toggle-roll-whisper": "Whisper Toggle",
+ "attribute-opts-u": "ATTRIBUTE OPTIONS",
+ "save-opts-u": "SAVE OPTIONS",
+ "by-level": "By Level (Default)",
+ "prof-die": "Proficiency Die (DMG)",
+ "custom": "Custom",
+ "core-die-roll:-u": "CORE DIE ROLL:",
+ "has-attack-u": "HAS AN ATTACK",
+ "variant-phb": "Variant (Core M. p160)",
+ "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:",
+ "armor-class-tracking:-u": "ARMOR CLASS TRACKING:",
+ "automatic": "Automatic",
+ "prime-progression:-u": "PRIME PROGRESSION",
+ "prime-dice-u": "PRIME DICE",
+ "prime-beam-u": "PRIME BEAM",
+ "slots_total-u": "SLOTS TOTAL",
+ "slots_remaining-u": "SLOTS REMAINING",
+ "level-calculations:-u": "AUTO LEVEL CALCULATIONS:",
+ "spell_slot_modifiers-u": "TECH SLOT MODIFIERS",
+ "lvl-u": "RANK",
+ "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:",
+ "token_size-u": "TOKEN SIZE",
+ "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE",
+ "initiative-style:-u": "INITIATIVE STYLE:",
+ "query-attr-u": "QUERY ATTRIBUTE",
+ "custom-skills-u": "CUSTOM SKILLS",
+ "weapon-u": "WEAPON",
+ "armor-u": "ARMOR",
+ "other-u": "OTHER",
+ "source:-u": "SOURCE:",
+ "source-type:-u": "SOURCE TYPE:",
+ "racial": "Species",
+ "class": "Class",
+ "feat": "Feat",
+ "feats": "Feats",
+ "other": "Other",
+ "partial": "Partial",
+ "show_all": "Show All",
+ "cr_only": "C&R Only",
+ "spell-icons:-u": "POWER ICONS:",
+ "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:",
+ "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD",
+ "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD",
+ "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD",
+ "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD",
+ "global-attack-u": "GLOBAL ATTACK MODIFIER",
+ "global-damage-u": "GLOBAL DAMAGE MODIFIER",
+ "global-save-u": "GLOBAL SAVE MODIFIER",
+ "global-skill-u": "GLOBAL SKILL MODIFIER",
+ "global-damage": "Global Damage Modifier",
+ "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.",
+ "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.",
+ "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.",
+ "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.",
+ "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.",
+ "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.",
+ "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.",
+ "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.",
+ "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.",
+ "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.",
+ "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.",
+ "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com",
+ "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM",
+ "are_you_sure": "Are you sure you want to turn this character into a ",
+ "yes": "Yes",
+ "next": "Next",
+ "cancel": "Cancel",
+ "cancel-u": "CANCEL",
+ "choose": "Choose",
+ "innate:-u": "INNATE:",
+ "mod:-u": "MOD:",
+ "hpmods:-u": "HP MODIFIERS:",
+ "charmancer-welcome": "Welcome to the Charactermancer!",
+ "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.",
+ "get-started": "Get started by clicking Next.",
+ "opt-out-u": "OPT OUT",
+ "charmancer-compendium": "Your Compendium Awaits.",
+ "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.",
+ "charmancer-choose-race": "Choose a Race:",
+ "charmancer-custom-race-name": "Custom Race Name:",
+ "charmancer-custom-subclass-name:": "Custom sublass Name:",
+ "charmancer-additional-primes": "Additional Cantrips",
+ "charmancer-additional-lvl-1-spells": "Additional Level 1 Powers",
+ "suggested-abilities": "Suggested Abilities: ",
+ "class-spellcasting": "Class Spellcasting Ability: ",
+ "ability-score-increase": "Ability Score Increase:",
+ "lawful-good": "Lawful Good",
+ "neutral-good": "Neutral Good",
+ "chaotic-good": "Chaotic Good",
+ "lawful-neutral": "Lawful Neutral",
+ "neutral": "Neutral",
+ "chaotic-neutral": "Chaotic Neutral",
+ "lawful-evil": "Lawful Evil",
+ "neutral-evil": "Neutral Evil",
+ "chaotic-evil": "Chaotic Evil",
+ "tiny": "Tiny",
+ "small": "Small",
+ "medium": "Medium",
+ "large": "Large",
+ "huge": "Huge",
+ "age": "Age:",
+ "gargantuan": "Gargantuan",
+ "step1-equipment": "Step 5: Equipment",
+ "equipment-from-background": "Equipment from Background",
+ "equipment-from-class": "Equipment from Class",
+ "class-equipment": "Class Equipment",
+ "starting-wealth": "Starting Wealth (Core)",
+ "starting-cubil:": "Starting Cubil:",
+ "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.",
+ "standard-array": "Standard Array",
+ "roll-for-stats": "Roll for Stats",
+ "standard-roll": "Roll 4d6, drop lowest",
+ "charmancer-cancel-heading": "Where would you like to go, traveler?",
+ "continue-charmancer": "Continue Charactermancer",
+ "save_progress_and_exit": "Save and Exit",
+ "cancel_charactermancer": "Discard and exit",
+ "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.",
+ "mancer-opts-u": "CHARACTERMANCER OPTIONS",
+ "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)",
+ "point-buy": "Point Buy",
+ "available-points:": "Available Points: ",
+ "equipment-choice-text": "How would you like to choose your equipment?",
+ "charmancer-start": "Start",
+ "clear-abilities": "Clear Assignment",
+ "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:",
+ "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.",
+ "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.",
+ "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:",
+ "return-to:": "Return to: ",
+ "do_you_want_mancer": "How do you want to create this character?",
+ "no": "No",
+ "global-ac-u": "GLOBAL AC MODIFIER",
+ "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD",
+ "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.",
+ "manual": "Edit sheet directly",
+ "npc-new": "Create an NPC",
+ "mancer-confirm-yes": "Use the Charactermancer",
+ "allow-shields-u": "ALLOW SHIELDS?",
+ "levels-u": "LEVELS",
+ "features-u": "FEATURES",
+ "asi-u": "ABILITY SCORE INCREASE / FEATS",
+ "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.",
+ "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.",
+ "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.",
+ "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.",
+ "total-level-u": "TOTAL LEVEL",
+ "main-class-level-u": "MAIN CLASS LEVEL",
+ "class-2-level-u": "CLASS 2 LEVEL",
+ "class-3-level-u": "CLASS 3 LEVEL",
+ "class-4-level-u": "CLASS 4 LEVEL",
+ "levels:-u": "LEVELS:",
+ "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.",
+ "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.",
+ "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!",
+ "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.",
+ "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.",
+ "roll:-u": "ROLL:",
+ "roll": "Roll",
+ "prerequisite:": "Prerequisite:",
+ "back": "BACK",
+ "back-to-top": "Back to Top",
+ "choose-a-class:": "Choose a Class:",
+ "custom-class-name:": "Custom Class Name",
+ "charmancer-class-features:": "Class Features: ",
+ "charmancer-subclass-features:": "Subclass Features:",
+ "hit-die:": "Hit Die:",
+ "average": "Average",
+ "hp-u": "HP",
+ "saving-throw-proficiency": "Saving Throw Proficiency",
+ "armor": "Armor",
+ "equipment": "Equipment:",
+ "language": "Language",
+ "skill": "Skill",
+ "tool": "Tool",
+ "weapon": "Weapon",
+ "add-another-feature": "Add Another Feature",
+ "add-another-proficiency": "Add Another Proficiency",
+ "innate-spellcasting:": "Innate Powers:",
+ "spellcasting-ability": "Esper Ability:",
+ "number-of-primes": "Number of Primes:",
+ "number-of-lvl-1-spells": "Number of Level 1 Powers:",
+ "spell-list": "Powers List:",
+ "done": "Done",
+ "ability-score-method": "Ability Score Method:",
+ "select-your-choices": "Select Your Choices:",
+ "input-your-scores": "Input Your Scores:",
+ "choose-background": "Choose a Background:",
+ "personality-traits": "Personality Traits",
+ "ideal": "Ideal",
+ "bond": "Bond",
+ "flaw": "Flaw",
+ "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.",
+ "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.",
+ "arcane-is-mystery": "Cosmic forces are a mystery to you.",
+ "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!",
+ "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.",
+ "you-really-havent-done": "You really haven't done that much yet",
+ "review-your-choices": "Review your choices:",
+ "race": "Race",
+ "abilities": "Abilities",
+ "bio": "Bio",
+ "name-background": "Name:",
+ "building-your-character": "Building your character...",
+ "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.",
+ "apply-changes": "Apply Changes",
+ "pick-your-equipment": "Pick your equipment",
+ "you-havent-chosen-background": "You have not yet selected a background.",
+ "you-havent-selected-class": "You have not yet selected a class.",
+ "ability-score": "Ability Score",
+ "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2",
+ "before-leveling": "Before Leveling",
+ "after-leveling": "After Leveling",
+ "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind."
+}
diff --git a/Exalted 3/translations/ca.json b/Exalted 3/translations/ca.json
new file mode 100644
index 0000000000..1627ad8cfb
--- /dev/null
+++ b/Exalted 3/translations/ca.json
@@ -0,0 +1,248 @@
+{
+ "name": "Name",
+ "player": "Player",
+ "caste/aspect": "Caste/Aspect",
+ "solar-exalted": "Solar Exalted",
+ "dawn": "Dawn",
+ "zenith": "Zenith",
+ "twilight": "Twilight",
+ "night": "Night",
+ "eclipse": "Eclipse",
+ "abyssal-exalted": "Abyssal Exalted",
+ "dusk": "Dusk",
+ "midnight": "Midnight",
+ "daybreak": "Daybreak",
+ "day": "Day",
+ "moonshadow": "Moonshadow",
+ "terrestrial-exalted": "Terrestrial Exalted",
+ "air": "Air",
+ "earth": "Earth",
+ "fire": "Fire",
+ "water": "Water",
+ "wood": "Wood",
+ "lunar-exalted": "Lunar Exalted",
+ "full-moon": "Full Moon",
+ "changing-moon": "Changing Moon",
+ "no-moon": "No Moon",
+ "casteless": "Casteless",
+ "sidereal-exalted": "Sidereal Exalted",
+ "journeys": "Journeys",
+ "serenity": "Serenity",
+ "battles": "Battles",
+ "secrets": "Secrets",
+ "endings": "Endings",
+ "liminal-exalted": "Liminal Exalted",
+ "blood": "Blood",
+ "breath": "Breath",
+ "flesh": "Flesh",
+ "marrow": "Marrow",
+ "soil": "Soil",
+ "exigent-exalted": "Exigent Exalted",
+ "exigent": "Exigent",
+ "infernal-exalted": "Infernal Exalted",
+ "slayer": "Slayer",
+ "malefactor": "Malefactor",
+ "defiler": "Defiler",
+ "scourge": "Scourge",
+ "fiend": "Fiend",
+ "custom": "Custom",
+ "alchemical-exalted": "Alchemical Exalted",
+ "orichalcum": "Orichalcum",
+ "soulsteel": "Soulsteel",
+ "moonsilver": "Moonsilver",
+ "starmetal": "Starmetal",
+ "jade": "Jade",
+ "concept": "Concept",
+ "concept-place": "Inspirational Teacher",
+ "anima": "Anima",
+ "anima-place": "Orchid of golden fire",
+ "supernal-trait": "Supernal Trait",
+ "abilities": "Abilities",
+ "archery": "Archery",
+ "athletics": "Athletics",
+ "awareness": "Awareness",
+ "brawl": "Brawl",
+ "bureaucracy": "Bureaucracy",
+ "craft": "Craft",
+ "dodge": "Dodge",
+ "integrity": "Integrity",
+ "investigation": "Investigation",
+ "larceny": "Larceny",
+ "linguistics": "Linguistics",
+ "lore": "Lore",
+ "martial-arts": "Martial Arts",
+ "medicine": "Medicine",
+ "melee": "Melee",
+ "occult": "Occult",
+ "performance": "Performance",
+ "presence": "Presence",
+ "resistance": "Resistance",
+ "ride": "Ride",
+ "sail": "Sail",
+ "socialize": "Socialize",
+ "stealth": "Stealth",
+ "survival": "Survival",
+ "thrown": "Thrown",
+ "war": "War",
+ "attributes": "Attributes",
+ "strength": "Strength",
+ "dexterity": "Dexterity",
+ "stamina": "Stamina",
+ "charisma": "Charisma",
+ "manipulation": "Manipulation",
+ "appearance": "Appearance",
+ "perception": "Perception",
+ "intelligence": "Intelligence",
+ "wits": "Wits",
+ "show-crafts": "Show crafts",
+ "armoring": "Armoring",
+ "artifact": "Artifact",
+ "cooking": "Cooking",
+ "first-age-artifice": "First Age Artifice",
+ "gemcutting": "Gemcutting",
+ "geomancy": "Geomancy",
+ "jewelry": "Jewelry",
+ "tailoring": "Tailoring",
+ "weapon-forging": "Weapon-Forging",
+ "craft-place": "Fate",
+ "show-styles": "Show styles",
+ "snake-style": "Snake Style",
+ "tiger-style": "Tiger Style",
+ "single-point-shining-into-the-void-style": "Single Point Shining Into the Void Style",
+ "white-reaper-style": "White Reaper Style",
+ "ebon-shaodw-style": "Ebon Shadow Style",
+ "crane-style": "Crane Style",
+ "silver-voiced-nightingale-style": "Silver-Voiced Nightingale Style",
+ "righteous-devil-style": "Righteous Devil Style",
+ "black-claw-style": "Black Claw Style",
+ "dreaming-pearl-courtesan-style": "Dreaming Pearl Courtesan Style",
+ "steel-devil-style": "Steel Devil Style",
+ "martial-arts-place": "Celestial Monkey Style",
+ "ability-place": "Astrology",
+ "specialties": "Specialties",
+ "specialty-place": "Pirate Tactics",
+ "merits": "Merits",
+ "merits-place": "Artifact",
+ "willpower": "Willpower",
+ "essence": "Essence",
+ "personal": "Personal",
+ "peripheral": "Peripheral",
+ "committed": "Committed",
+ "limit-break": "Limit Break",
+ "limit-trigger": "Limit Trigger",
+ "limit-trigger-place": "Karal is insulted, belittled, or deliberately frustrated by another character.",
+ "experience-and-crafting": "Experience & Crafting",
+ "current-experience-points": "Current XP:",
+ "total-experience-points": "Total XP:",
+ "current-solar-experience-points": "Current SXP:",
+ "total-solar-experience-points": "Total SXP:",
+ "silver-experience-points": "Silver XP",
+ "gold-experience-points": "Gold XP",
+ "white-experience-points": "White XP",
+ "project-place": "Longsword",
+ "major": "Major",
+ "superior": "Superior",
+ "legendary": "Legendary",
+ "weapons-and-gear": "Weapons & Gear",
+ "weapon": "Weapon",
+ "accuracy": "Accuracy",
+ "damage": "Damage",
+ "defense": "Defense",
+ "overwhelming-abbreviation": "Over.",
+ "overwhelming": "Overwhelming",
+ "attunement": "Attune",
+ "tags": "Tags",
+ "weapon-place": "Khatar",
+ "weapon-tags-place": "Lethal, Brawl, Piercing",
+ "miscellaneous-items": "Miscellaneous Items",
+ "miscellaneous-items-place": "Fancy scarf",
+ "armor": "Armor",
+ "soak": "Soak",
+ "hardness": "Hardness",
+ "mobility-penalty": "Mobility",
+ "armor-place": "Chain Shirt",
+ "armor-tags-place": "Concealable",
+ "health-and-defense": "Health & Defense",
+ "natural-soak": "Natural Soak",
+ "armored-soak": "Armored Soak",
+ "total-soak": "Total Soak",
+ "parry": "Parry",
+ "parry-without-specialty": "Parry without specialty",
+ "parry-with-specialty": "Parry with specialty",
+ "evasion": "Evasion",
+ "evasion-without-specialty": "Evasion without specialty",
+ "evasion-with-specialty": "Evasion with specialty",
+ "resolve": "Resolve",
+ "resolve-without-specialty": "Resolve without specialty",
+ "resolve-with-specialty": "Resolve with specialty",
+ "guile": "Guile",
+ "guile-without-specialty": "Guile without specialty",
+ "guile-with-specialty": "Guile with specialty",
+ "health-levels": "Health Levels",
+ "incapacitated": "Incapacitated",
+ "intimacies": "Intimacies",
+ "intimacy": "Intimacy",
+ "intensity": "Intensity",
+ "intimacy-place": "Winter Plum (Grief)",
+ "minor": "Minor",
+ "defining": "Defining",
+ "charms-and-evocations": "Charms & Evocations",
+ "type": "Type",
+ "duration": "Duration",
+ "cost": "Cost",
+ "book": "Book",
+ "page-number": "Page #",
+ "effect": "Effect",
+ "charm-keywords-place": "Uniform, Psyche",
+ "charm-place": "Excellent Solar Larceny",
+ "simple": "Simple",
+ "supplemental": "Supplemental",
+ "reflexive": "Reflexive",
+ "premanent": "Permanent",
+ "charm-duration-place": "Instant",
+ "charm-cost-place": "1m/die",
+ "book-place": "Core",
+ "charm-page-number-place": "255",
+ "charm-effect-place": "",
+ "sorceries": "Sorceries",
+ "circle": "Circle",
+ "control-spell-abbreviation": "C.",
+ "control-spell": "Control Spell",
+ "spell-place": "Cirrus Skiff",
+ "terrestrial": "Terrestrial",
+ "celestial": "Celestial",
+ "solar": "Solar",
+ "spell-duration-place": "Until ended",
+ "spell-cost-place": "15m, 1wp",
+ "spell-page-place": "471",
+ "skill": "Skill",
+ "spell-keywords-place": "None",
+ "skill-place": "Larceny",
+ "spell-effect-place": "",
+ "version": "Version",
+ "more-information": "More Information",
+ "mote-pool-equations": "Mote Pool Equations",
+ "max-personal-motes": "Max Personal Motes",
+ "max-peripheral-motes": "Max Peripheral Motes",
+ "keywords": "Keywords",
+ "control": "Control",
+ "spell-desc-place": "",
+ "charm-desc-place": "",
+ "size": "Size",
+ "drill": "Drill",
+ "magnitude": "Magnitude",
+ "perfect-morale": "Perfect Morale",
+ "poor": "Poor",
+ "average": "Average",
+ "elite": "Elite",
+ "might": "Might",
+ "character-type": "Character Type",
+ "battle-group": "Battle Group",
+ "combat-movement": "Combat Movement",
+ "grapple": "Grapple",
+ "join-battle": "Join Battle",
+ "actions": "Actions",
+ "attacks": "Attacks",
+ "defenses": "Defenses",
+ "quick-character": "Quick Character"
+}
\ No newline at end of file
diff --git a/Exalted 3/translations/hu.json b/Exalted 3/translations/hu.json
new file mode 100644
index 0000000000..1627ad8cfb
--- /dev/null
+++ b/Exalted 3/translations/hu.json
@@ -0,0 +1,248 @@
+{
+ "name": "Name",
+ "player": "Player",
+ "caste/aspect": "Caste/Aspect",
+ "solar-exalted": "Solar Exalted",
+ "dawn": "Dawn",
+ "zenith": "Zenith",
+ "twilight": "Twilight",
+ "night": "Night",
+ "eclipse": "Eclipse",
+ "abyssal-exalted": "Abyssal Exalted",
+ "dusk": "Dusk",
+ "midnight": "Midnight",
+ "daybreak": "Daybreak",
+ "day": "Day",
+ "moonshadow": "Moonshadow",
+ "terrestrial-exalted": "Terrestrial Exalted",
+ "air": "Air",
+ "earth": "Earth",
+ "fire": "Fire",
+ "water": "Water",
+ "wood": "Wood",
+ "lunar-exalted": "Lunar Exalted",
+ "full-moon": "Full Moon",
+ "changing-moon": "Changing Moon",
+ "no-moon": "No Moon",
+ "casteless": "Casteless",
+ "sidereal-exalted": "Sidereal Exalted",
+ "journeys": "Journeys",
+ "serenity": "Serenity",
+ "battles": "Battles",
+ "secrets": "Secrets",
+ "endings": "Endings",
+ "liminal-exalted": "Liminal Exalted",
+ "blood": "Blood",
+ "breath": "Breath",
+ "flesh": "Flesh",
+ "marrow": "Marrow",
+ "soil": "Soil",
+ "exigent-exalted": "Exigent Exalted",
+ "exigent": "Exigent",
+ "infernal-exalted": "Infernal Exalted",
+ "slayer": "Slayer",
+ "malefactor": "Malefactor",
+ "defiler": "Defiler",
+ "scourge": "Scourge",
+ "fiend": "Fiend",
+ "custom": "Custom",
+ "alchemical-exalted": "Alchemical Exalted",
+ "orichalcum": "Orichalcum",
+ "soulsteel": "Soulsteel",
+ "moonsilver": "Moonsilver",
+ "starmetal": "Starmetal",
+ "jade": "Jade",
+ "concept": "Concept",
+ "concept-place": "Inspirational Teacher",
+ "anima": "Anima",
+ "anima-place": "Orchid of golden fire",
+ "supernal-trait": "Supernal Trait",
+ "abilities": "Abilities",
+ "archery": "Archery",
+ "athletics": "Athletics",
+ "awareness": "Awareness",
+ "brawl": "Brawl",
+ "bureaucracy": "Bureaucracy",
+ "craft": "Craft",
+ "dodge": "Dodge",
+ "integrity": "Integrity",
+ "investigation": "Investigation",
+ "larceny": "Larceny",
+ "linguistics": "Linguistics",
+ "lore": "Lore",
+ "martial-arts": "Martial Arts",
+ "medicine": "Medicine",
+ "melee": "Melee",
+ "occult": "Occult",
+ "performance": "Performance",
+ "presence": "Presence",
+ "resistance": "Resistance",
+ "ride": "Ride",
+ "sail": "Sail",
+ "socialize": "Socialize",
+ "stealth": "Stealth",
+ "survival": "Survival",
+ "thrown": "Thrown",
+ "war": "War",
+ "attributes": "Attributes",
+ "strength": "Strength",
+ "dexterity": "Dexterity",
+ "stamina": "Stamina",
+ "charisma": "Charisma",
+ "manipulation": "Manipulation",
+ "appearance": "Appearance",
+ "perception": "Perception",
+ "intelligence": "Intelligence",
+ "wits": "Wits",
+ "show-crafts": "Show crafts",
+ "armoring": "Armoring",
+ "artifact": "Artifact",
+ "cooking": "Cooking",
+ "first-age-artifice": "First Age Artifice",
+ "gemcutting": "Gemcutting",
+ "geomancy": "Geomancy",
+ "jewelry": "Jewelry",
+ "tailoring": "Tailoring",
+ "weapon-forging": "Weapon-Forging",
+ "craft-place": "Fate",
+ "show-styles": "Show styles",
+ "snake-style": "Snake Style",
+ "tiger-style": "Tiger Style",
+ "single-point-shining-into-the-void-style": "Single Point Shining Into the Void Style",
+ "white-reaper-style": "White Reaper Style",
+ "ebon-shaodw-style": "Ebon Shadow Style",
+ "crane-style": "Crane Style",
+ "silver-voiced-nightingale-style": "Silver-Voiced Nightingale Style",
+ "righteous-devil-style": "Righteous Devil Style",
+ "black-claw-style": "Black Claw Style",
+ "dreaming-pearl-courtesan-style": "Dreaming Pearl Courtesan Style",
+ "steel-devil-style": "Steel Devil Style",
+ "martial-arts-place": "Celestial Monkey Style",
+ "ability-place": "Astrology",
+ "specialties": "Specialties",
+ "specialty-place": "Pirate Tactics",
+ "merits": "Merits",
+ "merits-place": "Artifact",
+ "willpower": "Willpower",
+ "essence": "Essence",
+ "personal": "Personal",
+ "peripheral": "Peripheral",
+ "committed": "Committed",
+ "limit-break": "Limit Break",
+ "limit-trigger": "Limit Trigger",
+ "limit-trigger-place": "Karal is insulted, belittled, or deliberately frustrated by another character.",
+ "experience-and-crafting": "Experience & Crafting",
+ "current-experience-points": "Current XP:",
+ "total-experience-points": "Total XP:",
+ "current-solar-experience-points": "Current SXP:",
+ "total-solar-experience-points": "Total SXP:",
+ "silver-experience-points": "Silver XP",
+ "gold-experience-points": "Gold XP",
+ "white-experience-points": "White XP",
+ "project-place": "Longsword",
+ "major": "Major",
+ "superior": "Superior",
+ "legendary": "Legendary",
+ "weapons-and-gear": "Weapons & Gear",
+ "weapon": "Weapon",
+ "accuracy": "Accuracy",
+ "damage": "Damage",
+ "defense": "Defense",
+ "overwhelming-abbreviation": "Over.",
+ "overwhelming": "Overwhelming",
+ "attunement": "Attune",
+ "tags": "Tags",
+ "weapon-place": "Khatar",
+ "weapon-tags-place": "Lethal, Brawl, Piercing",
+ "miscellaneous-items": "Miscellaneous Items",
+ "miscellaneous-items-place": "Fancy scarf",
+ "armor": "Armor",
+ "soak": "Soak",
+ "hardness": "Hardness",
+ "mobility-penalty": "Mobility",
+ "armor-place": "Chain Shirt",
+ "armor-tags-place": "Concealable",
+ "health-and-defense": "Health & Defense",
+ "natural-soak": "Natural Soak",
+ "armored-soak": "Armored Soak",
+ "total-soak": "Total Soak",
+ "parry": "Parry",
+ "parry-without-specialty": "Parry without specialty",
+ "parry-with-specialty": "Parry with specialty",
+ "evasion": "Evasion",
+ "evasion-without-specialty": "Evasion without specialty",
+ "evasion-with-specialty": "Evasion with specialty",
+ "resolve": "Resolve",
+ "resolve-without-specialty": "Resolve without specialty",
+ "resolve-with-specialty": "Resolve with specialty",
+ "guile": "Guile",
+ "guile-without-specialty": "Guile without specialty",
+ "guile-with-specialty": "Guile with specialty",
+ "health-levels": "Health Levels",
+ "incapacitated": "Incapacitated",
+ "intimacies": "Intimacies",
+ "intimacy": "Intimacy",
+ "intensity": "Intensity",
+ "intimacy-place": "Winter Plum (Grief)",
+ "minor": "Minor",
+ "defining": "Defining",
+ "charms-and-evocations": "Charms & Evocations",
+ "type": "Type",
+ "duration": "Duration",
+ "cost": "Cost",
+ "book": "Book",
+ "page-number": "Page #",
+ "effect": "Effect",
+ "charm-keywords-place": "Uniform, Psyche",
+ "charm-place": "Excellent Solar Larceny",
+ "simple": "Simple",
+ "supplemental": "Supplemental",
+ "reflexive": "Reflexive",
+ "premanent": "Permanent",
+ "charm-duration-place": "Instant",
+ "charm-cost-place": "1m/die",
+ "book-place": "Core",
+ "charm-page-number-place": "255",
+ "charm-effect-place": "",
+ "sorceries": "Sorceries",
+ "circle": "Circle",
+ "control-spell-abbreviation": "C.",
+ "control-spell": "Control Spell",
+ "spell-place": "Cirrus Skiff",
+ "terrestrial": "Terrestrial",
+ "celestial": "Celestial",
+ "solar": "Solar",
+ "spell-duration-place": "Until ended",
+ "spell-cost-place": "15m, 1wp",
+ "spell-page-place": "471",
+ "skill": "Skill",
+ "spell-keywords-place": "None",
+ "skill-place": "Larceny",
+ "spell-effect-place": "",
+ "version": "Version",
+ "more-information": "More Information",
+ "mote-pool-equations": "Mote Pool Equations",
+ "max-personal-motes": "Max Personal Motes",
+ "max-peripheral-motes": "Max Peripheral Motes",
+ "keywords": "Keywords",
+ "control": "Control",
+ "spell-desc-place": "",
+ "charm-desc-place": "",
+ "size": "Size",
+ "drill": "Drill",
+ "magnitude": "Magnitude",
+ "perfect-morale": "Perfect Morale",
+ "poor": "Poor",
+ "average": "Average",
+ "elite": "Elite",
+ "might": "Might",
+ "character-type": "Character Type",
+ "battle-group": "Battle Group",
+ "combat-movement": "Combat Movement",
+ "grapple": "Grapple",
+ "join-battle": "Join Battle",
+ "actions": "Actions",
+ "attacks": "Attacks",
+ "defenses": "Defenses",
+ "quick-character": "Quick Character"
+}
\ No newline at end of file
diff --git a/FACES (French)/translations/ca.json b/FACES (French)/translations/ca.json
new file mode 100644
index 0000000000..b727d47821
--- /dev/null
+++ b/FACES (French)/translations/ca.json
@@ -0,0 +1,34 @@
+{
+ "character": "character",
+ "character-notes": "character notes",
+ "Travers": "Travers",
+ "h2": "header 2",
+ "h3": "header 3",
+ "character name": "Nom du personnage",
+ "notes": "Notes",
+ "Notes": "Notes",
+ "npc": "npc",
+ "config": "config",
+ "pc": "PC",
+ "player": "player",
+ "player-name": "player name",
+ "attributes": "attributs",
+ "force": "force",
+ "agilite": "agilité",
+ "caractere": "caractère",
+ "esprit": "esprit",
+ "sens": "sens",
+ "Protection": "Protection",
+ "Attacks": "Attacks",
+ "Magic": "Magic",
+ "Gear": "Gear",
+ "Treasure": "Treasure",
+ "bandage": "Bandage",
+ "rest": "Rest",
+ "defyreset": "Reset",
+ "Melee": "Mêlée",
+ "Distance": "Distance",
+ "Description": "Description",
+ "Money": "Argent/Devise",
+ "Equipment": "Equipement"
+}
diff --git a/FACES (French)/translations/hu.json b/FACES (French)/translations/hu.json
new file mode 100644
index 0000000000..b727d47821
--- /dev/null
+++ b/FACES (French)/translations/hu.json
@@ -0,0 +1,34 @@
+{
+ "character": "character",
+ "character-notes": "character notes",
+ "Travers": "Travers",
+ "h2": "header 2",
+ "h3": "header 3",
+ "character name": "Nom du personnage",
+ "notes": "Notes",
+ "Notes": "Notes",
+ "npc": "npc",
+ "config": "config",
+ "pc": "PC",
+ "player": "player",
+ "player-name": "player name",
+ "attributes": "attributs",
+ "force": "force",
+ "agilite": "agilité",
+ "caractere": "caractère",
+ "esprit": "esprit",
+ "sens": "sens",
+ "Protection": "Protection",
+ "Attacks": "Attacks",
+ "Magic": "Magic",
+ "Gear": "Gear",
+ "Treasure": "Treasure",
+ "bandage": "Bandage",
+ "rest": "Rest",
+ "defyreset": "Reset",
+ "Melee": "Mêlée",
+ "Distance": "Distance",
+ "Description": "Description",
+ "Money": "Argent/Devise",
+ "Equipment": "Equipement"
+}
diff --git a/Fading Suns 2nd Edition Revised/translations/ca.json b/Fading Suns 2nd Edition Revised/translations/ca.json
new file mode 100644
index 0000000000..207a8f2532
--- /dev/null
+++ b/Fading Suns 2nd Edition Revised/translations/ca.json
@@ -0,0 +1,186 @@
+{
+ "background": "Background",
+ "name": "Name",
+ "alliance": "Alliance",
+ "title": "Title",
+ "genre": "Genre",
+ "race": "Race",
+ "homeworld": "Homeworld",
+ "age": "Age",
+ "char_height": "Height",
+ "char_weight": "Weight",
+ "hair": "Hair",
+ "eyes": "Eyes",
+ "skin": "Skin",
+ "description": "Description",
+ "benefices_and_afflictions": "Benefices & Afflictions",
+ "goal_bonus_penalty": "Goal bonus/penalty",
+ "goal_bonus_penalty_again": "Please enter the goal bonus/penalty again",
+ "characteristics": "Characteristics",
+ "blessings_and_curses": "Blessings & Curses",
+ "characteristic": "Characteristic",
+ "vitality": "Vitality",
+ "energy_shield_name": "Energy shield",
+ "energy_shield_impact": "Impact",
+ "energy_shield_force": "Force",
+ "energy_shield_charges": "Charges",
+ "wyrd": "Wyrd",
+ "initiative": "Initiative",
+ "stance": "Stance",
+ "stance_neutral": "Neutral (default)",
+ "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense",
+ "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense",
+ "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense",
+ "stance_full_defense": "Full Defense: only move actions; +4 to Defense",
+ "body": "Body",
+ "strength": "Strength",
+ "dexterity": "Dexterity",
+ "endurance": "Endurance",
+ "mind": "Mind",
+ "wits": "Wits",
+ "perception": "Perception",
+ "tech": "Tech",
+ "spirit": "Spirit",
+ "presence": "Presence",
+ "will": "Will",
+ "faith": "Faith",
+ "skills": "Skills",
+ "skill": "Skill",
+ "analytical": "Analytical",
+ "bureaucracy": "Bureaucracy",
+ "investigation": "Investigation",
+ "observe": "Observe",
+ "physick": "Physick",
+ "warfare": "Warfare",
+ "combat": "Combat",
+ "artifact_melee": "Artifact Melee",
+ "archery": "Archery",
+ "throwing": "Throwing",
+ "energy_guns": "Energy Guns",
+ "gunnery": "Gunnery",
+ "artillery": "Artillery",
+ "fight": "Fight",
+ "demolitions": "Demolitions",
+ "melee": "Melee",
+ "slug_guns": "Slug Guns",
+ "lore": "Lore",
+ "beast_lore": "Beast Lore",
+ "faction_lore": "Faction Lore",
+ "phoenix_empire": "Phoenix Empire",
+ "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)",
+ "faction_lore_ownalliance": "Faction Lore (own alliance)",
+ "jumpweb_lore": "Jumpweb Lore",
+ "planetary_lore": "Planetary Lore",
+ "planetary_lore_homeworld": "Planetary Lore (own homeworld)",
+ "control": "Control",
+ "aircraft": "Aircraft",
+ "beastcraft": "Beastcraft",
+ "landcraft": "Landcraft",
+ "spacecraft": "Spacecraft",
+ "watercraft": "Watercraft",
+ "ride": "Ride",
+ "creative": "Creative",
+ "arts": "Arts",
+ "craft": "Craft",
+ "disguise": "Disguise",
+ "gaming": "Gaming",
+ "performance": "Performance",
+ "malefaction": "Malefaction",
+ "lockpicking": "Lockpicking",
+ "sleight_of_hand": "Sleight of Hand",
+ "sneak": "Sneak",
+ "streetwise": "Streetwise",
+ "torture": "Torture",
+ "physical": "Physical",
+ "athletics": "Athletics",
+ "self_control": "Self Control",
+ "survival": "Survival",
+ "vigor": "Vigor",
+ "sciences": "Sciences",
+ "applied_science": "Applied Science",
+ "life_science": "Life Science",
+ "social_science": "Social Science",
+ "physical_science": "Physical Science",
+ "terraforming": "Terraforming",
+ "social": "Social",
+ "empathy": "Empathy",
+ "etiquette": "Etiquette",
+ "influence": "Influence",
+ "knavery": "Knavery",
+ "leadership": "Leadership",
+ "technical": "Technical",
+ "spacecraft_operations": "Spacecraft Operations",
+ "tech_redemption": "Tech Redemption",
+ "think_machine": "Think Machine",
+ "combat_actions": "Combat actions",
+ "weapon_name": "Combat action",
+ "goal_bonus_malus": "Goal",
+ "damage": "Damage",
+ "strength_required": "Str. min",
+ "weapon_range": "Range",
+ "weapon_shots": "Shots",
+ "weapon_rate": "Rate",
+ "weapon_size": "Size",
+ "armor_and_shield": "Armor & Shield",
+ "armor": "Armor",
+ "tech_level": "TL",
+ "armor_prot_s": "Prot.",
+ "armor_str_malus_s": "Str.",
+ "armor_dex_malus_s": "Dex.",
+ "armor_end_malus_s": "End.",
+ "armor_init_malus_s": "Init.",
+ "armor_properties": "Properties",
+ "combat_styles": "Combat styles",
+ "combat_style": "Combat style",
+ "combat_action_name": "Stance/Action",
+ "psi": "Psi",
+ "stigmata": "Stigmata",
+ "urge": "Urge",
+ "psi_path": "Path",
+ "level_s": "Lvl.",
+ "power_name": "Power",
+ "characteristic_s": "Charac.",
+ "skill_s": "Skill",
+ "power_range": "Range",
+ "power_duration": "Duration",
+ "theurgy": "Theurgy",
+ "hubris": "Hubris",
+ "church_sect": "Sect",
+ "rite_level": "Level",
+ "rite_name": "Rite",
+ "rite_components_s": "Compos",
+ "rite_range": "Range",
+ "rite_duration": "Duration",
+ "body_modifications": "Body Modifications",
+ "body_modification_type": "Type",
+ "body_modification_incompatibility": "Incompatibility",
+ "possessions": "Possessions",
+ "cash": "Cash",
+ "bank": "at the bank",
+ "revenues": "Revenues",
+ "debt": "Debt",
+ "carried": "Carried",
+ "owned": "Owned",
+ "location": "Location",
+ "experience": "Experience",
+ "total_xp": "Total",
+ "unspent_xp": "Unspent",
+ "trait": "Trait",
+ "rank_from": "Before",
+ "rank_to": "After",
+ "xp_cost": "Cost",
+ "notes": "Notes",
+ "additional_vp": "additional VP",
+ "victory_points": "VP",
+ "the_end": "Fin.",
+ "failure": "Failure!",
+ "critical_failure_q": "Critical failure?",
+ "critical_failure": "Critical failure!",
+ "noncritical_failure": "Non-critical failure",
+ "critical_success": "Critical success!",
+ "success": "Success!",
+ "roll_again": "Reroll",
+ "confirm": "Confirm",
+ "attack_damage": "Damage",
+ "mitigated_damage": "Mitigated damage"
+}
\ No newline at end of file
diff --git a/Fading Suns 2nd Edition Revised/translations/hu.json b/Fading Suns 2nd Edition Revised/translations/hu.json
new file mode 100644
index 0000000000..207a8f2532
--- /dev/null
+++ b/Fading Suns 2nd Edition Revised/translations/hu.json
@@ -0,0 +1,186 @@
+{
+ "background": "Background",
+ "name": "Name",
+ "alliance": "Alliance",
+ "title": "Title",
+ "genre": "Genre",
+ "race": "Race",
+ "homeworld": "Homeworld",
+ "age": "Age",
+ "char_height": "Height",
+ "char_weight": "Weight",
+ "hair": "Hair",
+ "eyes": "Eyes",
+ "skin": "Skin",
+ "description": "Description",
+ "benefices_and_afflictions": "Benefices & Afflictions",
+ "goal_bonus_penalty": "Goal bonus/penalty",
+ "goal_bonus_penalty_again": "Please enter the goal bonus/penalty again",
+ "characteristics": "Characteristics",
+ "blessings_and_curses": "Blessings & Curses",
+ "characteristic": "Characteristic",
+ "vitality": "Vitality",
+ "energy_shield_name": "Energy shield",
+ "energy_shield_impact": "Impact",
+ "energy_shield_force": "Force",
+ "energy_shield_charges": "Charges",
+ "wyrd": "Wyrd",
+ "initiative": "Initiative",
+ "stance": "Stance",
+ "stance_neutral": "Neutral (default)",
+ "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense",
+ "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense",
+ "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense",
+ "stance_full_defense": "Full Defense: only move actions; +4 to Defense",
+ "body": "Body",
+ "strength": "Strength",
+ "dexterity": "Dexterity",
+ "endurance": "Endurance",
+ "mind": "Mind",
+ "wits": "Wits",
+ "perception": "Perception",
+ "tech": "Tech",
+ "spirit": "Spirit",
+ "presence": "Presence",
+ "will": "Will",
+ "faith": "Faith",
+ "skills": "Skills",
+ "skill": "Skill",
+ "analytical": "Analytical",
+ "bureaucracy": "Bureaucracy",
+ "investigation": "Investigation",
+ "observe": "Observe",
+ "physick": "Physick",
+ "warfare": "Warfare",
+ "combat": "Combat",
+ "artifact_melee": "Artifact Melee",
+ "archery": "Archery",
+ "throwing": "Throwing",
+ "energy_guns": "Energy Guns",
+ "gunnery": "Gunnery",
+ "artillery": "Artillery",
+ "fight": "Fight",
+ "demolitions": "Demolitions",
+ "melee": "Melee",
+ "slug_guns": "Slug Guns",
+ "lore": "Lore",
+ "beast_lore": "Beast Lore",
+ "faction_lore": "Faction Lore",
+ "phoenix_empire": "Phoenix Empire",
+ "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)",
+ "faction_lore_ownalliance": "Faction Lore (own alliance)",
+ "jumpweb_lore": "Jumpweb Lore",
+ "planetary_lore": "Planetary Lore",
+ "planetary_lore_homeworld": "Planetary Lore (own homeworld)",
+ "control": "Control",
+ "aircraft": "Aircraft",
+ "beastcraft": "Beastcraft",
+ "landcraft": "Landcraft",
+ "spacecraft": "Spacecraft",
+ "watercraft": "Watercraft",
+ "ride": "Ride",
+ "creative": "Creative",
+ "arts": "Arts",
+ "craft": "Craft",
+ "disguise": "Disguise",
+ "gaming": "Gaming",
+ "performance": "Performance",
+ "malefaction": "Malefaction",
+ "lockpicking": "Lockpicking",
+ "sleight_of_hand": "Sleight of Hand",
+ "sneak": "Sneak",
+ "streetwise": "Streetwise",
+ "torture": "Torture",
+ "physical": "Physical",
+ "athletics": "Athletics",
+ "self_control": "Self Control",
+ "survival": "Survival",
+ "vigor": "Vigor",
+ "sciences": "Sciences",
+ "applied_science": "Applied Science",
+ "life_science": "Life Science",
+ "social_science": "Social Science",
+ "physical_science": "Physical Science",
+ "terraforming": "Terraforming",
+ "social": "Social",
+ "empathy": "Empathy",
+ "etiquette": "Etiquette",
+ "influence": "Influence",
+ "knavery": "Knavery",
+ "leadership": "Leadership",
+ "technical": "Technical",
+ "spacecraft_operations": "Spacecraft Operations",
+ "tech_redemption": "Tech Redemption",
+ "think_machine": "Think Machine",
+ "combat_actions": "Combat actions",
+ "weapon_name": "Combat action",
+ "goal_bonus_malus": "Goal",
+ "damage": "Damage",
+ "strength_required": "Str. min",
+ "weapon_range": "Range",
+ "weapon_shots": "Shots",
+ "weapon_rate": "Rate",
+ "weapon_size": "Size",
+ "armor_and_shield": "Armor & Shield",
+ "armor": "Armor",
+ "tech_level": "TL",
+ "armor_prot_s": "Prot.",
+ "armor_str_malus_s": "Str.",
+ "armor_dex_malus_s": "Dex.",
+ "armor_end_malus_s": "End.",
+ "armor_init_malus_s": "Init.",
+ "armor_properties": "Properties",
+ "combat_styles": "Combat styles",
+ "combat_style": "Combat style",
+ "combat_action_name": "Stance/Action",
+ "psi": "Psi",
+ "stigmata": "Stigmata",
+ "urge": "Urge",
+ "psi_path": "Path",
+ "level_s": "Lvl.",
+ "power_name": "Power",
+ "characteristic_s": "Charac.",
+ "skill_s": "Skill",
+ "power_range": "Range",
+ "power_duration": "Duration",
+ "theurgy": "Theurgy",
+ "hubris": "Hubris",
+ "church_sect": "Sect",
+ "rite_level": "Level",
+ "rite_name": "Rite",
+ "rite_components_s": "Compos",
+ "rite_range": "Range",
+ "rite_duration": "Duration",
+ "body_modifications": "Body Modifications",
+ "body_modification_type": "Type",
+ "body_modification_incompatibility": "Incompatibility",
+ "possessions": "Possessions",
+ "cash": "Cash",
+ "bank": "at the bank",
+ "revenues": "Revenues",
+ "debt": "Debt",
+ "carried": "Carried",
+ "owned": "Owned",
+ "location": "Location",
+ "experience": "Experience",
+ "total_xp": "Total",
+ "unspent_xp": "Unspent",
+ "trait": "Trait",
+ "rank_from": "Before",
+ "rank_to": "After",
+ "xp_cost": "Cost",
+ "notes": "Notes",
+ "additional_vp": "additional VP",
+ "victory_points": "VP",
+ "the_end": "Fin.",
+ "failure": "Failure!",
+ "critical_failure_q": "Critical failure?",
+ "critical_failure": "Critical failure!",
+ "noncritical_failure": "Non-critical failure",
+ "critical_success": "Critical success!",
+ "success": "Success!",
+ "roll_again": "Reroll",
+ "confirm": "Confirm",
+ "attack_damage": "Damage",
+ "mitigated_damage": "Mitigated damage"
+}
\ No newline at end of file
diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/ca.json b/Fading Suns 4th Edition - Pax Alexius/translations/ca.json
new file mode 100644
index 0000000000..e3b1311c53
--- /dev/null
+++ b/Fading Suns 4th Edition - Pax Alexius/translations/ca.json
@@ -0,0 +1,199 @@
+{
+ "computed_info": "{{0}}. Auto-computed.",
+ "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.",
+ "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.",
+ "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).",
+ "name": "Name",
+ "planet": "Planet",
+ "rank": "Rank",
+ "birthdate": "Birthdate",
+ "species": "Species",
+ "size": "Size",
+ "speed": "Speed",
+ "class": "Class",
+ "level": "Level",
+ "faction": "Faction",
+ "blessing": "Blessing",
+ "curse": "Curse",
+ "calling": "Calling",
+ "traits": "Traits",
+ "skills": "Skills",
+ "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor",
+ "academia": "Academia",
+ "alchemy": "Alchemy",
+ "animalia": "Animalia",
+ "arts": "Arts",
+ "charm": "Charm",
+ "crafts": "Crafts",
+ "disguise": "Disguise",
+ "drive": "Drive",
+ "empathy": "Empathy",
+ "fight": "Fight",
+ "focus": "Focus",
+ "impress": "Impress",
+ "interface": "Interface",
+ "intrusion": "Intrusion",
+ "knavery": "Knavery",
+ "melee": "Melee",
+ "observe": "Observe",
+ "perform": "Perform",
+ "pilot": "Pilot",
+ "remedy": "Remedy",
+ "shoot": "Shoot",
+ "sleight_of_hand": "Sleight of Hand",
+ "sneak": "Sneak",
+ "survival": "Survival",
+ "tech_redemption": "Tech Redemption",
+ "vigor": "Vigor",
+ "body": "Body",
+ "strength": "Strength",
+ "dexterity": "Dexterity",
+ "endurance": "Endurance",
+ "mind": "Mind",
+ "wits": "Wits",
+ "perception": "Perception",
+ "will": "Will",
+ "spirit": "Spirit",
+ "presence": "Presence",
+ "intuition": "Intuition",
+ "faith": "Faith",
+ "occult": "Occult",
+ "psi": "Psi",
+ "urge": "Urge",
+ "theurgy": "Theurgy",
+ "hubris": "Hubris",
+ "resistances": "Resistances",
+ "resistance_modifier": "Mod.",
+ "armor": "Armor",
+ "armor_features": "Features",
+ "blaster_s": "Blstr.",
+ "flame_s": "Flm.",
+ "hard_s": "Hrd.",
+ "laser_s": "Lsr.",
+ "shock_s": "Shk.",
+ "slam_s": "Slm.",
+ "sonic_s": "Son.",
+ "e_shield": "E-Shield",
+ "e_shield_thresholds": "Thresholds",
+ "e_shield_hits": "Hits",
+ "vitality": "Vitality",
+ "rating": "Rating",
+ "current": "Current",
+ "revivals": "Revivals",
+ "number": "Number",
+ "states": "States",
+ "state": "State",
+ "resistance_s": "R.",
+ "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer",
+ "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous",
+ "physical_states": "Physical States",
+ "blinded": "Blinded",
+ "dazed": "Dazed",
+ "deafened": "Deafened",
+ "desensitized": "Desensitized",
+ "disoriented": "Disoriented",
+ "dying": "Dying",
+ "euphoric": "Euphoric",
+ "fatigued": "Fatigued",
+ "hearing_impaired": "Hearing Impaired",
+ "hindered": "Hindered",
+ "immobilized": "Immobilized",
+ "incapacitated": "Incapacitated",
+ "mangled": "Mangled",
+ "nauseated": "Nauseated",
+ "paralized": "Paralized",
+ "prone": "Prone",
+ "seeing_impaired": "Seeing Impaired",
+ "stimulated": "Stimulated",
+ "stunned": "Stunned",
+ "suspended": "Suspended",
+ "tormented": "Tormented",
+ "unconscious": "Unconscious",
+ "mental_states": "Mental States",
+ "afraid": "Afraid",
+ "angered": "Angered",
+ "anxious": "Anxious",
+ "berserk": "Berserk",
+ "commanded": "Commanded",
+ "confused": "Confused",
+ "deceived": "Deceived",
+ "enlightened": "Enlightened",
+ "penalized": "Penalized",
+ "terrified": "Terrified",
+ "wowed": "Wowed",
+ "social_states": "Social States",
+ "awed": "Awed",
+ "befriended": "Befriended",
+ "castigated": "Castigated",
+ "convinced": "Convinced",
+ "daunted": "Daunted",
+ "divinely_inspired": "Divinely Inspired",
+ "entreated": "Entreated",
+ "guilty": "Guilty",
+ "humiliated": "Humiliated",
+ "mesmerized": "Mesmerized",
+ "roused": "Roused",
+ "tech_compulsions": "Tech Compulsions",
+ "acquisitive": "Acquisitive",
+ "bloodthirsty": "Bloodthirsty",
+ "cruel": "Cruel",
+ "destructive": "Destructive",
+ "heedless": "Heedless",
+ "hypercritical": "Hypercritical",
+ "indiscreet": "Indiscreet",
+ "industrious": "Industrious",
+ "inerrant": "Inerrant",
+ "pretentious": "Pretentious",
+ "protective": "Protective",
+ "reckless": "Reckless",
+ "solicitous": "Solicitous",
+ "actions": "Actions",
+ "action": "Maneuver/Attack",
+ "characteristic": "Characteristic",
+ "skill": "Skill",
+ "goal_bonus_penalty": "Goal +/-",
+ "additional_goal_bonus_penalty": "Additional goal +/-",
+ "goal": "Goal",
+ "impact_notes": "Impact / Notes",
+ "vp_bank": "VP Bank",
+ "vp_bank_capacity": "Capacity",
+ "current_vp": "Current VP",
+ "current_wp": "Current WP",
+ "surge": "Surge",
+ "surge_rating": "Rating",
+ "surge_number": "Number",
+ "perks": "Perks",
+ "perk_name": "Perk",
+ "perk_notes": "Description / Notes",
+ "capabilities": "Capabilities",
+ "capability_name": "Capability",
+ "capability_notes": "Description / Notes",
+ "birthrights": "Birthrights",
+ "birthright_name": "Birthright",
+ "birthright_notes": "Description",
+ "possessions": "Possessions",
+ "techgnosis": "Techgnosis",
+ "carried_equipment": "Carried Equipment",
+ "tech_level_s": "TL",
+ "equipment_size": "Size",
+ "carried_weapons": "Carried Weapons",
+ "damage_s": "Dmg.",
+ "strength_s": "Str.",
+ "range_s": "Rng.",
+ "rate_of_fire_s": "RoF",
+ "ammunition_s": "Ammo",
+ "weapon_features": "Features",
+ "owned": "Owned",
+ "location": "Location",
+ "money": "Money",
+ "cash": "Cash",
+ "asset": "Asset",
+ "income": "Income",
+ "last_notes": "Last Notes",
+ "victory_points": "VP",
+ "failure": "Failure!",
+ "critical_failure": "Critical failure!",
+ "critical_success": "Critical success!",
+ "success": "Success!",
+ "notes": "Notes"
+}
diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/hu.json b/Fading Suns 4th Edition - Pax Alexius/translations/hu.json
new file mode 100644
index 0000000000..e3b1311c53
--- /dev/null
+++ b/Fading Suns 4th Edition - Pax Alexius/translations/hu.json
@@ -0,0 +1,199 @@
+{
+ "computed_info": "{{0}}. Auto-computed.",
+ "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.",
+ "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.",
+ "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).",
+ "name": "Name",
+ "planet": "Planet",
+ "rank": "Rank",
+ "birthdate": "Birthdate",
+ "species": "Species",
+ "size": "Size",
+ "speed": "Speed",
+ "class": "Class",
+ "level": "Level",
+ "faction": "Faction",
+ "blessing": "Blessing",
+ "curse": "Curse",
+ "calling": "Calling",
+ "traits": "Traits",
+ "skills": "Skills",
+ "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor",
+ "academia": "Academia",
+ "alchemy": "Alchemy",
+ "animalia": "Animalia",
+ "arts": "Arts",
+ "charm": "Charm",
+ "crafts": "Crafts",
+ "disguise": "Disguise",
+ "drive": "Drive",
+ "empathy": "Empathy",
+ "fight": "Fight",
+ "focus": "Focus",
+ "impress": "Impress",
+ "interface": "Interface",
+ "intrusion": "Intrusion",
+ "knavery": "Knavery",
+ "melee": "Melee",
+ "observe": "Observe",
+ "perform": "Perform",
+ "pilot": "Pilot",
+ "remedy": "Remedy",
+ "shoot": "Shoot",
+ "sleight_of_hand": "Sleight of Hand",
+ "sneak": "Sneak",
+ "survival": "Survival",
+ "tech_redemption": "Tech Redemption",
+ "vigor": "Vigor",
+ "body": "Body",
+ "strength": "Strength",
+ "dexterity": "Dexterity",
+ "endurance": "Endurance",
+ "mind": "Mind",
+ "wits": "Wits",
+ "perception": "Perception",
+ "will": "Will",
+ "spirit": "Spirit",
+ "presence": "Presence",
+ "intuition": "Intuition",
+ "faith": "Faith",
+ "occult": "Occult",
+ "psi": "Psi",
+ "urge": "Urge",
+ "theurgy": "Theurgy",
+ "hubris": "Hubris",
+ "resistances": "Resistances",
+ "resistance_modifier": "Mod.",
+ "armor": "Armor",
+ "armor_features": "Features",
+ "blaster_s": "Blstr.",
+ "flame_s": "Flm.",
+ "hard_s": "Hrd.",
+ "laser_s": "Lsr.",
+ "shock_s": "Shk.",
+ "slam_s": "Slm.",
+ "sonic_s": "Son.",
+ "e_shield": "E-Shield",
+ "e_shield_thresholds": "Thresholds",
+ "e_shield_hits": "Hits",
+ "vitality": "Vitality",
+ "rating": "Rating",
+ "current": "Current",
+ "revivals": "Revivals",
+ "number": "Number",
+ "states": "States",
+ "state": "State",
+ "resistance_s": "R.",
+ "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer",
+ "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous",
+ "physical_states": "Physical States",
+ "blinded": "Blinded",
+ "dazed": "Dazed",
+ "deafened": "Deafened",
+ "desensitized": "Desensitized",
+ "disoriented": "Disoriented",
+ "dying": "Dying",
+ "euphoric": "Euphoric",
+ "fatigued": "Fatigued",
+ "hearing_impaired": "Hearing Impaired",
+ "hindered": "Hindered",
+ "immobilized": "Immobilized",
+ "incapacitated": "Incapacitated",
+ "mangled": "Mangled",
+ "nauseated": "Nauseated",
+ "paralized": "Paralized",
+ "prone": "Prone",
+ "seeing_impaired": "Seeing Impaired",
+ "stimulated": "Stimulated",
+ "stunned": "Stunned",
+ "suspended": "Suspended",
+ "tormented": "Tormented",
+ "unconscious": "Unconscious",
+ "mental_states": "Mental States",
+ "afraid": "Afraid",
+ "angered": "Angered",
+ "anxious": "Anxious",
+ "berserk": "Berserk",
+ "commanded": "Commanded",
+ "confused": "Confused",
+ "deceived": "Deceived",
+ "enlightened": "Enlightened",
+ "penalized": "Penalized",
+ "terrified": "Terrified",
+ "wowed": "Wowed",
+ "social_states": "Social States",
+ "awed": "Awed",
+ "befriended": "Befriended",
+ "castigated": "Castigated",
+ "convinced": "Convinced",
+ "daunted": "Daunted",
+ "divinely_inspired": "Divinely Inspired",
+ "entreated": "Entreated",
+ "guilty": "Guilty",
+ "humiliated": "Humiliated",
+ "mesmerized": "Mesmerized",
+ "roused": "Roused",
+ "tech_compulsions": "Tech Compulsions",
+ "acquisitive": "Acquisitive",
+ "bloodthirsty": "Bloodthirsty",
+ "cruel": "Cruel",
+ "destructive": "Destructive",
+ "heedless": "Heedless",
+ "hypercritical": "Hypercritical",
+ "indiscreet": "Indiscreet",
+ "industrious": "Industrious",
+ "inerrant": "Inerrant",
+ "pretentious": "Pretentious",
+ "protective": "Protective",
+ "reckless": "Reckless",
+ "solicitous": "Solicitous",
+ "actions": "Actions",
+ "action": "Maneuver/Attack",
+ "characteristic": "Characteristic",
+ "skill": "Skill",
+ "goal_bonus_penalty": "Goal +/-",
+ "additional_goal_bonus_penalty": "Additional goal +/-",
+ "goal": "Goal",
+ "impact_notes": "Impact / Notes",
+ "vp_bank": "VP Bank",
+ "vp_bank_capacity": "Capacity",
+ "current_vp": "Current VP",
+ "current_wp": "Current WP",
+ "surge": "Surge",
+ "surge_rating": "Rating",
+ "surge_number": "Number",
+ "perks": "Perks",
+ "perk_name": "Perk",
+ "perk_notes": "Description / Notes",
+ "capabilities": "Capabilities",
+ "capability_name": "Capability",
+ "capability_notes": "Description / Notes",
+ "birthrights": "Birthrights",
+ "birthright_name": "Birthright",
+ "birthright_notes": "Description",
+ "possessions": "Possessions",
+ "techgnosis": "Techgnosis",
+ "carried_equipment": "Carried Equipment",
+ "tech_level_s": "TL",
+ "equipment_size": "Size",
+ "carried_weapons": "Carried Weapons",
+ "damage_s": "Dmg.",
+ "strength_s": "Str.",
+ "range_s": "Rng.",
+ "rate_of_fire_s": "RoF",
+ "ammunition_s": "Ammo",
+ "weapon_features": "Features",
+ "owned": "Owned",
+ "location": "Location",
+ "money": "Money",
+ "cash": "Cash",
+ "asset": "Asset",
+ "income": "Income",
+ "last_notes": "Last Notes",
+ "victory_points": "VP",
+ "failure": "Failure!",
+ "critical_failure": "Critical failure!",
+ "critical_success": "Critical success!",
+ "success": "Success!",
+ "notes": "Notes"
+}
diff --git a/Fate/translations/ca.json b/Fate/translations/ca.json
new file mode 100644
index 0000000000..c013ada255
--- /dev/null
+++ b/Fate/translations/ca.json
@@ -0,0 +1,338 @@
+{
+ "Academics": "Academics",
+ "add-fx": "[Add a common effect]",
+ "add-skills": "Load Skillset",
+ "all3": "All Three",
+ "aspect": "Aspect",
+ "aspects": "Aspects",
+ "Athletics": "Athletics",
+ "Awareness": "Awareness",
+ "below": "Below",
+ "beyond": "Beyond",
+ "box-values": "Box Values",
+ "breakdown": "Breakdown",
+ "Burdens": "Burdens",
+ "Burglary": "Burglary",
+ "Careful": "Careful",
+ "cats": "Secrets of Cats",
+ "choose-gameset": "[Choose a Gameset to Load]",
+ "Clever": "Clever",
+ "collateral-damage": "Collateral Damage",
+ "Computers": "Computers",
+ "con-val": "Consequence Value",
+ "condition": "Condition",
+ "conditions": "Conditions",
+ "consequence-choose": "[Choose Consequence]",
+ "consequence": "Consequence",
+ "consequences": "Consequences",
+ "Contacts": "Contacts",
+ "corruption": "Corruption",
+ "cost": "Cost",
+ "Crafts": "Crafts",
+ "custom-track": "Custom Track (?-?-?)",
+ "Deceive": "Deceive",
+ "del-skills": "Remove Skillset",
+ "desc": "Description",
+ "dfa": "Dresden Files Accelerated",
+ "display-by-list": "Compact List",
+ "display-by-rating": "Group By Rating",
+ "rating": "Rating",
+ "display-choose": "[Choose Display Style]",
+ "display-style": "Display Style",
+ "doomed": "Doomed (lasting)",
+ "drawbacks": "Drawbacks",
+ "Drive": "Drive",
+ "edit": "Edit",
+ "Empathy": "Empathy",
+ "escalating-track": "Escalating Track (1-2-3)",
+ "fae": "Fate Accelerated",
+ "fcon": "Fate Condensed",
+ "fcore": "Fate Core",
+ "Fight": "Fight",
+ "flags": "Flags",
+ "Flair": "Flair",
+ "Flashy": "Flashy",
+ "flat-track": "Flat Track (1-1-1)",
+ "foc": "Fate of Cthulhu",
+ "Focus": "Focus",
+ "Force": "Force",
+ "Forceful": "Forceful",
+ "fp": "Fate Points",
+ "Free Aspect": "Free Aspect",
+ "free-invokes": "Free Invokes",
+ "fx1": "Forced Movement (you move your target up to two zones).",
+ "fx1n": "Forced Movement",
+ "fx2": "Area Attack (attack everyone in a zone).",
+ "fx2n": "Area Attack",
+ "fx3": "Inflict Condition (you add an aspect to the target, which you can invoke once for free).",
+ "fx3n": "Inflict Condition",
+ "fx4": "Extra Movement (you can move up to two zones for free).",
+ "fx4n": "Extra Movement",
+ "fx5": "Physical Recovery (you recover from all physical stress).",
+ "fx5n": "Physical Recovery",
+ "fx6": "Mental Recovery (you recover from all mental stress).",
+ "fx6n": "Mental Recovery",
+ "fx7": "Extra Action (you can split your shifts between two different yet related actions, adding a +1 to each action).",
+ "fx7n": "Extra Action",
+ "Gadgetry": "Gadgetry",
+ "Guile": "Guile",
+ "Haste": "Haste",
+ "High Concept": "High Concept",
+ "indebted": "Indebted (sticky)",
+ "initialize": "Initialize",
+ "inperil": "In Peril (sticky)",
+ "Intellect": "Intellect",
+ "Investigate": "Investigate",
+ "Knowledge": "Knowledge",
+ "label": "Label",
+ "Lore": "Lore",
+ "makechoice": "[make your choice]",
+ "mental": "Mental",
+ "mild": "Mild",
+ "moderate": "Moderate",
+ "name": "Name",
+ "Naming": "Naming",
+ "noset": "Don't Pre-Configure",
+ "note": "Note",
+ "notes": "Notes",
+ "Notice": "Notice",
+ "Other Aspect": "Other Aspect",
+ "other": "Other",
+ "Persuade": "Persuade",
+ "physical": "Physical",
+ "Physique": "Physique",
+ "power": "Power",
+ "powers": "Powers",
+ "preload-for": "Preload character sheet configuration for",
+ "Provoke": "Provoke",
+ "quick-add": "Quick Add",
+ "Quick": "Quick",
+ "Rapport": "Rapport",
+ "rating-1": "Poor (-1)",
+ "rating-2": "Terrible (-2)",
+ "rating-3": "Catastrophic (-3)",
+ "rating-4": "Horrifying (-4)",
+ "rating-5": "Horrifying-1 (-5)",
+ "rating-6": "Horrifying-2 (-6)",
+ "rating-7": "Horrifying-3 (-7)",
+ "rating-8": "Horrifying-4 (-8)",
+ "rating-word-1": "Poor",
+ "rating-word-2": "Terrible",
+ "rating-word-3": "Catastrophic",
+ "rating-word-4": "Horrifying",
+ "rating-word-5": "Horrifying-1",
+ "rating-word-6": "Horrifying-2",
+ "rating-word-7": "Horrifying-3",
+ "rating-word-8": "Horrifying-4",
+ "rating-word0": "Mediocre",
+ "rating-word1": "Average",
+ "rating-word2": "Fair",
+ "rating-word3": "Good",
+ "rating-word4": "Great",
+ "rating-word5": "Superb",
+ "rating-word6": "Fantastic",
+ "rating-word7": "Epic",
+ "rating-word8": "Legendary",
+ "rating-word9": "Legendary+1",
+ "rating-word10": "Legendary+2",
+ "rating-word11": "Legendary+3",
+ "rating-word12": "Legendary+4",
+ "rating-word13": "Legendary+5",
+ "rating-word14": "Legendary+6",
+ "rating-word15": "Legendary+7",
+ "rating-word16": "Legendary+8",
+ "rating0": "Mediocre (+0)",
+ "rating1": "Average (+1)",
+ "rating2": "Fair (+2)",
+ "rating3": "Good (+3)",
+ "rating4": "Great (+4)",
+ "rating5": "Superb (+5)",
+ "rating6": "Fantastic (+6)",
+ "rating7": "Epic (+7)",
+ "rating8": "Legendary (+8)",
+ "rating9": "Leg.+1 (+9)",
+ "rating10": "Leg.+2 (+10)",
+ "rating11": "Leg.+3 (+11)",
+ "rating12": "Leg.+4 (+12)",
+ "rating13": "Leg.+5 (+13)",
+ "rating14": "Leg.+6 (+14)",
+ "rating15": "Leg.+7 (+15)",
+ "rating16": "Leg.+8 (+16)",
+ "recovering": "Recovering",
+ "refresh": "Refresh",
+ "Relationship": "Relationship",
+ "Resources": "Resources",
+ "roll20-issue": "Adding multiple skills at once sometimes misses a few in the list. You can fill gaps by adding the same list a second time. The process checks for and avoids duplicates. (You can also use this to merge skillsets together.)",
+ "Seeking": "Seeking",
+ "set-choose": "[Choose a Skillset]",
+ "severe": "Severe",
+ "shotc": "Shadow of the Century",
+ "Shaping": "Shaping",
+ "Shoot": "Shoot",
+ "situation-aspect": "Situation Aspect",
+ "situation-aspects": "Situation Aspects",
+ "skill": "Skill",
+ "skills": "Skills",
+ "Sneaky": "Sneaky",
+ "social": "Social",
+ "special-effects": "Special Effects",
+ "Stealth": "Stealth",
+ "stress": "Stress",
+ "stunt": "Stunt",
+ "stunts": "Stunts",
+ "Territory": "Territory",
+ "title": "Title",
+ "track-choose": "[Choose Track Style]",
+ "track-length": "Track Length",
+ "track": "Track",
+ "tracks": "Tracks",
+ "Trouble": "Trouble",
+ "True Name": "True Name",
+ "venture": "Venture City",
+ "Warding": "Warding",
+ "Will": "Will",
+ "preload-desc": "Choose a prebuilt set of options. Other than the first two, your choice will override the settings seen below.",
+ "show-aspects": "Show Aspects",
+ "show-conditions": "Show Conditions",
+ "show-consequences": "Show Consequences",
+ "show-corruption": "Show Corruption",
+ "show-fp": "Show Fate Points",
+ "show-notes": "Show Notes",
+ "show-powers": "Show Powers",
+ "show-refresh": "Show Refresh",
+ "show-skills": "Show Skills",
+ "show-stress": "Show Stress",
+ "show-stunts": "Show Stunts",
+ "show-situation-aspects": "Show Situation Aspects",
+ "custom-build": "Custom build with options below",
+ "custom-aspects": "Custom Aspect Labels",
+ "custom-aspects-desc": "Enter a list separated by commas. You must select the Custom Build option up top for this to be used.",
+ "custom-conditions": "Custom Conditions",
+ "custom-conditions-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Length\", e.g., \"Indebted:5\". You may optionally include values for each box separated by spaces after the length, e.g., \"Doomed:1 6\". You must select the Custom Build option up top for this to be used.",
+ "custom-consequences": "Custom Consequences",
+ "custom-consequences-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Value\", e.g., \"Mild:2\". You must select the Custom Build option up top for this to be used.",
+ "custom-skills": "Custom Skill List",
+ "custom-skills-desc": "Enter a list separated by commas. You must select the Custom Build option up top for this to be used.",
+ "custom-stress": "Custom Stress Tracks",
+ "custom-stress-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Default Length\", e.g., \"Social:2\". You may optionally include values for each box (including ones beyond the default length) separated by spaces after the length, e.g., \"Social:2 1 2 3 4 5 6\". You must select the Custom Build option up top for this to be used.",
+ "roles": "Roles",
+ "role": "Role",
+ "show-roles": "Show Roles",
+ "roles-enabled": "Roles enabled!",
+ "role-choose": "[Choose a Role to Add]",
+ "add-roles": "Add a Premade Role",
+ "skill-comma-list": "List of Skills (separated by commas)",
+ "brain": "Brain",
+ "brawler": "Brawler",
+ "cop": "Cop",
+ "detective": "Detective",
+ "dilettante": "Dilettante",
+ "face": "Face",
+ "hacker": "Hacker",
+ "inventor": "Inventor",
+ "leader": "Leader",
+ "ninja": "Ninja",
+ "saboteur": "Saboteur",
+ "soldier": "Soldier",
+ "spy": "Spy",
+ "thief": "Thief",
+ "warrior": "Warrior",
+ "wheels": "Wheels",
+ "Insight": "Insight",
+ "modes": "Modes",
+ "mode": "Mode",
+ "show-modes": "Show Modes",
+ "modes-enabled": "Modes enabled!",
+ "mode-choose": "[Choose a Mode to Add]",
+ "add-modes": "Add a Premade Mode",
+ "battle": "Battle",
+ "talk": "Talk",
+ "thievery": "Thievery",
+ "woodcraft": "Woodcraft",
+ "action": "Action",
+ "banter": "Banter",
+ "intrigue": "Intrigue",
+ "science": "Science",
+ "science-bracket": "[Science]",
+ "skills-listed-need": "Skills listed must also be added to your skill list. If you list a skill here before it is in your skill list, you may need to close and reopen sheet to sync.",
+ "Intimidation": "Intimidation",
+ "Melee": "Melee",
+ "Missile": "Missile",
+ "Deceit": "Deceit",
+ "Survival": "Survival",
+ "Combat": "Combat",
+ "Vehicles": "Vehicles",
+ "robo": "Atomic Robo",
+ "m12": "Majestic 12",
+ "Teslology": "Teslology",
+ "Transdimensional Tesliana": "Transdimensional Tesliana",
+ "Neuro-Electric Tesliana": "Neuro-Electric Tesliana",
+ "Bureaucracy": "Bureaucracy",
+ "adf": "Advance Defense Force",
+ "erd": "Enhanced Research Department",
+ "sdu": "Sub-Dimensional Unit",
+ "feb": "First Earth Battalion",
+ "psi": "Paranormal Sensory Initiative",
+ "oop": "Office of Operations and Procurement",
+ "Tactics": "Tactics",
+ "crisis": "Crisis",
+ "lab": "Lab",
+ "office": "Office",
+ "pr": "Public Relations",
+ "Fitness": "Fitness",
+ "Tradecraft": "Tradecraft",
+ "Kaiju Studies": "Kaiju Studies",
+ "Technology": "Technology",
+ "Operate": "Operate",
+ "Ambition": "Ambition",
+ "Networking": "Networking",
+ "Spin": "Spin",
+ "fst": "Fate System Toolkit",
+ "kaijuinc": "Kaiju Incorporated",
+ "Omega": "Omega",
+ "Interview": "Interview",
+ "autofocus": "Automatically Focused",
+ "autospecialized": "Automatically Specialized",
+ "extra": "Extra",
+ "extras": "Extras",
+ "show-extras": "Show Extras",
+ "add...": "Add...",
+ "permission": "Permission",
+ "permissions": "Permissions",
+ "extra-desc": "Extras are composed of a series of elements. For each extra, start by adding a title element, then add other elements as needed: permissions, costs, aspects, skills, tracks, ratings (e.g., weapon:X, armor:X), notes. Use the label field when present to insert a small header above the entry.",
+ "optional": "Optional",
+ "none": "None",
+ "label-icon": "Label Icon",
+ "plusdie": "Plus Die",
+ "minusdie": "Minus Die",
+ "blankdie": "Blank Die",
+ "rollable-aspects": "Rollable Aspects",
+ "show-rollable-aspects": "Show Rollable Aspects",
+ "roll-marked-aspects": "Roll Marked Aspects",
+ "aspect-value": "Aspect value when rolled",
+ "rollmod-prompt": "Roll Modifier Prompt",
+ "color-theme": "Color Theme",
+ "theme-desc": "Choose a color theme. Players can change it later own to suit their preferences. Some preloaded game settings will override this.",
+ "show": "Show",
+ "hide": "Hide",
+ "threerocketeers": "3 Rocketeers",
+ "rollable": "Rollable",
+ "bonus": "Bonus",
+ "roll": "Roll",
+ "tachyon-squadron": "Tachyon Squadron",
+ "pronouns": "Pronouns",
+ "swap-skills": "Swappable Skillsets",
+ "swap-skills-instruct": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Skill Name:Value\", e.g., \"Athletics:2, Investigation:1\". Unlisted skills will not be altered. All skills listed here must already exist in the sheet's skills.",
+ "load-skillset": "Load Skillset",
+ "grab-current-skills": "Import Current Skillset",
+ "ngen": "Ngen Mapu",
+ "Heart": "Heart",
+ "Humanity": "Humanity",
+ "Kindness": "Kindness",
+ "Shapeshift": "Shapeshift",
+ "Thieving": "Thieving",
+ "Wisdom": "Wisdom",
+ "category header optional": "Category Header (optional)",
+ "logo": "Logo",
+ "zzzz-end-of-json": ""
+}
\ No newline at end of file
diff --git a/Fate/translations/hu.json b/Fate/translations/hu.json
new file mode 100644
index 0000000000..c013ada255
--- /dev/null
+++ b/Fate/translations/hu.json
@@ -0,0 +1,338 @@
+{
+ "Academics": "Academics",
+ "add-fx": "[Add a common effect]",
+ "add-skills": "Load Skillset",
+ "all3": "All Three",
+ "aspect": "Aspect",
+ "aspects": "Aspects",
+ "Athletics": "Athletics",
+ "Awareness": "Awareness",
+ "below": "Below",
+ "beyond": "Beyond",
+ "box-values": "Box Values",
+ "breakdown": "Breakdown",
+ "Burdens": "Burdens",
+ "Burglary": "Burglary",
+ "Careful": "Careful",
+ "cats": "Secrets of Cats",
+ "choose-gameset": "[Choose a Gameset to Load]",
+ "Clever": "Clever",
+ "collateral-damage": "Collateral Damage",
+ "Computers": "Computers",
+ "con-val": "Consequence Value",
+ "condition": "Condition",
+ "conditions": "Conditions",
+ "consequence-choose": "[Choose Consequence]",
+ "consequence": "Consequence",
+ "consequences": "Consequences",
+ "Contacts": "Contacts",
+ "corruption": "Corruption",
+ "cost": "Cost",
+ "Crafts": "Crafts",
+ "custom-track": "Custom Track (?-?-?)",
+ "Deceive": "Deceive",
+ "del-skills": "Remove Skillset",
+ "desc": "Description",
+ "dfa": "Dresden Files Accelerated",
+ "display-by-list": "Compact List",
+ "display-by-rating": "Group By Rating",
+ "rating": "Rating",
+ "display-choose": "[Choose Display Style]",
+ "display-style": "Display Style",
+ "doomed": "Doomed (lasting)",
+ "drawbacks": "Drawbacks",
+ "Drive": "Drive",
+ "edit": "Edit",
+ "Empathy": "Empathy",
+ "escalating-track": "Escalating Track (1-2-3)",
+ "fae": "Fate Accelerated",
+ "fcon": "Fate Condensed",
+ "fcore": "Fate Core",
+ "Fight": "Fight",
+ "flags": "Flags",
+ "Flair": "Flair",
+ "Flashy": "Flashy",
+ "flat-track": "Flat Track (1-1-1)",
+ "foc": "Fate of Cthulhu",
+ "Focus": "Focus",
+ "Force": "Force",
+ "Forceful": "Forceful",
+ "fp": "Fate Points",
+ "Free Aspect": "Free Aspect",
+ "free-invokes": "Free Invokes",
+ "fx1": "Forced Movement (you move your target up to two zones).",
+ "fx1n": "Forced Movement",
+ "fx2": "Area Attack (attack everyone in a zone).",
+ "fx2n": "Area Attack",
+ "fx3": "Inflict Condition (you add an aspect to the target, which you can invoke once for free).",
+ "fx3n": "Inflict Condition",
+ "fx4": "Extra Movement (you can move up to two zones for free).",
+ "fx4n": "Extra Movement",
+ "fx5": "Physical Recovery (you recover from all physical stress).",
+ "fx5n": "Physical Recovery",
+ "fx6": "Mental Recovery (you recover from all mental stress).",
+ "fx6n": "Mental Recovery",
+ "fx7": "Extra Action (you can split your shifts between two different yet related actions, adding a +1 to each action).",
+ "fx7n": "Extra Action",
+ "Gadgetry": "Gadgetry",
+ "Guile": "Guile",
+ "Haste": "Haste",
+ "High Concept": "High Concept",
+ "indebted": "Indebted (sticky)",
+ "initialize": "Initialize",
+ "inperil": "In Peril (sticky)",
+ "Intellect": "Intellect",
+ "Investigate": "Investigate",
+ "Knowledge": "Knowledge",
+ "label": "Label",
+ "Lore": "Lore",
+ "makechoice": "[make your choice]",
+ "mental": "Mental",
+ "mild": "Mild",
+ "moderate": "Moderate",
+ "name": "Name",
+ "Naming": "Naming",
+ "noset": "Don't Pre-Configure",
+ "note": "Note",
+ "notes": "Notes",
+ "Notice": "Notice",
+ "Other Aspect": "Other Aspect",
+ "other": "Other",
+ "Persuade": "Persuade",
+ "physical": "Physical",
+ "Physique": "Physique",
+ "power": "Power",
+ "powers": "Powers",
+ "preload-for": "Preload character sheet configuration for",
+ "Provoke": "Provoke",
+ "quick-add": "Quick Add",
+ "Quick": "Quick",
+ "Rapport": "Rapport",
+ "rating-1": "Poor (-1)",
+ "rating-2": "Terrible (-2)",
+ "rating-3": "Catastrophic (-3)",
+ "rating-4": "Horrifying (-4)",
+ "rating-5": "Horrifying-1 (-5)",
+ "rating-6": "Horrifying-2 (-6)",
+ "rating-7": "Horrifying-3 (-7)",
+ "rating-8": "Horrifying-4 (-8)",
+ "rating-word-1": "Poor",
+ "rating-word-2": "Terrible",
+ "rating-word-3": "Catastrophic",
+ "rating-word-4": "Horrifying",
+ "rating-word-5": "Horrifying-1",
+ "rating-word-6": "Horrifying-2",
+ "rating-word-7": "Horrifying-3",
+ "rating-word-8": "Horrifying-4",
+ "rating-word0": "Mediocre",
+ "rating-word1": "Average",
+ "rating-word2": "Fair",
+ "rating-word3": "Good",
+ "rating-word4": "Great",
+ "rating-word5": "Superb",
+ "rating-word6": "Fantastic",
+ "rating-word7": "Epic",
+ "rating-word8": "Legendary",
+ "rating-word9": "Legendary+1",
+ "rating-word10": "Legendary+2",
+ "rating-word11": "Legendary+3",
+ "rating-word12": "Legendary+4",
+ "rating-word13": "Legendary+5",
+ "rating-word14": "Legendary+6",
+ "rating-word15": "Legendary+7",
+ "rating-word16": "Legendary+8",
+ "rating0": "Mediocre (+0)",
+ "rating1": "Average (+1)",
+ "rating2": "Fair (+2)",
+ "rating3": "Good (+3)",
+ "rating4": "Great (+4)",
+ "rating5": "Superb (+5)",
+ "rating6": "Fantastic (+6)",
+ "rating7": "Epic (+7)",
+ "rating8": "Legendary (+8)",
+ "rating9": "Leg.+1 (+9)",
+ "rating10": "Leg.+2 (+10)",
+ "rating11": "Leg.+3 (+11)",
+ "rating12": "Leg.+4 (+12)",
+ "rating13": "Leg.+5 (+13)",
+ "rating14": "Leg.+6 (+14)",
+ "rating15": "Leg.+7 (+15)",
+ "rating16": "Leg.+8 (+16)",
+ "recovering": "Recovering",
+ "refresh": "Refresh",
+ "Relationship": "Relationship",
+ "Resources": "Resources",
+ "roll20-issue": "Adding multiple skills at once sometimes misses a few in the list. You can fill gaps by adding the same list a second time. The process checks for and avoids duplicates. (You can also use this to merge skillsets together.)",
+ "Seeking": "Seeking",
+ "set-choose": "[Choose a Skillset]",
+ "severe": "Severe",
+ "shotc": "Shadow of the Century",
+ "Shaping": "Shaping",
+ "Shoot": "Shoot",
+ "situation-aspect": "Situation Aspect",
+ "situation-aspects": "Situation Aspects",
+ "skill": "Skill",
+ "skills": "Skills",
+ "Sneaky": "Sneaky",
+ "social": "Social",
+ "special-effects": "Special Effects",
+ "Stealth": "Stealth",
+ "stress": "Stress",
+ "stunt": "Stunt",
+ "stunts": "Stunts",
+ "Territory": "Territory",
+ "title": "Title",
+ "track-choose": "[Choose Track Style]",
+ "track-length": "Track Length",
+ "track": "Track",
+ "tracks": "Tracks",
+ "Trouble": "Trouble",
+ "True Name": "True Name",
+ "venture": "Venture City",
+ "Warding": "Warding",
+ "Will": "Will",
+ "preload-desc": "Choose a prebuilt set of options. Other than the first two, your choice will override the settings seen below.",
+ "show-aspects": "Show Aspects",
+ "show-conditions": "Show Conditions",
+ "show-consequences": "Show Consequences",
+ "show-corruption": "Show Corruption",
+ "show-fp": "Show Fate Points",
+ "show-notes": "Show Notes",
+ "show-powers": "Show Powers",
+ "show-refresh": "Show Refresh",
+ "show-skills": "Show Skills",
+ "show-stress": "Show Stress",
+ "show-stunts": "Show Stunts",
+ "show-situation-aspects": "Show Situation Aspects",
+ "custom-build": "Custom build with options below",
+ "custom-aspects": "Custom Aspect Labels",
+ "custom-aspects-desc": "Enter a list separated by commas. You must select the Custom Build option up top for this to be used.",
+ "custom-conditions": "Custom Conditions",
+ "custom-conditions-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Length\", e.g., \"Indebted:5\". You may optionally include values for each box separated by spaces after the length, e.g., \"Doomed:1 6\". You must select the Custom Build option up top for this to be used.",
+ "custom-consequences": "Custom Consequences",
+ "custom-consequences-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Value\", e.g., \"Mild:2\". You must select the Custom Build option up top for this to be used.",
+ "custom-skills": "Custom Skill List",
+ "custom-skills-desc": "Enter a list separated by commas. You must select the Custom Build option up top for this to be used.",
+ "custom-stress": "Custom Stress Tracks",
+ "custom-stress-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Default Length\", e.g., \"Social:2\". You may optionally include values for each box (including ones beyond the default length) separated by spaces after the length, e.g., \"Social:2 1 2 3 4 5 6\". You must select the Custom Build option up top for this to be used.",
+ "roles": "Roles",
+ "role": "Role",
+ "show-roles": "Show Roles",
+ "roles-enabled": "Roles enabled!",
+ "role-choose": "[Choose a Role to Add]",
+ "add-roles": "Add a Premade Role",
+ "skill-comma-list": "List of Skills (separated by commas)",
+ "brain": "Brain",
+ "brawler": "Brawler",
+ "cop": "Cop",
+ "detective": "Detective",
+ "dilettante": "Dilettante",
+ "face": "Face",
+ "hacker": "Hacker",
+ "inventor": "Inventor",
+ "leader": "Leader",
+ "ninja": "Ninja",
+ "saboteur": "Saboteur",
+ "soldier": "Soldier",
+ "spy": "Spy",
+ "thief": "Thief",
+ "warrior": "Warrior",
+ "wheels": "Wheels",
+ "Insight": "Insight",
+ "modes": "Modes",
+ "mode": "Mode",
+ "show-modes": "Show Modes",
+ "modes-enabled": "Modes enabled!",
+ "mode-choose": "[Choose a Mode to Add]",
+ "add-modes": "Add a Premade Mode",
+ "battle": "Battle",
+ "talk": "Talk",
+ "thievery": "Thievery",
+ "woodcraft": "Woodcraft",
+ "action": "Action",
+ "banter": "Banter",
+ "intrigue": "Intrigue",
+ "science": "Science",
+ "science-bracket": "[Science]",
+ "skills-listed-need": "Skills listed must also be added to your skill list. If you list a skill here before it is in your skill list, you may need to close and reopen sheet to sync.",
+ "Intimidation": "Intimidation",
+ "Melee": "Melee",
+ "Missile": "Missile",
+ "Deceit": "Deceit",
+ "Survival": "Survival",
+ "Combat": "Combat",
+ "Vehicles": "Vehicles",
+ "robo": "Atomic Robo",
+ "m12": "Majestic 12",
+ "Teslology": "Teslology",
+ "Transdimensional Tesliana": "Transdimensional Tesliana",
+ "Neuro-Electric Tesliana": "Neuro-Electric Tesliana",
+ "Bureaucracy": "Bureaucracy",
+ "adf": "Advance Defense Force",
+ "erd": "Enhanced Research Department",
+ "sdu": "Sub-Dimensional Unit",
+ "feb": "First Earth Battalion",
+ "psi": "Paranormal Sensory Initiative",
+ "oop": "Office of Operations and Procurement",
+ "Tactics": "Tactics",
+ "crisis": "Crisis",
+ "lab": "Lab",
+ "office": "Office",
+ "pr": "Public Relations",
+ "Fitness": "Fitness",
+ "Tradecraft": "Tradecraft",
+ "Kaiju Studies": "Kaiju Studies",
+ "Technology": "Technology",
+ "Operate": "Operate",
+ "Ambition": "Ambition",
+ "Networking": "Networking",
+ "Spin": "Spin",
+ "fst": "Fate System Toolkit",
+ "kaijuinc": "Kaiju Incorporated",
+ "Omega": "Omega",
+ "Interview": "Interview",
+ "autofocus": "Automatically Focused",
+ "autospecialized": "Automatically Specialized",
+ "extra": "Extra",
+ "extras": "Extras",
+ "show-extras": "Show Extras",
+ "add...": "Add...",
+ "permission": "Permission",
+ "permissions": "Permissions",
+ "extra-desc": "Extras are composed of a series of elements. For each extra, start by adding a title element, then add other elements as needed: permissions, costs, aspects, skills, tracks, ratings (e.g., weapon:X, armor:X), notes. Use the label field when present to insert a small header above the entry.",
+ "optional": "Optional",
+ "none": "None",
+ "label-icon": "Label Icon",
+ "plusdie": "Plus Die",
+ "minusdie": "Minus Die",
+ "blankdie": "Blank Die",
+ "rollable-aspects": "Rollable Aspects",
+ "show-rollable-aspects": "Show Rollable Aspects",
+ "roll-marked-aspects": "Roll Marked Aspects",
+ "aspect-value": "Aspect value when rolled",
+ "rollmod-prompt": "Roll Modifier Prompt",
+ "color-theme": "Color Theme",
+ "theme-desc": "Choose a color theme. Players can change it later own to suit their preferences. Some preloaded game settings will override this.",
+ "show": "Show",
+ "hide": "Hide",
+ "threerocketeers": "3 Rocketeers",
+ "rollable": "Rollable",
+ "bonus": "Bonus",
+ "roll": "Roll",
+ "tachyon-squadron": "Tachyon Squadron",
+ "pronouns": "Pronouns",
+ "swap-skills": "Swappable Skillsets",
+ "swap-skills-instruct": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Skill Name:Value\", e.g., \"Athletics:2, Investigation:1\". Unlisted skills will not be altered. All skills listed here must already exist in the sheet's skills.",
+ "load-skillset": "Load Skillset",
+ "grab-current-skills": "Import Current Skillset",
+ "ngen": "Ngen Mapu",
+ "Heart": "Heart",
+ "Humanity": "Humanity",
+ "Kindness": "Kindness",
+ "Shapeshift": "Shapeshift",
+ "Thieving": "Thieving",
+ "Wisdom": "Wisdom",
+ "category header optional": "Category Header (optional)",
+ "logo": "Logo",
+ "zzzz-end-of-json": ""
+}
\ No newline at end of file
diff --git a/Fellowship/translations/ca.json b/Fellowship/translations/ca.json
new file mode 100644
index 0000000000..1a25d811bc
--- /dev/null
+++ b/Fellowship/translations/ca.json
@@ -0,0 +1,230 @@
+{
+ "hopeordespair": "Are you rolling with Hope or Despair?",
+ "neither": "Neither",
+ "hope": "Hope",
+ "withhope": "with Hope",
+ "despair": "Despair",
+ "withdespair": "with Despair",
+ "numberofbonds": "Number of Bonds?",
+ "rolls": "rolls",
+ "succeeds": "Succeeds",
+ "succeeds-partially": "Succeeds partially",
+ "misses": "Misses",
+ "name": "Name",
+ "look": "Look",
+ "class-archetype": "Playbook",
+ "dwarf": "The Dwarf",
+ "elf": "The Elf",
+ "halfling": "The Halfling",
+ "harbinger": "The Harbinger",
+ "heir": "The Heir",
+ "orc": "The Orc",
+ "squire": "The Squire",
+ "giant": "The Giant",
+ "dragon": "The Dragon",
+ "constructed": "The Constructed",
+ "spider": "The Spider",
+ "remnant": "The Remnant",
+ "pair": "The Pair",
+ "overlord": "The Overlord",
+ "ship": "The Ship",
+ "npc": "NPC",
+ "stats": "Stats",
+ "for-dwarf": "For The Dwarf and those that have shared a Dwarf move",
+ "iron": "Iron",
+ "for-harbinger": "For The Harbinger and those that have shared a Harbinger move",
+ "doom": "Doom",
+ "for-necrotic": "To mark necrotic damage",
+ "necrotic": "Necrotic",
+ "blood": "Blood",
+ "damaged": "Damaged",
+ "blood-desc": "Power, Loyalty, Passion",
+ "courage": "Courage",
+ "courage-desc": "Inner Strength, Tenacity",
+ "grace": "Grace",
+ "grace-desc": "Style, Skill, Agility",
+ "sense": "Sense",
+ "sense-desc": "Wits, Logic, Observation",
+ "wisdom": "Wisdom",
+ "wisdom-desc": "Knowledge, Tact, Kindness",
+ "iron-desc": "Survivability, Stubbornness",
+ "doom-desc": "Prophecy, Magic, Darkness",
+ "necrotic-abbreviated": "Necr",
+ "for-trio": "For playing The Pair as a Trio",
+ "Trio": "Trio",
+ "crew": "Crew",
+ "cannon": "Cannon",
+ "engine": "Engine",
+ "Captain": "Captain",
+ "Pilot": "Pilot",
+ "Gunner": "Gunner",
+ "Comms": "Comms",
+ "Engineer": "Engineer",
+ "npc-despair-description": "NPCs in despair cannot help or harm you",
+ "in-despair": "In Despair",
+ "improvements": "Improvements",
+ "level": "Level",
+ "show-hide-improvements": "Show/Hide Improvements",
+ "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated",
+ "increase-blood-or-wisdom-max3": "Increase your Blood or Wisdom by 1 (to a maximum of +3).",
+ "increase-stat-max3": "Increase one of your stats by 1 (to a maximum of +3).",
+ "take-dwarven-custom": "Take a Dwarven Custom.",
+ "take-dwarven-or-shared-custom": "Take another Dwarven Custom, or ask another player to share a Move with you.",
+ "take-dwarven-custom-or-gear": "Take another Dwarven Custom, or two more Dwarven Gear options. You cannot choose a Gear option you already have.",
+ "share-gear": "Share one of your Gear options with another player.",
+ "take-destiny": "You have Changed. You must be level 5 or higher to take this Advancement. When you Change, choose a Destiny you meet the requirements for and take its first Move.",
+ "increase-blood-or-sense-max3": "Increase your Blood or Sense by 1 (to a maximum of +3).",
+ "take-unknown-move": "Take a Core or Custom move from any basic playbook. You cannot take a move someone else already knows.",
+ "take-elven-custom": "Take an Eleven Custom.",
+ "share-move-3bonds": "Choose a player you have 3 Bonds with, Share a Move with them.",
+ "increase-grace-or-sense-max3": "Increase your Grace or Sense by 1 (to a maximum of +3).",
+ "take-halfling-custom": "Take a Halfling Custom.",
+ "take-halfling-custom-or-type": "Take another Halfling Custom or choose another Move from the list of What Is A Halfling? options.",
+ "get-shared-move-3bonds": "Choose a player you have 3 Bonds with. They share one of their Moves or Gear options with you.",
+ "powerful harbinger": "Use Powerful Harbinger Advancement",
+ "increase-courage-or-wisdom-max3": "Increase your Courage or Wisdom by 1 (to a maximum of +3).",
+ "take-harbinger-custom": "Take a Harbinger Custom.",
+ "take-harbinger-custom-or-gear": "Take another Harbinger Custom, or one more Harbinger Gear option.",
+ "take-harbinger-custom-or-get-shared-move": "Take another Harbinger Custom, or ask another player to share a Move with you)",
+ "increase-stat-max2": "Increase one of your stats by 1 (to a maximum of +2).",
+ "take-witch-custom": "Take a Witch Custom.",
+ "take-witch-custom-min5": "Take a Witch's Custom. must be level 5 or higher to take this Advancement.",
+ "take-destiny-custom-min5": "Take a Custom Move from any Destiny Playbook. You must be level 5 or higher to take this Advancement.",
+ "share-move2": "Choose a player. You Share a Move with them.",
+ "get-shared-move": "Choose a player. They Share a Move with you.",
+ "get-or-share-move": "Choose a player. They Share a move with you, or you Share a Move with them.",
+ "become-threat-to-world": "You have become a Threat to the World. You must be level 5 or higher to take this Advancement. When facing another Threat to the World, you do not need to pay a price simply to act against them.",
+ "increase-blood-or-grace-max3": "Increase your Blood or Grace by 1 (to a maximum of +3).",
+ "take-heir-custom": "Take an Heir Custom.",
+ "take-heir-custom-or-shared-move": "Take another Heir Custom, or have another player share a Move with you.",
+ "share-move1": "Share one of your Moves with another player.",
+ "increase-courage-or-sense-max3": "Increase your Courage or Sense by 1 (to a maximum of +3).",
+ "take-orc-custom": "Take an Orc Custom.",
+ "take-other-gear": "Choose a single option from up to two other players' Gear lists. Your choices are added to your Gear permanently.",
+ "take-squire-custom": "Take a Squire Custom.",
+ "take-squire-custom-or-share-move": "Gain another Squire Custom, or share a Move with someone.",
+ "get-shared-move2": "Choose a different player. They Share a Move with you.",
+ "take-giant-custom": "Take a Giant Custom.",
+ "take-giant-gear": "Take another Giant's Gear option from any list.",
+ "share-move-or-gear": "Choose a player. Share one of your Moves or Gear options with them.",
+ "share-move-or-gear2": "Choose a different player. Share one of your Moves or Gear options with them.",
+ "take-non-giant-destiny-custom-min5": "Take a Custom Move from any Destiny Playbook other than The Little Giant. You must be level 5 or higher to take this Advancement.",
+ "take-dragon-custom": "Take a Dragon Custom.",
+ "take-dragon-custom-or-shared-move": "Take another Dragon Custom, or ask another player to share a Move with you.",
+ "take-constructed-custom": "Take a Constructed Custom.",
+ "take-constructed-custom-or-type": "Take another Constructed Custom, or choose another Move from the What Are You Made Of? options.",
+ "take-constructed-custom-or-share-move": "Take another Constructed Custom, or share one of your Moves with another player.",
+ "get-shared-move-or-gear-3bonds": "Choose a player you have 3 Bonds with. They share one of their Moves or Gear options with you.",
+ "increase-grace-or-wisdom-max3": "Increase your Grace or Wisdom by 1 (to a maximum of +3).",
+ "take-spider-custom": "Take a Spider Custom.",
+ "take-spider-custom-or-type": "Take another Spider's Custom, OR choose another move from the What Is A Spider? list.",
+ "take-remnant-custom": "Take a Remnant Custom.",
+ "strengthen-curse": "Strengthen your curse. Choose another Gear option that your curse makes easy, or remove a Gear option that your curse makes difficult.",
+ "take-remnant-custom-or-shared-move-or-curse": "Take another Remnant Custom, ask someone to Share a Move with you, or strength your curse (as above).",
+ "increase-pair-stat-max2": "Increase one of the Pair's stats by +1, to a max of +2.",
+ "increase-pair-blood-or-courage-max2": "Increase one of the Pair's Blood or Courage by +1, to a maximum of +2.",
+ "take-pair-custom": "Take another Paired Custom.",
+ "take-pair-custom-or-shared-move": "Take another Paired Custom, or have another player Share a Move with you.",
+ "take-pair-type": "The Pair's relationship has evolved. Choose another option from the Who Are The Pair? Move list.",
+ "take-non-destiny-custom": "Take a Custom move from any non-Destiny playbook, even this one.",
+ "take-any-custom-together": "Take a Custom move from any playbook, even this one or a Destiny playbook. The Pair can only use that move while Working Together.",
+ "get-shared-move-together": "Choose a player. They Share a Move with you. The Pair can only use that move while Working Together.",
+ "share-move-min5": "Choose a player. You Share a Move with them. You must be level 5 or higher to take this Advancement.",
+ "become-paired-threat-to-world": "While Working Together, you are now a Threat to the World. You must be level 5 or higher to take this Advancement. When facing another Threat to the World, you do not need to pay a price simply to act against them.",
+ "increase-ship-stat-max2": "Increase one of the ship's stats by +1 (to a maximum of +2).",
+ "take-captain-gear-or-increase-ship-stat-max2": "The Captain chooses another piece of Gear, or increases one of the ship's stats by +1 (to a maximum of +2).",
+ "take-pilot-gear": "The Pilot chooses another piece of Gear.",
+ "take-gunner-gear": "The Gunner chooses another piece of Gear.",
+ "take-comms-gear": "The Comms chooses another piece of Gear.",
+ "take-engineer-gear": "The Engineer chooses another piece of Gear.",
+ "take-additional-ship": "You get another Ship. The Ship must be level 5 or higher to takethis Advancement. The new Ship starts at level 1.",
+ "ascended": "The Ascended",
+ "chosen-one": "The Chosen One",
+ "cyborg": "The Cyborg",
+ "elven-elite": "The Elven Elite",
+ "end-of-days": "The End of Days",
+ "firebrand": "The Firebrand",
+ "halfling-sheriff": "The Halfling Sheriff",
+ "knight": "The Knight",
+ "leader": "The Leader",
+ "legend": "The Legend",
+ "lord-of-beasts": "The Lord of Beasts",
+ "orc-boss": "The Orc-Boss",
+ "ur-dwarf": "The Ur-Dwarf",
+ "warlord": "The Warlord",
+ "witch": "The Witch",
+ "little-giant": "The Little Giant",
+ "final-form": "The Final Form",
+ "war-machine": "The War Machine",
+ "world-weaver": "The World Weaver",
+ "ancient-secret": "The Ancient Secret",
+ "take-basic-custom": "Take a Custom Move from any basic playbook.",
+ "take-destiny-custom": "Take a Custom Move from any other Destiny.",
+ "take-ascended-custom": "Take an Ascended Custom.",
+ "take-chosen-one-custom": "Take a Chosen One Custom.",
+ "take-cyborg-custom": "Take a Cyborg Custom.",
+ "increase-grace-max3-or-elven-elite-custom": "Increase your Grace stat to +3. If it is already +3, take an Elven Elite Custom instead.",
+ "take-elven-elite-custom": "Take an Elven Elite Custom.",
+ "increase-doom-max3-or-end-of-days-custom": "Increase your Doom stat to +3. If it is already +3, take an End of Days Custom instead.",
+ "take-end-of-days-custom": "Take an End of Days Custom.",
+ "fire-immunity": "You become immune to fire, and cannot take damage from fire, heat, or explosions.",
+ "take-firebrand-custom": "Take a Firebrand Custom.",
+ "increase-courage-max3-or-halfling-sheriff-custom": "Increase your Courage stat to +3. If it is already +3, take a Halfling Sheriff Custom instead.",
+ "take-halfling-sheriff-custom": "Take a Halfling Sheriff Custom.",
+ "increase-sense-max3-or-knight-custom": "Increase your Sense stat to +3. If it is already +3, take a Knight Custom instead.",
+ "take-knight-custom": "Take a Knight Custom.",
+ "increase-bonds-max4": "You may now have up to 4 Bonds with a single person. Immediately Forge a Bond with everyone you have at least one Bond with.",
+ "take-leader-custom": "Take a Leader Custom.",
+ "take-legend-custom": "Take a Legend Custom.",
+ "take-wildspeaker-or-elf-custom": "Take either the Harbinger Custom Wildspeaker or any Elf Custom.",
+ "take-lord-of-beasts-custom": "Take a Lord of Beasts Custom.",
+ "increase-blood-max3-or-orc-boss-custom": "Increase your Blood stat to +3. If it is already +3, take an Orc-Boss Custom instead.",
+ "take-orc-boss-custom": "Take an Orc-Boss Custom.",
+ "increase-iron-max3-or-ur-dwarf-custom": "Increase your Iron stat to +3. If it is already +3, take an Ur-Dwarf Custom instead.",
+ "take-ur-dwarf-custom": "Take an Ur-Dwarf Custom.",
+ "increase-wisdom-max3-or-warlord-custom": "Increase your Wisdom stat to +3. If it is already +3, take a Warlord Custom instead.",
+ "take-warlord-custom": "Take a Warlord Custom.",
+ "take-little-giant-custom": "Take a Little Giant Custom.",
+ "increase-blood-max3-or-final-form-custom": "Increase your Blood stat to +3. If it is already +3, take a Final Form Custom instead.",
+ "take-final-form-custom": "Take a Final Form Custom.",
+ "increase-courage-max3-or-war-machine-custom": "Increase your Courage stat to +3. If it is already +3, take a War Machine Custom instead.",
+ "take-war-machine-custom": "Take a War Machine Custom.",
+ "take-world-weaver-custom": "Take a World Weaver Custom.",
+ "take-ancient-secret-custom": "Take an Ancient Secret Custom.",
+ "what-are-you": "What Are Your People?",
+ "what-is-purpose": "What Is Your Purpose?",
+ "what-are-you-made-of": "What Are You Made of?",
+ "what-is-curse": "What Is Your Curse?",
+ "who-are-pair": "Who are the Pair?",
+ "what-is-ship": "What is the Ship?",
+ "threats": "Threats",
+ "core-moves": "Core Moves",
+ "move": "Move",
+ "description": "Description",
+ "other-moves": "Custom Moves",
+ "agendas": "Agendas",
+ "starting-agendas": "Be Brave, Take Risks\nTell Us Of Your People\nImprove The World Around You",
+ "bonds": "Bonds",
+ "personality": "Personality",
+ "companions": "Companions",
+ "companion-name": "Companion Name",
+ "companion-stat-desc": "Companion Stat",
+ "other": "Other",
+ "gear": "Gear",
+ "gear-name": "Gear Name",
+ "gear-tags-desc": "Gear Tags & Description",
+ "other-items": "Other Items",
+ "custom-weapons": "Orc-Made Weapons",
+ "webs": "Webs",
+ "spells": "Spells",
+ "camouflage": "Camouflage",
+ "keen-senses": "Keen Senses",
+ "sense-magic": "Sense Magic",
+ "whisper": "Whisper on the Wind",
+ "seance": "Séance",
+ "smell-danger": "Smell Danger",
+ "bound-by-blood": "Bound by Blood",
+ "blessing-strength": "Blessing of Strength",
+ "blessing-speed": "Blessing of Speed",
+ "blessing-glory": "Blessing of Glory"
+}
\ No newline at end of file
diff --git a/Fellowship/translations/hu.json b/Fellowship/translations/hu.json
new file mode 100644
index 0000000000..1a25d811bc
--- /dev/null
+++ b/Fellowship/translations/hu.json
@@ -0,0 +1,230 @@
+{
+ "hopeordespair": "Are you rolling with Hope or Despair?",
+ "neither": "Neither",
+ "hope": "Hope",
+ "withhope": "with Hope",
+ "despair": "Despair",
+ "withdespair": "with Despair",
+ "numberofbonds": "Number of Bonds?",
+ "rolls": "rolls",
+ "succeeds": "Succeeds",
+ "succeeds-partially": "Succeeds partially",
+ "misses": "Misses",
+ "name": "Name",
+ "look": "Look",
+ "class-archetype": "Playbook",
+ "dwarf": "The Dwarf",
+ "elf": "The Elf",
+ "halfling": "The Halfling",
+ "harbinger": "The Harbinger",
+ "heir": "The Heir",
+ "orc": "The Orc",
+ "squire": "The Squire",
+ "giant": "The Giant",
+ "dragon": "The Dragon",
+ "constructed": "The Constructed",
+ "spider": "The Spider",
+ "remnant": "The Remnant",
+ "pair": "The Pair",
+ "overlord": "The Overlord",
+ "ship": "The Ship",
+ "npc": "NPC",
+ "stats": "Stats",
+ "for-dwarf": "For The Dwarf and those that have shared a Dwarf move",
+ "iron": "Iron",
+ "for-harbinger": "For The Harbinger and those that have shared a Harbinger move",
+ "doom": "Doom",
+ "for-necrotic": "To mark necrotic damage",
+ "necrotic": "Necrotic",
+ "blood": "Blood",
+ "damaged": "Damaged",
+ "blood-desc": "Power, Loyalty, Passion",
+ "courage": "Courage",
+ "courage-desc": "Inner Strength, Tenacity",
+ "grace": "Grace",
+ "grace-desc": "Style, Skill, Agility",
+ "sense": "Sense",
+ "sense-desc": "Wits, Logic, Observation",
+ "wisdom": "Wisdom",
+ "wisdom-desc": "Knowledge, Tact, Kindness",
+ "iron-desc": "Survivability, Stubbornness",
+ "doom-desc": "Prophecy, Magic, Darkness",
+ "necrotic-abbreviated": "Necr",
+ "for-trio": "For playing The Pair as a Trio",
+ "Trio": "Trio",
+ "crew": "Crew",
+ "cannon": "Cannon",
+ "engine": "Engine",
+ "Captain": "Captain",
+ "Pilot": "Pilot",
+ "Gunner": "Gunner",
+ "Comms": "Comms",
+ "Engineer": "Engineer",
+ "npc-despair-description": "NPCs in despair cannot help or harm you",
+ "in-despair": "In Despair",
+ "improvements": "Improvements",
+ "level": "Level",
+ "show-hide-improvements": "Show/Hide Improvements",
+ "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated",
+ "increase-blood-or-wisdom-max3": "Increase your Blood or Wisdom by 1 (to a maximum of +3).",
+ "increase-stat-max3": "Increase one of your stats by 1 (to a maximum of +3).",
+ "take-dwarven-custom": "Take a Dwarven Custom.",
+ "take-dwarven-or-shared-custom": "Take another Dwarven Custom, or ask another player to share a Move with you.",
+ "take-dwarven-custom-or-gear": "Take another Dwarven Custom, or two more Dwarven Gear options. You cannot choose a Gear option you already have.",
+ "share-gear": "Share one of your Gear options with another player.",
+ "take-destiny": "You have Changed. You must be level 5 or higher to take this Advancement. When you Change, choose a Destiny you meet the requirements for and take its first Move.",
+ "increase-blood-or-sense-max3": "Increase your Blood or Sense by 1 (to a maximum of +3).",
+ "take-unknown-move": "Take a Core or Custom move from any basic playbook. You cannot take a move someone else already knows.",
+ "take-elven-custom": "Take an Eleven Custom.",
+ "share-move-3bonds": "Choose a player you have 3 Bonds with, Share a Move with them.",
+ "increase-grace-or-sense-max3": "Increase your Grace or Sense by 1 (to a maximum of +3).",
+ "take-halfling-custom": "Take a Halfling Custom.",
+ "take-halfling-custom-or-type": "Take another Halfling Custom or choose another Move from the list of What Is A Halfling? options.",
+ "get-shared-move-3bonds": "Choose a player you have 3 Bonds with. They share one of their Moves or Gear options with you.",
+ "powerful harbinger": "Use Powerful Harbinger Advancement",
+ "increase-courage-or-wisdom-max3": "Increase your Courage or Wisdom by 1 (to a maximum of +3).",
+ "take-harbinger-custom": "Take a Harbinger Custom.",
+ "take-harbinger-custom-or-gear": "Take another Harbinger Custom, or one more Harbinger Gear option.",
+ "take-harbinger-custom-or-get-shared-move": "Take another Harbinger Custom, or ask another player to share a Move with you)",
+ "increase-stat-max2": "Increase one of your stats by 1 (to a maximum of +2).",
+ "take-witch-custom": "Take a Witch Custom.",
+ "take-witch-custom-min5": "Take a Witch's Custom. must be level 5 or higher to take this Advancement.",
+ "take-destiny-custom-min5": "Take a Custom Move from any Destiny Playbook. You must be level 5 or higher to take this Advancement.",
+ "share-move2": "Choose a player. You Share a Move with them.",
+ "get-shared-move": "Choose a player. They Share a Move with you.",
+ "get-or-share-move": "Choose a player. They Share a move with you, or you Share a Move with them.",
+ "become-threat-to-world": "You have become a Threat to the World. You must be level 5 or higher to take this Advancement. When facing another Threat to the World, you do not need to pay a price simply to act against them.",
+ "increase-blood-or-grace-max3": "Increase your Blood or Grace by 1 (to a maximum of +3).",
+ "take-heir-custom": "Take an Heir Custom.",
+ "take-heir-custom-or-shared-move": "Take another Heir Custom, or have another player share a Move with you.",
+ "share-move1": "Share one of your Moves with another player.",
+ "increase-courage-or-sense-max3": "Increase your Courage or Sense by 1 (to a maximum of +3).",
+ "take-orc-custom": "Take an Orc Custom.",
+ "take-other-gear": "Choose a single option from up to two other players' Gear lists. Your choices are added to your Gear permanently.",
+ "take-squire-custom": "Take a Squire Custom.",
+ "take-squire-custom-or-share-move": "Gain another Squire Custom, or share a Move with someone.",
+ "get-shared-move2": "Choose a different player. They Share a Move with you.",
+ "take-giant-custom": "Take a Giant Custom.",
+ "take-giant-gear": "Take another Giant's Gear option from any list.",
+ "share-move-or-gear": "Choose a player. Share one of your Moves or Gear options with them.",
+ "share-move-or-gear2": "Choose a different player. Share one of your Moves or Gear options with them.",
+ "take-non-giant-destiny-custom-min5": "Take a Custom Move from any Destiny Playbook other than The Little Giant. You must be level 5 or higher to take this Advancement.",
+ "take-dragon-custom": "Take a Dragon Custom.",
+ "take-dragon-custom-or-shared-move": "Take another Dragon Custom, or ask another player to share a Move with you.",
+ "take-constructed-custom": "Take a Constructed Custom.",
+ "take-constructed-custom-or-type": "Take another Constructed Custom, or choose another Move from the What Are You Made Of? options.",
+ "take-constructed-custom-or-share-move": "Take another Constructed Custom, or share one of your Moves with another player.",
+ "get-shared-move-or-gear-3bonds": "Choose a player you have 3 Bonds with. They share one of their Moves or Gear options with you.",
+ "increase-grace-or-wisdom-max3": "Increase your Grace or Wisdom by 1 (to a maximum of +3).",
+ "take-spider-custom": "Take a Spider Custom.",
+ "take-spider-custom-or-type": "Take another Spider's Custom, OR choose another move from the What Is A Spider? list.",
+ "take-remnant-custom": "Take a Remnant Custom.",
+ "strengthen-curse": "Strengthen your curse. Choose another Gear option that your curse makes easy, or remove a Gear option that your curse makes difficult.",
+ "take-remnant-custom-or-shared-move-or-curse": "Take another Remnant Custom, ask someone to Share a Move with you, or strength your curse (as above).",
+ "increase-pair-stat-max2": "Increase one of the Pair's stats by +1, to a max of +2.",
+ "increase-pair-blood-or-courage-max2": "Increase one of the Pair's Blood or Courage by +1, to a maximum of +2.",
+ "take-pair-custom": "Take another Paired Custom.",
+ "take-pair-custom-or-shared-move": "Take another Paired Custom, or have another player Share a Move with you.",
+ "take-pair-type": "The Pair's relationship has evolved. Choose another option from the Who Are The Pair? Move list.",
+ "take-non-destiny-custom": "Take a Custom move from any non-Destiny playbook, even this one.",
+ "take-any-custom-together": "Take a Custom move from any playbook, even this one or a Destiny playbook. The Pair can only use that move while Working Together.",
+ "get-shared-move-together": "Choose a player. They Share a Move with you. The Pair can only use that move while Working Together.",
+ "share-move-min5": "Choose a player. You Share a Move with them. You must be level 5 or higher to take this Advancement.",
+ "become-paired-threat-to-world": "While Working Together, you are now a Threat to the World. You must be level 5 or higher to take this Advancement. When facing another Threat to the World, you do not need to pay a price simply to act against them.",
+ "increase-ship-stat-max2": "Increase one of the ship's stats by +1 (to a maximum of +2).",
+ "take-captain-gear-or-increase-ship-stat-max2": "The Captain chooses another piece of Gear, or increases one of the ship's stats by +1 (to a maximum of +2).",
+ "take-pilot-gear": "The Pilot chooses another piece of Gear.",
+ "take-gunner-gear": "The Gunner chooses another piece of Gear.",
+ "take-comms-gear": "The Comms chooses another piece of Gear.",
+ "take-engineer-gear": "The Engineer chooses another piece of Gear.",
+ "take-additional-ship": "You get another Ship. The Ship must be level 5 or higher to takethis Advancement. The new Ship starts at level 1.",
+ "ascended": "The Ascended",
+ "chosen-one": "The Chosen One",
+ "cyborg": "The Cyborg",
+ "elven-elite": "The Elven Elite",
+ "end-of-days": "The End of Days",
+ "firebrand": "The Firebrand",
+ "halfling-sheriff": "The Halfling Sheriff",
+ "knight": "The Knight",
+ "leader": "The Leader",
+ "legend": "The Legend",
+ "lord-of-beasts": "The Lord of Beasts",
+ "orc-boss": "The Orc-Boss",
+ "ur-dwarf": "The Ur-Dwarf",
+ "warlord": "The Warlord",
+ "witch": "The Witch",
+ "little-giant": "The Little Giant",
+ "final-form": "The Final Form",
+ "war-machine": "The War Machine",
+ "world-weaver": "The World Weaver",
+ "ancient-secret": "The Ancient Secret",
+ "take-basic-custom": "Take a Custom Move from any basic playbook.",
+ "take-destiny-custom": "Take a Custom Move from any other Destiny.",
+ "take-ascended-custom": "Take an Ascended Custom.",
+ "take-chosen-one-custom": "Take a Chosen One Custom.",
+ "take-cyborg-custom": "Take a Cyborg Custom.",
+ "increase-grace-max3-or-elven-elite-custom": "Increase your Grace stat to +3. If it is already +3, take an Elven Elite Custom instead.",
+ "take-elven-elite-custom": "Take an Elven Elite Custom.",
+ "increase-doom-max3-or-end-of-days-custom": "Increase your Doom stat to +3. If it is already +3, take an End of Days Custom instead.",
+ "take-end-of-days-custom": "Take an End of Days Custom.",
+ "fire-immunity": "You become immune to fire, and cannot take damage from fire, heat, or explosions.",
+ "take-firebrand-custom": "Take a Firebrand Custom.",
+ "increase-courage-max3-or-halfling-sheriff-custom": "Increase your Courage stat to +3. If it is already +3, take a Halfling Sheriff Custom instead.",
+ "take-halfling-sheriff-custom": "Take a Halfling Sheriff Custom.",
+ "increase-sense-max3-or-knight-custom": "Increase your Sense stat to +3. If it is already +3, take a Knight Custom instead.",
+ "take-knight-custom": "Take a Knight Custom.",
+ "increase-bonds-max4": "You may now have up to 4 Bonds with a single person. Immediately Forge a Bond with everyone you have at least one Bond with.",
+ "take-leader-custom": "Take a Leader Custom.",
+ "take-legend-custom": "Take a Legend Custom.",
+ "take-wildspeaker-or-elf-custom": "Take either the Harbinger Custom Wildspeaker or any Elf Custom.",
+ "take-lord-of-beasts-custom": "Take a Lord of Beasts Custom.",
+ "increase-blood-max3-or-orc-boss-custom": "Increase your Blood stat to +3. If it is already +3, take an Orc-Boss Custom instead.",
+ "take-orc-boss-custom": "Take an Orc-Boss Custom.",
+ "increase-iron-max3-or-ur-dwarf-custom": "Increase your Iron stat to +3. If it is already +3, take an Ur-Dwarf Custom instead.",
+ "take-ur-dwarf-custom": "Take an Ur-Dwarf Custom.",
+ "increase-wisdom-max3-or-warlord-custom": "Increase your Wisdom stat to +3. If it is already +3, take a Warlord Custom instead.",
+ "take-warlord-custom": "Take a Warlord Custom.",
+ "take-little-giant-custom": "Take a Little Giant Custom.",
+ "increase-blood-max3-or-final-form-custom": "Increase your Blood stat to +3. If it is already +3, take a Final Form Custom instead.",
+ "take-final-form-custom": "Take a Final Form Custom.",
+ "increase-courage-max3-or-war-machine-custom": "Increase your Courage stat to +3. If it is already +3, take a War Machine Custom instead.",
+ "take-war-machine-custom": "Take a War Machine Custom.",
+ "take-world-weaver-custom": "Take a World Weaver Custom.",
+ "take-ancient-secret-custom": "Take an Ancient Secret Custom.",
+ "what-are-you": "What Are Your People?",
+ "what-is-purpose": "What Is Your Purpose?",
+ "what-are-you-made-of": "What Are You Made of?",
+ "what-is-curse": "What Is Your Curse?",
+ "who-are-pair": "Who are the Pair?",
+ "what-is-ship": "What is the Ship?",
+ "threats": "Threats",
+ "core-moves": "Core Moves",
+ "move": "Move",
+ "description": "Description",
+ "other-moves": "Custom Moves",
+ "agendas": "Agendas",
+ "starting-agendas": "Be Brave, Take Risks\nTell Us Of Your People\nImprove The World Around You",
+ "bonds": "Bonds",
+ "personality": "Personality",
+ "companions": "Companions",
+ "companion-name": "Companion Name",
+ "companion-stat-desc": "Companion Stat",
+ "other": "Other",
+ "gear": "Gear",
+ "gear-name": "Gear Name",
+ "gear-tags-desc": "Gear Tags & Description",
+ "other-items": "Other Items",
+ "custom-weapons": "Orc-Made Weapons",
+ "webs": "Webs",
+ "spells": "Spells",
+ "camouflage": "Camouflage",
+ "keen-senses": "Keen Senses",
+ "sense-magic": "Sense Magic",
+ "whisper": "Whisper on the Wind",
+ "seance": "Séance",
+ "smell-danger": "Smell Danger",
+ "bound-by-blood": "Bound by Blood",
+ "blessing-strength": "Blessing of Strength",
+ "blessing-speed": "Blessing of Speed",
+ "blessing-glory": "Blessing of Glory"
+}
\ No newline at end of file
diff --git a/Feng-Shui-2/translations/ca.json b/Feng-Shui-2/translations/ca.json
new file mode 100644
index 0000000000..9fa12ad73b
--- /dev/null
+++ b/Feng-Shui-2/translations/ca.json
@@ -0,0 +1,48 @@
+{
+ "character-name-u": "CHARACTER NAME",
+ "character-concept-u": "CHARACTER CONCEPT",
+ "melodramatic-hook-u": "MELODRAMATIC HOOK",
+ "schtick-u": "SCHTICKS",
+ "schtick-name": "Schtick Name",
+ "notes-u": "NOTES",
+ "archtype-u": "ARCHTYPE",
+ "juncture-u": "JUNCTURE",
+ "wealth-u": "WEALTH",
+ "main-attack-u": "MAIN ATTACK",
+ "main-attack": "Main Attack",
+ "backup-attack-u": "BACKUP ATTACK",
+ "backup-attack": "Backup Attack",
+ "defense-u": "DEFENSE",
+ "defense": "Defense",
+ "toughness-u": "TOUGHNESS",
+ "toughness": "Toughness",
+ "fortune-u": "FORTUNE",
+ "fortune": "Fortune",
+ "initiative-u": "INITIATIVE",
+ "melodrama-u": "MELODRAMA",
+ "melodrama": "Melodrama",
+ "will-u": "WILL",
+ "will": "Will",
+ "notice-u": "NOTICE",
+ "notice": "Notice",
+ "strength-u": "STRENGTH",
+ "strength": "Strength",
+ "speed-u": "SPEED",
+ "speed": "Speed",
+ "weapons-u": "WEAPONS",
+ "weapon-name": "Weapon Name",
+ "special": "Special",
+ "skills-u": "SKILLS",
+ "skill-name": "Skill Name",
+ "untrained-skill": "Untrained Skill",
+ "wounds-u": "WOUNDS",
+ "wound-points-u": "WOUND POINTS: ",
+ "gain-impairment": "Gain Impairment at 25 and 30 wounds.",
+ "marks-of-death-u": "MARKS OF DEATH: ",
+ "death-check": "Death Check",
+ "rolls": "rolls",
+ "untrained-skill-roll": "attemps an Untrained Skill and rolls:",
+ "attempts": "attempts",
+ "death-check-roll": "tries to stayin the fight! Death Check. Difficulty",
+ "roll-is": "roll is"
+}
\ No newline at end of file
diff --git a/Feng-Shui-2/translations/hu.json b/Feng-Shui-2/translations/hu.json
new file mode 100644
index 0000000000..9fa12ad73b
--- /dev/null
+++ b/Feng-Shui-2/translations/hu.json
@@ -0,0 +1,48 @@
+{
+ "character-name-u": "CHARACTER NAME",
+ "character-concept-u": "CHARACTER CONCEPT",
+ "melodramatic-hook-u": "MELODRAMATIC HOOK",
+ "schtick-u": "SCHTICKS",
+ "schtick-name": "Schtick Name",
+ "notes-u": "NOTES",
+ "archtype-u": "ARCHTYPE",
+ "juncture-u": "JUNCTURE",
+ "wealth-u": "WEALTH",
+ "main-attack-u": "MAIN ATTACK",
+ "main-attack": "Main Attack",
+ "backup-attack-u": "BACKUP ATTACK",
+ "backup-attack": "Backup Attack",
+ "defense-u": "DEFENSE",
+ "defense": "Defense",
+ "toughness-u": "TOUGHNESS",
+ "toughness": "Toughness",
+ "fortune-u": "FORTUNE",
+ "fortune": "Fortune",
+ "initiative-u": "INITIATIVE",
+ "melodrama-u": "MELODRAMA",
+ "melodrama": "Melodrama",
+ "will-u": "WILL",
+ "will": "Will",
+ "notice-u": "NOTICE",
+ "notice": "Notice",
+ "strength-u": "STRENGTH",
+ "strength": "Strength",
+ "speed-u": "SPEED",
+ "speed": "Speed",
+ "weapons-u": "WEAPONS",
+ "weapon-name": "Weapon Name",
+ "special": "Special",
+ "skills-u": "SKILLS",
+ "skill-name": "Skill Name",
+ "untrained-skill": "Untrained Skill",
+ "wounds-u": "WOUNDS",
+ "wound-points-u": "WOUND POINTS: ",
+ "gain-impairment": "Gain Impairment at 25 and 30 wounds.",
+ "marks-of-death-u": "MARKS OF DEATH: ",
+ "death-check": "Death Check",
+ "rolls": "rolls",
+ "untrained-skill-roll": "attemps an Untrained Skill and rolls:",
+ "attempts": "attempts",
+ "death-check-roll": "tries to stayin the fight! Death Check. Difficulty",
+ "roll-is": "roll is"
+}
\ No newline at end of file
diff --git a/Five Torches Deep (FR version)/translations/ca.json b/Five Torches Deep (FR version)/translations/ca.json
new file mode 100644
index 0000000000..f00ad0f4e5
--- /dev/null
+++ b/Five Torches Deep (FR version)/translations/ca.json
@@ -0,0 +1,170 @@
+{
+ "name": "Nom",
+ "level": "Niveau",
+ "xp": "XP",
+ "race": "Race",
+ "class": "Classe",
+ "warrior": "Guerrier",
+ "thief": "Voleur",
+ "zealot": "Zélote",
+ "mage": "Mage",
+ "archetype": "Archétype",
+ "barbarian": "Barbare",
+ "fighter": "Combattant",
+ "ranger": "Rôdeur",
+ "assassin": "Assassin",
+ "bard": "Barde",
+ "rogue": "Gredin",
+ "priest": "Prêtre",
+ "druid": "Druide",
+ "paladin": "Paladin",
+ "sorcerer": "Encorceleur",
+ "warlock": "Sorcier",
+ "wizard": "Magicien",
+ "proficiency bonus": "Bonus de maîtrise",
+ "str": "FOR",
+ "dex": "DEX",
+ "con": "CON",
+ "int": "INT",
+ "wis": "SAG",
+ "cha": "CHA",
+ "speed": "Vitesse",
+ "load": "Charge",
+ "ac": "CA",
+ "hp": "PdV",
+ "resilience": "Résistance",
+ "supply": "Ress.",
+ "arcane": "Arcane",
+ "perception": "Perception",
+ "divine": "Divin",
+ "retainers": "Suivants",
+ "magic items": "Objets M.",
+ "proficiencies": "Maîtrises",
+ "armor": "Armures",
+ "weapon": "Armes",
+ "weapon_name": "Nom",
+ "weapon_prof": "Maît.",
+ "to_hit_attribute": "Carac. toucher",
+ "to_hit_bonus": "Bonus au toucher",
+ "damage": "Dégâts",
+ "damage_attr": "Carac.",
+ "description": "Description",
+ "strength": "Force",
+ "dexterity": "Dextérité",
+ "constitution": "Constitution",
+ "intelligence": "Intelligence",
+ "wisdom": "Sagesse",
+ "charisma": "Charisme",
+ "attack": "Attaque",
+ "spellbook": "Grimoire",
+ "spells known": "Sorts connus :",
+ "spellname": "Nom du sort",
+ "inventory": "Inventaire",
+ "durability": "Dur.",
+ "notes": "Notes",
+ "hd": "HD",
+ "brute": "Brute",
+ "leader": "Meneur",
+ "predator": "Prédateur",
+ "shaper": "Contrôleur",
+ "sniper": "Sniper",
+ "soldier": "Soldat",
+ "attack roll": "Jet d'attaque",
+ "hit points": "Points de vie",
+ "base modifier": "Modificateur de base",
+ "modifier": "Modificateur",
+ "roll": "Jet",
+ "techniques": "Techniques",
+ "ability drain": "Drain de caractéristique",
+ "adept": "Adepte",
+ "alter environment": "Altération de l'environnement",
+ "blast": "Décharge",
+ "burst": "Explosion",
+ "extra when": "Bonus conditionnel",
+ "force condition": "Infliger une condition",
+ "multiattack": "Multi-attaque",
+ "resistance or immunity": "Résistance ou immunité",
+ "shove": "Bouger",
+ "special movement": "Mouvement spécial",
+ "weakness": "Faiblesses",
+ "toutes": "toutes",
+ "légères, boucliers": "légères, boucliers",
+ "boucliers": "boucliers",
+ "simples": "simples",
+ "Coordination, tactique, volonté": "Coordination, tactique, volonté",
+ "Furtivité, tromperie, sens, outils": "Furtivité, tromperie, sens, outils",
+ "Histoire, intuition": "Histoire, intuition",
+ "Finesse, négociation": "Finesse, négociation",
+ "Intimidation, endurance, voyage": "Intimidation, endurance, voyage",
+ "Médecine, ingéniosité, diplomatie": "Médecine, ingéniosité, diplomatie",
+ "Nature, créatures, perception": "Nature, créatures, perception",
+ "Intimidation, intuition, traque": "Intimidation, intuition, traque",
+ "Représentation, inspiration, diplomatie": "Représentation, inspiration, diplomatie",
+ "Infiltration, athlétisme, investigation": "Infiltration, athlétisme, investigation",
+ "Soin, politique, magie divine": "Soin, politique, magie divine",
+ "Nature, créatures, magie druidique": "Nature, créatures, magie druidique",
+ "Instinct, endurance, athlétisme": "Instinct, endurance, athlétisme",
+ "Charme, volonté, magie chaotique": "Charme, volonté, magie chaotique",
+ "Intimidation, furtivité, magie profane": "Intimidation, furtivité, magie profane",
+ "Diplomatie, intuition, magie des arcanes": "Diplomatie, intuition, magie des arcanes",
+ "FOR/CON": "FOR/CON",
+ "INT/CHA": "INT/CHA",
+ "INT": "INT",
+ "SAG/INT": "SAG/INT",
+ "DEX/SAG": "DEX/SAG",
+ "FOR/DEX": "FOR/DEX",
+ "INT/DEX": "INT/DEX",
+ "CON": "CON",
+ "-": "-",
+ "CON/FOR": "CON/FOR",
+ "morale, tenir la ligne, résistance": "morale, tenir la ligne, résistance",
+ "magie, commandement, entouré de sbires": "magie, commandement, entouré de sbires",
+ "offensive, furtivité, patience, ruse": "offensive, furtivité, patience, ruse",
+ "forcer le mouvement, changer l'environnement": "forcer le mouvement, changer l'environnement",
+ "combat à distance, perception": "combat à distance, perception",
+ "combat, morale, discipline de groupe": "combat, morale, discipline de groupe",
+ "furtivité, finesse, perception, tactique": "furtivité, finesse, perception, tactique",
+ "combat, isolé, résistance": "combat, isolé, résistance",
+ "résistance, morale, combat direct": "résistance, morale, combat direct",
+ "combat en mêlée, être incapable de s'esquiver": "combat en mêlée, être incapable de s'esquiver",
+ "mêlée, résistance, morale": "mêlée, résistance, morale",
+ "magie, vitesse, l'absence de commandement, furtivité": "magie, vitesse, l'absence de commandement, furtivité",
+ "Les attaques réussies réduisent temporairement (de manière permanente à partir d'HD 5+) d'1d6 une caractéristique (choisissez le type à la création).": "Les attaques réussies réduisent temporairement (de manière permanente à partir d'HD 5+) d'1d6 une caractéristique (choisissez le type à la création).",
+ "Choisissez jusqu'à deux sorts des listes de magie des arcanes ou divine. La somme des niveaux de ces sorts ne peut excéder le HD de la créature. Les sorts peuvent être lancés une fois par rencontre.": "Choisissez jusqu'à deux sorts des listes de magie des arcanes ou divine. La somme des niveaux de ces sorts ne peut excéder le HD de la créature. Les sorts peuvent être lancés une fois par rencontre.",
+ "Zone de 9m/HD. La créature peut créer de nouveaux dangers ou modifier le champs de bataille (pierre, plantes, météorologie, mécanique, sens, magie).": "Zone de 9m/HD. La créature peut créer de nouveaux dangers ou modifier le champs de bataille (pierre, plantes, météorologie, mécanique, sens, magie).",
+ "Cône de 3m/2HD. Dégâts : 1d6/2HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.": "Cône de 3m/2HD. Dégâts : 1d6/2HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.",
+ "Sphère de 1m50/HD. Dégâts : 1d6/HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.": "Sphère de 1m50/HD. Dégâts : 1d6/HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.",
+ "Gagne un bonus lorsqu'un critère particulier est rempli (ex : plus de dégâts en forêt, bonus à la CA dans l'obscurité...).": "Gagne un bonus lorsqu'un critère particulier est rempli (ex : plus de dégâts en forêt, bonus à la CA dans l'obscurité...).",
+ "Les attaques réussies imposent une condition à la cible (aveuglé, assourdi, paralysé, hébété, charmé...).": "Les attaques réussies imposent une condition à la cible (aveuglé, assourdi, paralysé, hébété, charmé...).",
+ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.",
+ "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.",
+ "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.",
+ "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).",
+ "Test de Force": "Test de Force",
+ "Test de Dextérité": "Test de Dextérité",
+ "Test de Constitution": "Test de Constitution",
+ "Test d'Intelligence": "Test d'Intelligence",
+ "Test de Sagesse": "Test de Sagesse",
+ "Test de Charisme": "Test de Charisme",
+ "Test de Perception": "Test de Perception",
+ "Test de Magie des Arcanes": "Test de Magie des Arcanes",
+ "Test de Magie divine": "Test de Magie divine",
+ "Dégâts": "Dégâts",
+ "Jet d'attaque": "Jet d'attaque",
+ "Test standard": "Test standard",
+ "Test (force)": "Test (force)",
+ "Test (faiblesse)": "Test (faiblesse)",
+ "Maîtrise applicable ?": "Maîtrise applicable ?",
+ "Oui": "Oui",
+ "Non": "Non",
+ "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}",
+ "Caractéristiques": "Caractéristiques",
+ "Armes": "Armes",
+ "Magie": "Magie",
+ "Sens": "Sens",
+ "Techniques": "Techniques",
+ "Jets": "Jets",
+ "Forces": "Forces",
+ "Faiblesses": "Faiblesses",
+ "initiative": "Initiative"
+}
\ No newline at end of file
diff --git a/Five Torches Deep (FR version)/translations/hu.json b/Five Torches Deep (FR version)/translations/hu.json
new file mode 100644
index 0000000000..f00ad0f4e5
--- /dev/null
+++ b/Five Torches Deep (FR version)/translations/hu.json
@@ -0,0 +1,170 @@
+{
+ "name": "Nom",
+ "level": "Niveau",
+ "xp": "XP",
+ "race": "Race",
+ "class": "Classe",
+ "warrior": "Guerrier",
+ "thief": "Voleur",
+ "zealot": "Zélote",
+ "mage": "Mage",
+ "archetype": "Archétype",
+ "barbarian": "Barbare",
+ "fighter": "Combattant",
+ "ranger": "Rôdeur",
+ "assassin": "Assassin",
+ "bard": "Barde",
+ "rogue": "Gredin",
+ "priest": "Prêtre",
+ "druid": "Druide",
+ "paladin": "Paladin",
+ "sorcerer": "Encorceleur",
+ "warlock": "Sorcier",
+ "wizard": "Magicien",
+ "proficiency bonus": "Bonus de maîtrise",
+ "str": "FOR",
+ "dex": "DEX",
+ "con": "CON",
+ "int": "INT",
+ "wis": "SAG",
+ "cha": "CHA",
+ "speed": "Vitesse",
+ "load": "Charge",
+ "ac": "CA",
+ "hp": "PdV",
+ "resilience": "Résistance",
+ "supply": "Ress.",
+ "arcane": "Arcane",
+ "perception": "Perception",
+ "divine": "Divin",
+ "retainers": "Suivants",
+ "magic items": "Objets M.",
+ "proficiencies": "Maîtrises",
+ "armor": "Armures",
+ "weapon": "Armes",
+ "weapon_name": "Nom",
+ "weapon_prof": "Maît.",
+ "to_hit_attribute": "Carac. toucher",
+ "to_hit_bonus": "Bonus au toucher",
+ "damage": "Dégâts",
+ "damage_attr": "Carac.",
+ "description": "Description",
+ "strength": "Force",
+ "dexterity": "Dextérité",
+ "constitution": "Constitution",
+ "intelligence": "Intelligence",
+ "wisdom": "Sagesse",
+ "charisma": "Charisme",
+ "attack": "Attaque",
+ "spellbook": "Grimoire",
+ "spells known": "Sorts connus :",
+ "spellname": "Nom du sort",
+ "inventory": "Inventaire",
+ "durability": "Dur.",
+ "notes": "Notes",
+ "hd": "HD",
+ "brute": "Brute",
+ "leader": "Meneur",
+ "predator": "Prédateur",
+ "shaper": "Contrôleur",
+ "sniper": "Sniper",
+ "soldier": "Soldat",
+ "attack roll": "Jet d'attaque",
+ "hit points": "Points de vie",
+ "base modifier": "Modificateur de base",
+ "modifier": "Modificateur",
+ "roll": "Jet",
+ "techniques": "Techniques",
+ "ability drain": "Drain de caractéristique",
+ "adept": "Adepte",
+ "alter environment": "Altération de l'environnement",
+ "blast": "Décharge",
+ "burst": "Explosion",
+ "extra when": "Bonus conditionnel",
+ "force condition": "Infliger une condition",
+ "multiattack": "Multi-attaque",
+ "resistance or immunity": "Résistance ou immunité",
+ "shove": "Bouger",
+ "special movement": "Mouvement spécial",
+ "weakness": "Faiblesses",
+ "toutes": "toutes",
+ "légères, boucliers": "légères, boucliers",
+ "boucliers": "boucliers",
+ "simples": "simples",
+ "Coordination, tactique, volonté": "Coordination, tactique, volonté",
+ "Furtivité, tromperie, sens, outils": "Furtivité, tromperie, sens, outils",
+ "Histoire, intuition": "Histoire, intuition",
+ "Finesse, négociation": "Finesse, négociation",
+ "Intimidation, endurance, voyage": "Intimidation, endurance, voyage",
+ "Médecine, ingéniosité, diplomatie": "Médecine, ingéniosité, diplomatie",
+ "Nature, créatures, perception": "Nature, créatures, perception",
+ "Intimidation, intuition, traque": "Intimidation, intuition, traque",
+ "Représentation, inspiration, diplomatie": "Représentation, inspiration, diplomatie",
+ "Infiltration, athlétisme, investigation": "Infiltration, athlétisme, investigation",
+ "Soin, politique, magie divine": "Soin, politique, magie divine",
+ "Nature, créatures, magie druidique": "Nature, créatures, magie druidique",
+ "Instinct, endurance, athlétisme": "Instinct, endurance, athlétisme",
+ "Charme, volonté, magie chaotique": "Charme, volonté, magie chaotique",
+ "Intimidation, furtivité, magie profane": "Intimidation, furtivité, magie profane",
+ "Diplomatie, intuition, magie des arcanes": "Diplomatie, intuition, magie des arcanes",
+ "FOR/CON": "FOR/CON",
+ "INT/CHA": "INT/CHA",
+ "INT": "INT",
+ "SAG/INT": "SAG/INT",
+ "DEX/SAG": "DEX/SAG",
+ "FOR/DEX": "FOR/DEX",
+ "INT/DEX": "INT/DEX",
+ "CON": "CON",
+ "-": "-",
+ "CON/FOR": "CON/FOR",
+ "morale, tenir la ligne, résistance": "morale, tenir la ligne, résistance",
+ "magie, commandement, entouré de sbires": "magie, commandement, entouré de sbires",
+ "offensive, furtivité, patience, ruse": "offensive, furtivité, patience, ruse",
+ "forcer le mouvement, changer l'environnement": "forcer le mouvement, changer l'environnement",
+ "combat à distance, perception": "combat à distance, perception",
+ "combat, morale, discipline de groupe": "combat, morale, discipline de groupe",
+ "furtivité, finesse, perception, tactique": "furtivité, finesse, perception, tactique",
+ "combat, isolé, résistance": "combat, isolé, résistance",
+ "résistance, morale, combat direct": "résistance, morale, combat direct",
+ "combat en mêlée, être incapable de s'esquiver": "combat en mêlée, être incapable de s'esquiver",
+ "mêlée, résistance, morale": "mêlée, résistance, morale",
+ "magie, vitesse, l'absence de commandement, furtivité": "magie, vitesse, l'absence de commandement, furtivité",
+ "Les attaques réussies réduisent temporairement (de manière permanente à partir d'HD 5+) d'1d6 une caractéristique (choisissez le type à la création).": "Les attaques réussies réduisent temporairement (de manière permanente à partir d'HD 5+) d'1d6 une caractéristique (choisissez le type à la création).",
+ "Choisissez jusqu'à deux sorts des listes de magie des arcanes ou divine. La somme des niveaux de ces sorts ne peut excéder le HD de la créature. Les sorts peuvent être lancés une fois par rencontre.": "Choisissez jusqu'à deux sorts des listes de magie des arcanes ou divine. La somme des niveaux de ces sorts ne peut excéder le HD de la créature. Les sorts peuvent être lancés une fois par rencontre.",
+ "Zone de 9m/HD. La créature peut créer de nouveaux dangers ou modifier le champs de bataille (pierre, plantes, météorologie, mécanique, sens, magie).": "Zone de 9m/HD. La créature peut créer de nouveaux dangers ou modifier le champs de bataille (pierre, plantes, météorologie, mécanique, sens, magie).",
+ "Cône de 3m/2HD. Dégâts : 1d6/2HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.": "Cône de 3m/2HD. Dégâts : 1d6/2HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.",
+ "Sphère de 1m50/HD. Dégâts : 1d6/HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.": "Sphère de 1m50/HD. Dégâts : 1d6/HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.",
+ "Gagne un bonus lorsqu'un critère particulier est rempli (ex : plus de dégâts en forêt, bonus à la CA dans l'obscurité...).": "Gagne un bonus lorsqu'un critère particulier est rempli (ex : plus de dégâts en forêt, bonus à la CA dans l'obscurité...).",
+ "Les attaques réussies imposent une condition à la cible (aveuglé, assourdi, paralysé, hébété, charmé...).": "Les attaques réussies imposent une condition à la cible (aveuglé, assourdi, paralysé, hébété, charmé...).",
+ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.",
+ "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.",
+ "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.",
+ "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).",
+ "Test de Force": "Test de Force",
+ "Test de Dextérité": "Test de Dextérité",
+ "Test de Constitution": "Test de Constitution",
+ "Test d'Intelligence": "Test d'Intelligence",
+ "Test de Sagesse": "Test de Sagesse",
+ "Test de Charisme": "Test de Charisme",
+ "Test de Perception": "Test de Perception",
+ "Test de Magie des Arcanes": "Test de Magie des Arcanes",
+ "Test de Magie divine": "Test de Magie divine",
+ "Dégâts": "Dégâts",
+ "Jet d'attaque": "Jet d'attaque",
+ "Test standard": "Test standard",
+ "Test (force)": "Test (force)",
+ "Test (faiblesse)": "Test (faiblesse)",
+ "Maîtrise applicable ?": "Maîtrise applicable ?",
+ "Oui": "Oui",
+ "Non": "Non",
+ "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}",
+ "Caractéristiques": "Caractéristiques",
+ "Armes": "Armes",
+ "Magie": "Magie",
+ "Sens": "Sens",
+ "Techniques": "Techniques",
+ "Jets": "Jets",
+ "Forces": "Forces",
+ "Faiblesses": "Faiblesses",
+ "initiative": "Initiative"
+}
\ No newline at end of file
diff --git a/Forbidden_Lands/translations/ca.json b/Forbidden_Lands/translations/ca.json
new file mode 100644
index 0000000000..423025409b
--- /dev/null
+++ b/Forbidden_Lands/translations/ca.json
@@ -0,0 +1,339 @@
+{
+ "adult-2": "Adult+1",
+ "age": "Age",
+ "agility": "Agility",
+ "agility-abbr": "Agi",
+ "agility-abbr-u": "AGI",
+ "animal-handling": "Animal Handling",
+ "api-dice": "api dice",
+ "api-dice-title": "Use API Dice Roller. (API is a Pro feature) 'Forbidden Lands Year-Zero Die Roller' script must be installed.",
+ "appearance-u": "APPEARANCE",
+ "armor": "Armor",
+ "armor-helmet": "ARMOR/HELMET",
+ "armor-rating": "Armor Rating",
+ "armor-rating-abbr": "AR",
+ "armor-rating-total": "Total GEAR dice included for armor1 + armor2 + armor3 + armor4. @{ar}",
+ "armor-rating-u": "ARMOR RATING",
+ "armor-roll": "Armor Roll",
+ "armor-type": "Armor Type",
+ "armor1-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor1_bonus}",
+ "armor1-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor1_bonus_max}",
+ "armor1-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor1_damage}",
+ "armor1-bonus-total": "Total GEAR and SKILL dice included for armor1. @{armor1_ar}",
+ "armor2-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor2_bonus}",
+ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}",
+ "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}",
+ "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}",
+ "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}",
+ "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}",
+ "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}",
+ "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}",
+ "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}",
+ "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}",
+ "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}",
+ "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}",
+ "arms-length-abbr": "Arm's L.",
+ "arrows": "Arrows",
+ "artifact": "Artifact Dice",
+ "artifact-bonus": "Artifact Bonus",
+ "attack": "Attack",
+ "attack-abbrv": "Attk",
+ "attr-abbr": "Attr",
+ "attribute-score": "Attribute Score",
+ "attribute-u": "ATTRIBUTES",
+ "bane": "Bane",
+ "base": "Base",
+ "base-attr-abbr": "Base/Attr",
+ "base-attribute-dice": "Base/Attribute Dice",
+ "base-dice": "Base Dice",
+ "beasts-u": "BEASTS",
+ "body": "Body",
+ "bonus": "Bonus",
+ "bonus-abbr": "Bon",
+ "bread": "Bread",
+ "carried": "Carried",
+ "carried-abbr": "Carr",
+ "carry": "Carry",
+ "character": "Character",
+ "clear-dice-pool": "Clear Dice Pool",
+ "close": "[close]",
+ "close-announcements": "Close Announcements",
+ "cloth": "Cloth",
+ "clothing": "Clothing",
+ "coins-carried": "Coins Carried",
+ "coins-u": "COINS",
+ "cold": "Cold",
+ "condition-cold": "When the cold is bitter and you don’t have enough shelter, you have to roll ENDURANCE regularly. @{cold}",
+ "condition-hungry": "You must eat a ration of food at least once every day. After a day without food, you become HUNGRY. @{hungry}",
+ "condition-sleepy": "You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. @{sleepy}",
+ "condition-thirsty": "You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. @{thirsty}",
+ "condition-u": "CONDITIONS",
+ "consumable": "Consumable",
+ "consumable-note": "**note:** be sure to manually reduce the consumable die on the sheet if you roll bane of 1 or 2.",
+ "consumable-u": "CONSUMABLES",
+ "copper": "Copper",
+ "crafting": "Crafting",
+ "crafting-monster": "Crafting",
+ "critical-injuries": "Critical Injuries",
+ "critical-u": "CRITICAL INJURIES",
+ "current": "Current",
+ "current-preset": "Current Preset",
+ "custom-roll": "Custom Roll",
+ "d66-roll": "D66 Roll",
+ "damage": "Damage",
+ "damage-abbr": "Dmg",
+ "dark-secret": "Dark Secret",
+ "defense-rating": "Defense Rating",
+ "description": "Description",
+ "dice-only": "Dice Only",
+ "dice-pool": "Dice Pool",
+ "dice-pool-u": "DICE POOL",
+ "die": "Die",
+ "die-10": "d10",
+ "die-10-u": "D10",
+ "die-12": "d12",
+ "die-12-u": "D12",
+ "die-6": "d6",
+ "die-6-u": "D6",
+ "die-66": "d66",
+ "die-66-u": "D66",
+ "die-8": "d8",
+ "die-8-u": "D8",
+ "distant": "Distant",
+ "dmg-abbr": "Dmg",
+ "don": "Don",
+ "duration": "Duration",
+ "effects": "Effects",
+ "empathy": "Empathy",
+ "empathy-abbr": "Emp",
+ "encumbrance": "Encumbrance",
+ "encumbrance-current-abbr": "Current Encum",
+ "endurance": "Endurance",
+ "endurance-monster": "Endurance",
+ "epic": "Epic",
+ "experience-u": "EXPERIENCE",
+ "extra-damage": "Toggle extra damage tracking (25-48)",
+ "face": "Face",
+ "features": "Features",
+ "fish": "Fish",
+ "flour": "Flour",
+ "food": "Food",
+ "function-u": "FUNCTIONS",
+ "fur": "Fur",
+ "gea-u": "GEAR",
+ "gear": "Gear",
+ "gear-bonus": "Gear Bonus",
+ "gear-dice": "Gear Dice",
+ "gear-notes": "Gear/Notes",
+ "gear-weight": "Gear Weight",
+ "general-abbrv": "Gen",
+ "glass": "Glass",
+ "gold": "Gold",
+ "grain": "Grain",
+ "grip": "Grip",
+ "healing": "Healing",
+ "healing-time": "Healing Time",
+ "heavy-abbr": "H",
+ "herbs": "Herbs",
+ "hirelings-u": "HIRELINGS",
+ "hungry": "Hungry",
+ "ingredients": "Ingredients",
+ "injury": "Injury",
+ "insight": "Insight",
+ "iron": "Iron",
+ "iron-ore": "Iron Ore",
+ "item": "Item",
+ "kin": "Kin",
+ "latest-announcements": "Latest Announcements",
+ "leather": "Leather",
+ "legendary": "Legendary",
+ "lethal": "Lethal",
+ "light-abbr": "L",
+ "location": "Location",
+ "logo-forbidden-lands": "FORBIDDEN LANDS",
+ "long": "Long",
+ "lore": "Lore",
+ "lvl-abbr": "Lvl",
+ "manipulation": "Manipulation",
+ "marksmanship": "Marksmanship",
+ "marksmanship-abbr": "Marks.",
+ "max-abbr": "Max",
+ "meat": "Meat",
+ "melee-as-distance": "Melee",
+ "melee-as-skill": "Melee",
+ "melee-monster": "Melee",
+ "might": "Might",
+ "might-monster": "Might",
+ "mighty": "Mighty",
+ "misc-abbr": "Misc",
+ "misc-gear-abbr": "Misc Gear",
+ "misc-skill-abbr": "Misc Skill",
+ "monster": "Monster",
+ "monster-attack": "Monster Attack",
+ "monster-attacks-u": "MONSTER ATTACKS",
+ "monster-name": "Monster's Name/Type",
+ "moun-u": "MOUNT",
+ "mount": "Mount",
+ "mounted": "Mounted",
+ "mounts-gear": "Mount's Gear",
+ "move": "Move",
+ "move-type": "Move Type",
+ "movement": "Movement",
+ "name": "Name",
+ "near": "Near",
+ "no": "No",
+ "no-damage": "No Damage",
+ "no-willpower": "No Willpower",
+ "normal-abbr": "N",
+ "not-applicable-abbr": "n/a",
+ "note-description": "Note's description",
+ "note-name": "Note's name",
+ "notes": "Notes",
+ "notes-text": "notes...",
+ "notes-u": "NOTES",
+ "number-abbr": "Num",
+ "of-arrows": "of Arrows",
+ "of-food": "of Food",
+ "of-torches": "of Torches",
+ "of-water": "of Water",
+ "old-3": "Old+2",
+ "old-announcements": "Old Announcements",
+ "older": "[older]",
+ "on-mount": "Gear on Mount",
+ "one-hand-abbr": "1H",
+ "other": "Other",
+ "out-of-arrows": "Out of Arrows",
+ "out-of-food": "Out of Food",
+ "out-of-torches": "Out of Torches",
+ "out-of-water": "Out of Water",
+ "pack-rat": "Pack Rat Talent?",
+ "pack-rat-title": "You can carry additional items.",
+ "parry": "Parry",
+ "pc-name": "PC's name",
+ "performance": "Performance",
+ "personal": "Personal",
+ "pride": "Pride",
+ "pride-roll": "Pride Roll",
+ "production-outcome": "Production/Outcome",
+ "profession": "Profession",
+ "profession-abbrv": "Prof",
+ "push": "Push",
+ "push-dice": "Push the Dice!",
+ "push-query": "Is the Dice Pool correct...? (hint:remove successes and bane) |Yes - Submit to Roll.,Dice Pool is correct.|No - Cancel.,Dice Pool needs to be corrected.",
+ "pushes-the-roll": "Pushes the Roll",
+ "quantity-abbr": "Qty",
+ "range": "Range",
+ "ranged": "Ranged",
+ "rank": "Rank",
+ "rank-1-pack-rat": "Rank 1 (+2)",
+ "rank-2-pack-rat": "Rank 2 (+5)",
+ "rank-3-pack-rat": "Rank 3 (+10)",
+ "rating": "Rating",
+ "rating-abbr": "Rat",
+ "relationship-description": "Describe the relationship.",
+ "relationships-u": "RELATIONSHIPS",
+ "reputation": "Reputation",
+ "reputation-bonus": "How well known are you? @{reputation}",
+ "reputation-roll": "Reputation Roll",
+ "reset-dice": "Reset dice pool.",
+ "roll": "Roll",
+ "roll-agility": "Agility Roll",
+ "roll-dice": "Roll the Dice!",
+ "roll-dice-66": "Roll d66!",
+ "roll-dice-api": "Roll API Dice!",
+ "roll-empathy": "Empathy Roll",
+ "roll-strength": "Strength Roll",
+ "roll-wits": "Wits Roll",
+ "salary": "Salary copper/day",
+ "scouting": "Scouting",
+ "selected": "Selected",
+ "settings": "Settings",
+ "sheet-version-announcements": "Sheet version and announcements",
+ "shield": "Shield",
+ "shield-bonus": "Record the shield's CURRENT bonus up to MAX (adjusts GEAR dice) @{shield1_bonus}",
+ "shield-bonus-max": "Record the shield's UNDAMAGED bonus. @{shield1_bonus_max}",
+ "shield-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{shield1_bonus_misc}",
+ "shield-bonus-total": "Total BASE, GEAR, and SKILL dice included for Parry|Shove. @{shield1_bonus_total}",
+ "shield-u": "SHIELD",
+ "short": "Short",
+ "shove": "Shove",
+ "show-hide": "show/hide",
+ "silver": "Silver",
+ "skill": "Skill",
+ "skill-dice": "Skill Dice",
+ "skill-level": "Skill Level",
+ "skill-u": "SKILLS",
+ "skills-list": "animal-handling,crafting,endurance,healing,insight,lore,manipulation,marksmanship,melee,might,move,performance,scouting,sleight-of-hand,stealth,survival",
+ "sleepy": "Sleepy",
+ "sleight-of-hand": "Sleight of Hand",
+ "sort-skills": "Sort Skills by Attribute:",
+ "sort-stockpile": "Sort Stockpile resources alphabetically:",
+ "spell": "Spell",
+ "spell-name": "Spell's name",
+ "spell-u": "SPELLS",
+ "stealth": "Stealth",
+ "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs",
+ "stockpile-u": "STOCKPILE",
+ "stone": "Stone",
+ "strength": "Strength",
+ "strength-abbr": "Str",
+ "strength-abbr-u": "STR",
+ "stronghold": "Stronghold",
+ "stronghold-notes-u": "STRONGHOLD NOTES",
+ "stronghold-u": "STRONGHOLD",
+ "success": "Success",
+ "success-1": "1 Success",
+ "success-2": "2 Successes",
+ "success-3": "3 Successes",
+ "success-4": "4 Successes",
+ "survival": "Survival",
+ "talent-u": "TALENTS",
+ "tallow": "Tallow",
+ "thirsty": "Thirsty",
+ "time-limit": "Time Limit",
+ "tiny-abbr": "T",
+ "torches": "Torches",
+ "total": "Total",
+ "total-abbr": "Tot",
+ "two-hand-abbr": "2H",
+ "type": "Type",
+ "type-name": "Type/Name",
+ "units": "Units",
+ "update-dice-pool": "Update the dice pool. Use the 'Roll' button to roll the dice.",
+ "vegetables": "Vegetables",
+ "version-announcements": "Sheet version and announcements",
+ "water": "Water",
+ "weapon": "Weapon",
+ "weapon-bonus": "Record the weapon's CURRENT bonus up to MAX (adjusts GEAR dice). @{repeating_weapons_$X_weapon_bonus}",
+ "weapon-bonus-max": "Record the weapon's UNDAMAGED bonus. @{repeating_weapons_$X_weapon_bonus_max}",
+ "weapon-bonus-misc": "Miscellaneous bonus modifier (adjusts GEAR dice). @{repeating_weapons_$X_weapon_bonus_misc}",
+ "weapon-bonus-total": "Total GEAR dice included with the attack. @{repeating_weapons_$X_weapon_bonus_total}",
+ "weapon-damage": "Damage as per weapon tables. @{repeating_weapons_$X_weapon_damage}",
+ "weapon-damage-misc": "Miscellaneous damage modifier. @{repeating_weapons_$X_weapon_damage_misc}",
+ "weapon-damage-total": "Total damage included with the attack. @{repeating_weapons_$X_weapon_damage_total}",
+ "weapon-skill-misc": "Miscellaneous attack modifier (adjusts SKILL dice). @{repeating_weapons_$X_weapon_skill_misc}",
+ "weapon-skill-total": "Total SKILL dice included with the attack. @{repeating_weapons_$X_weapon_skill_total}",
+ "weapon-type-base": "BASE dice as per weapon/skill type. @{repeating_weapons_$X_weapon_base_total}",
+ "weapon-type-skill": "SKILL dice as per weapon/skill type. @{repeating_weapons_$X_weapon_skill_value}",
+ "weapon-u": "WEAPONS",
+ "weapons": "Weapons",
+ "weight-abbr": "Wt",
+ "whisper-macro": "Whisper roll?",
+ "whisper-nothing": "Do not whisper rolls(default).",
+ "whisper-options": "Whisper Options:",
+ "whisper-options-api": "API Whisper Options:",
+ "whisper-query": "Use a query.",
+ "whisper-rolls": "Whisper all rolls to the GM.",
+ "willpower": "Willpower",
+ "willpower-abbr": "Will",
+ "willpower-spent-abbr": "WP Spent",
+ "willpower-total-abbr": "Total WP",
+ "willpower-u": "WILLPOWER",
+ "wits": "Wits",
+ "wits-abbr": "Wit",
+ "wood": "Wood",
+ "wool": "Wool",
+ "yes": "Yes",
+ "yes-1": "Yes,-1",
+ "young-1": "Young"
+}
\ No newline at end of file
diff --git a/Forbidden_Lands/translations/hu.json b/Forbidden_Lands/translations/hu.json
new file mode 100644
index 0000000000..423025409b
--- /dev/null
+++ b/Forbidden_Lands/translations/hu.json
@@ -0,0 +1,339 @@
+{
+ "adult-2": "Adult+1",
+ "age": "Age",
+ "agility": "Agility",
+ "agility-abbr": "Agi",
+ "agility-abbr-u": "AGI",
+ "animal-handling": "Animal Handling",
+ "api-dice": "api dice",
+ "api-dice-title": "Use API Dice Roller. (API is a Pro feature) 'Forbidden Lands Year-Zero Die Roller' script must be installed.",
+ "appearance-u": "APPEARANCE",
+ "armor": "Armor",
+ "armor-helmet": "ARMOR/HELMET",
+ "armor-rating": "Armor Rating",
+ "armor-rating-abbr": "AR",
+ "armor-rating-total": "Total GEAR dice included for armor1 + armor2 + armor3 + armor4. @{ar}",
+ "armor-rating-u": "ARMOR RATING",
+ "armor-roll": "Armor Roll",
+ "armor-type": "Armor Type",
+ "armor1-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor1_bonus}",
+ "armor1-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor1_bonus_max}",
+ "armor1-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor1_damage}",
+ "armor1-bonus-total": "Total GEAR and SKILL dice included for armor1. @{armor1_ar}",
+ "armor2-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor2_bonus}",
+ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}",
+ "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}",
+ "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}",
+ "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}",
+ "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}",
+ "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}",
+ "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}",
+ "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}",
+ "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}",
+ "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}",
+ "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}",
+ "arms-length-abbr": "Arm's L.",
+ "arrows": "Arrows",
+ "artifact": "Artifact Dice",
+ "artifact-bonus": "Artifact Bonus",
+ "attack": "Attack",
+ "attack-abbrv": "Attk",
+ "attr-abbr": "Attr",
+ "attribute-score": "Attribute Score",
+ "attribute-u": "ATTRIBUTES",
+ "bane": "Bane",
+ "base": "Base",
+ "base-attr-abbr": "Base/Attr",
+ "base-attribute-dice": "Base/Attribute Dice",
+ "base-dice": "Base Dice",
+ "beasts-u": "BEASTS",
+ "body": "Body",
+ "bonus": "Bonus",
+ "bonus-abbr": "Bon",
+ "bread": "Bread",
+ "carried": "Carried",
+ "carried-abbr": "Carr",
+ "carry": "Carry",
+ "character": "Character",
+ "clear-dice-pool": "Clear Dice Pool",
+ "close": "[close]",
+ "close-announcements": "Close Announcements",
+ "cloth": "Cloth",
+ "clothing": "Clothing",
+ "coins-carried": "Coins Carried",
+ "coins-u": "COINS",
+ "cold": "Cold",
+ "condition-cold": "When the cold is bitter and you don’t have enough shelter, you have to roll ENDURANCE regularly. @{cold}",
+ "condition-hungry": "You must eat a ration of food at least once every day. After a day without food, you become HUNGRY. @{hungry}",
+ "condition-sleepy": "You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. @{sleepy}",
+ "condition-thirsty": "You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. @{thirsty}",
+ "condition-u": "CONDITIONS",
+ "consumable": "Consumable",
+ "consumable-note": "**note:** be sure to manually reduce the consumable die on the sheet if you roll bane of 1 or 2.",
+ "consumable-u": "CONSUMABLES",
+ "copper": "Copper",
+ "crafting": "Crafting",
+ "crafting-monster": "Crafting",
+ "critical-injuries": "Critical Injuries",
+ "critical-u": "CRITICAL INJURIES",
+ "current": "Current",
+ "current-preset": "Current Preset",
+ "custom-roll": "Custom Roll",
+ "d66-roll": "D66 Roll",
+ "damage": "Damage",
+ "damage-abbr": "Dmg",
+ "dark-secret": "Dark Secret",
+ "defense-rating": "Defense Rating",
+ "description": "Description",
+ "dice-only": "Dice Only",
+ "dice-pool": "Dice Pool",
+ "dice-pool-u": "DICE POOL",
+ "die": "Die",
+ "die-10": "d10",
+ "die-10-u": "D10",
+ "die-12": "d12",
+ "die-12-u": "D12",
+ "die-6": "d6",
+ "die-6-u": "D6",
+ "die-66": "d66",
+ "die-66-u": "D66",
+ "die-8": "d8",
+ "die-8-u": "D8",
+ "distant": "Distant",
+ "dmg-abbr": "Dmg",
+ "don": "Don",
+ "duration": "Duration",
+ "effects": "Effects",
+ "empathy": "Empathy",
+ "empathy-abbr": "Emp",
+ "encumbrance": "Encumbrance",
+ "encumbrance-current-abbr": "Current Encum",
+ "endurance": "Endurance",
+ "endurance-monster": "Endurance",
+ "epic": "Epic",
+ "experience-u": "EXPERIENCE",
+ "extra-damage": "Toggle extra damage tracking (25-48)",
+ "face": "Face",
+ "features": "Features",
+ "fish": "Fish",
+ "flour": "Flour",
+ "food": "Food",
+ "function-u": "FUNCTIONS",
+ "fur": "Fur",
+ "gea-u": "GEAR",
+ "gear": "Gear",
+ "gear-bonus": "Gear Bonus",
+ "gear-dice": "Gear Dice",
+ "gear-notes": "Gear/Notes",
+ "gear-weight": "Gear Weight",
+ "general-abbrv": "Gen",
+ "glass": "Glass",
+ "gold": "Gold",
+ "grain": "Grain",
+ "grip": "Grip",
+ "healing": "Healing",
+ "healing-time": "Healing Time",
+ "heavy-abbr": "H",
+ "herbs": "Herbs",
+ "hirelings-u": "HIRELINGS",
+ "hungry": "Hungry",
+ "ingredients": "Ingredients",
+ "injury": "Injury",
+ "insight": "Insight",
+ "iron": "Iron",
+ "iron-ore": "Iron Ore",
+ "item": "Item",
+ "kin": "Kin",
+ "latest-announcements": "Latest Announcements",
+ "leather": "Leather",
+ "legendary": "Legendary",
+ "lethal": "Lethal",
+ "light-abbr": "L",
+ "location": "Location",
+ "logo-forbidden-lands": "FORBIDDEN LANDS",
+ "long": "Long",
+ "lore": "Lore",
+ "lvl-abbr": "Lvl",
+ "manipulation": "Manipulation",
+ "marksmanship": "Marksmanship",
+ "marksmanship-abbr": "Marks.",
+ "max-abbr": "Max",
+ "meat": "Meat",
+ "melee-as-distance": "Melee",
+ "melee-as-skill": "Melee",
+ "melee-monster": "Melee",
+ "might": "Might",
+ "might-monster": "Might",
+ "mighty": "Mighty",
+ "misc-abbr": "Misc",
+ "misc-gear-abbr": "Misc Gear",
+ "misc-skill-abbr": "Misc Skill",
+ "monster": "Monster",
+ "monster-attack": "Monster Attack",
+ "monster-attacks-u": "MONSTER ATTACKS",
+ "monster-name": "Monster's Name/Type",
+ "moun-u": "MOUNT",
+ "mount": "Mount",
+ "mounted": "Mounted",
+ "mounts-gear": "Mount's Gear",
+ "move": "Move",
+ "move-type": "Move Type",
+ "movement": "Movement",
+ "name": "Name",
+ "near": "Near",
+ "no": "No",
+ "no-damage": "No Damage",
+ "no-willpower": "No Willpower",
+ "normal-abbr": "N",
+ "not-applicable-abbr": "n/a",
+ "note-description": "Note's description",
+ "note-name": "Note's name",
+ "notes": "Notes",
+ "notes-text": "notes...",
+ "notes-u": "NOTES",
+ "number-abbr": "Num",
+ "of-arrows": "of Arrows",
+ "of-food": "of Food",
+ "of-torches": "of Torches",
+ "of-water": "of Water",
+ "old-3": "Old+2",
+ "old-announcements": "Old Announcements",
+ "older": "[older]",
+ "on-mount": "Gear on Mount",
+ "one-hand-abbr": "1H",
+ "other": "Other",
+ "out-of-arrows": "Out of Arrows",
+ "out-of-food": "Out of Food",
+ "out-of-torches": "Out of Torches",
+ "out-of-water": "Out of Water",
+ "pack-rat": "Pack Rat Talent?",
+ "pack-rat-title": "You can carry additional items.",
+ "parry": "Parry",
+ "pc-name": "PC's name",
+ "performance": "Performance",
+ "personal": "Personal",
+ "pride": "Pride",
+ "pride-roll": "Pride Roll",
+ "production-outcome": "Production/Outcome",
+ "profession": "Profession",
+ "profession-abbrv": "Prof",
+ "push": "Push",
+ "push-dice": "Push the Dice!",
+ "push-query": "Is the Dice Pool correct...? (hint:remove successes and bane) |Yes - Submit to Roll.,Dice Pool is correct.|No - Cancel.,Dice Pool needs to be corrected.",
+ "pushes-the-roll": "Pushes the Roll",
+ "quantity-abbr": "Qty",
+ "range": "Range",
+ "ranged": "Ranged",
+ "rank": "Rank",
+ "rank-1-pack-rat": "Rank 1 (+2)",
+ "rank-2-pack-rat": "Rank 2 (+5)",
+ "rank-3-pack-rat": "Rank 3 (+10)",
+ "rating": "Rating",
+ "rating-abbr": "Rat",
+ "relationship-description": "Describe the relationship.",
+ "relationships-u": "RELATIONSHIPS",
+ "reputation": "Reputation",
+ "reputation-bonus": "How well known are you? @{reputation}",
+ "reputation-roll": "Reputation Roll",
+ "reset-dice": "Reset dice pool.",
+ "roll": "Roll",
+ "roll-agility": "Agility Roll",
+ "roll-dice": "Roll the Dice!",
+ "roll-dice-66": "Roll d66!",
+ "roll-dice-api": "Roll API Dice!",
+ "roll-empathy": "Empathy Roll",
+ "roll-strength": "Strength Roll",
+ "roll-wits": "Wits Roll",
+ "salary": "Salary copper/day",
+ "scouting": "Scouting",
+ "selected": "Selected",
+ "settings": "Settings",
+ "sheet-version-announcements": "Sheet version and announcements",
+ "shield": "Shield",
+ "shield-bonus": "Record the shield's CURRENT bonus up to MAX (adjusts GEAR dice) @{shield1_bonus}",
+ "shield-bonus-max": "Record the shield's UNDAMAGED bonus. @{shield1_bonus_max}",
+ "shield-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{shield1_bonus_misc}",
+ "shield-bonus-total": "Total BASE, GEAR, and SKILL dice included for Parry|Shove. @{shield1_bonus_total}",
+ "shield-u": "SHIELD",
+ "short": "Short",
+ "shove": "Shove",
+ "show-hide": "show/hide",
+ "silver": "Silver",
+ "skill": "Skill",
+ "skill-dice": "Skill Dice",
+ "skill-level": "Skill Level",
+ "skill-u": "SKILLS",
+ "skills-list": "animal-handling,crafting,endurance,healing,insight,lore,manipulation,marksmanship,melee,might,move,performance,scouting,sleight-of-hand,stealth,survival",
+ "sleepy": "Sleepy",
+ "sleight-of-hand": "Sleight of Hand",
+ "sort-skills": "Sort Skills by Attribute:",
+ "sort-stockpile": "Sort Stockpile resources alphabetically:",
+ "spell": "Spell",
+ "spell-name": "Spell's name",
+ "spell-u": "SPELLS",
+ "stealth": "Stealth",
+ "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs",
+ "stockpile-u": "STOCKPILE",
+ "stone": "Stone",
+ "strength": "Strength",
+ "strength-abbr": "Str",
+ "strength-abbr-u": "STR",
+ "stronghold": "Stronghold",
+ "stronghold-notes-u": "STRONGHOLD NOTES",
+ "stronghold-u": "STRONGHOLD",
+ "success": "Success",
+ "success-1": "1 Success",
+ "success-2": "2 Successes",
+ "success-3": "3 Successes",
+ "success-4": "4 Successes",
+ "survival": "Survival",
+ "talent-u": "TALENTS",
+ "tallow": "Tallow",
+ "thirsty": "Thirsty",
+ "time-limit": "Time Limit",
+ "tiny-abbr": "T",
+ "torches": "Torches",
+ "total": "Total",
+ "total-abbr": "Tot",
+ "two-hand-abbr": "2H",
+ "type": "Type",
+ "type-name": "Type/Name",
+ "units": "Units",
+ "update-dice-pool": "Update the dice pool. Use the 'Roll' button to roll the dice.",
+ "vegetables": "Vegetables",
+ "version-announcements": "Sheet version and announcements",
+ "water": "Water",
+ "weapon": "Weapon",
+ "weapon-bonus": "Record the weapon's CURRENT bonus up to MAX (adjusts GEAR dice). @{repeating_weapons_$X_weapon_bonus}",
+ "weapon-bonus-max": "Record the weapon's UNDAMAGED bonus. @{repeating_weapons_$X_weapon_bonus_max}",
+ "weapon-bonus-misc": "Miscellaneous bonus modifier (adjusts GEAR dice). @{repeating_weapons_$X_weapon_bonus_misc}",
+ "weapon-bonus-total": "Total GEAR dice included with the attack. @{repeating_weapons_$X_weapon_bonus_total}",
+ "weapon-damage": "Damage as per weapon tables. @{repeating_weapons_$X_weapon_damage}",
+ "weapon-damage-misc": "Miscellaneous damage modifier. @{repeating_weapons_$X_weapon_damage_misc}",
+ "weapon-damage-total": "Total damage included with the attack. @{repeating_weapons_$X_weapon_damage_total}",
+ "weapon-skill-misc": "Miscellaneous attack modifier (adjusts SKILL dice). @{repeating_weapons_$X_weapon_skill_misc}",
+ "weapon-skill-total": "Total SKILL dice included with the attack. @{repeating_weapons_$X_weapon_skill_total}",
+ "weapon-type-base": "BASE dice as per weapon/skill type. @{repeating_weapons_$X_weapon_base_total}",
+ "weapon-type-skill": "SKILL dice as per weapon/skill type. @{repeating_weapons_$X_weapon_skill_value}",
+ "weapon-u": "WEAPONS",
+ "weapons": "Weapons",
+ "weight-abbr": "Wt",
+ "whisper-macro": "Whisper roll?",
+ "whisper-nothing": "Do not whisper rolls(default).",
+ "whisper-options": "Whisper Options:",
+ "whisper-options-api": "API Whisper Options:",
+ "whisper-query": "Use a query.",
+ "whisper-rolls": "Whisper all rolls to the GM.",
+ "willpower": "Willpower",
+ "willpower-abbr": "Will",
+ "willpower-spent-abbr": "WP Spent",
+ "willpower-total-abbr": "Total WP",
+ "willpower-u": "WILLPOWER",
+ "wits": "Wits",
+ "wits-abbr": "Wit",
+ "wood": "Wood",
+ "wool": "Wool",
+ "yes": "Yes",
+ "yes-1": "Yes,-1",
+ "young-1": "Young"
+}
\ No newline at end of file
diff --git a/Fragged-Empire/translations/ca.json b/Fragged-Empire/translations/ca.json
new file mode 100644
index 0000000000..fcdacd2217
--- /dev/null
+++ b/Fragged-Empire/translations/ca.json
@@ -0,0 +1,348 @@
+{
+ "style": "Style:",
+ "style_character": "Character",
+ "style_combat": "Combat",
+ "style_spacecraft": "Spacecraft Sheet",
+ "style_notes": "Notes",
+ "char_name": "Character Name",
+ "char_race": "Races",
+ "char_language": "Languages",
+ "char_traits": "Traits",
+ "char_level": "Level",
+ "char_max_ressources": "Max Resources",
+ "char_max_influence": "Max Influence",
+ "char_current": "Current",
+ "char_allocated": "Allocated",
+ "char_ressources": "Resources",
+ "char_influence": "Influence",
+ "char_spare_time_points": "Spare Time Points",
+ "char_spare_time_roll": "Spare Time Roll",
+ "attributes": "Attributes",
+ "atr_current": "Cur",
+ "atr_max": "Max",
+ "atr_traits": "Traits",
+ "atr_strength": "Strength",
+ "atr_reflexes": "Reflexes",
+ "atr_movement": "Movement",
+ "atr_focus": "Focus",
+ "atr_intelligence": "Intelligence",
+ "atr_perception": "Perception",
+ "atr_fate": "Fate",
+ "char_perks": "Perks",
+ "char_complications": "Complications",
+ "ps_trained": "Trained",
+ "ps_everyday_skills": "Everyday Skills",
+ "ps_mod": "Modifier",
+ "ps_traits": "Traits",
+ "ps_tb": "TB",
+ "ps_ws": "WS",
+ "ps_dw": "DW",
+ "ps_wealth": "Wealth",
+ "ps_conversation": "Conversation",
+ "ps_leadership": "Leadership",
+ "ps_culture": "Culture",
+ "ps_physical": "Physical",
+ "ps_resolve": "Resolve",
+ "ps_awareness": "Awareness",
+ "ps_survival": "Survival",
+ "pro_trained": "Trained",
+ "pro_ps": "Professional Skills",
+ "pro_mod": "Modifier",
+ "pro_traits": "Traits",
+ "pro_tk": "TK",
+ "pro_tb": "TB",
+ "pro_ws": "WS",
+ "pro_dw": "DW",
+ "pro_mechanics": "Mechanics",
+ "pro_electronics": "Electronics",
+ "pro_programming": "Programming",
+ "pro_bio_tech": "Bio Tech",
+ "pro_medicine": "Medicine",
+ "pro_psychology": "Psychology",
+ "pro_astronomy": "Astronomy",
+ "pro_planetoids": "Planetoids",
+ "pcs_trained": "Trained",
+ "pcs_pcs": "Personal Combat Skills",
+ "pcs_mod": "Modifier",
+ "pcs_traits": "Traits x2",
+ "pcs_small_arms": "Small Arms",
+ "pcs_heavy_arms": "Heavy Arms",
+ "pcs_tactical": "Tactical",
+ "pcs_exotic": "Exotic",
+ "vss_trained": "Trained",
+ "vss_vss": "Vehicle System Skills",
+ "vss_mod": "Modifier",
+ "vss_traits": "Traits x2",
+ "vss_command": "Command",
+ "vss_engineering": "Engineering",
+ "vss_operations": "Operations",
+ "vss_gunnery": "Gunnery",
+ "sh_strong_hit": "Strong Hit",
+ "sh_requirement": "Requirement",
+ "sh_result": "Result",
+ "research": "Research",
+ "trade_goods": "Trade Goods",
+ "s2_charname": "Character Name",
+ "s2_race": "Races",
+ "s2_languages": "Languages",
+ "s2_attributes": "Attributes",
+ "s2_atr_current": "Cur",
+ "s2_atr_max": "Max",
+ "s2_atr_dmg_effects": "Damage & Effects",
+ "s2_atr_strength": "Strength",
+ "s2_atr_reflexes": "Reflexes",
+ "s2_atr_movement": "Movement",
+ "s2_atr_focus": "Focus",
+ "s2_atr_intelligence": "Intelligence",
+ "s2_atr_perception": "Perception",
+ "s2_atr_fate": "Fate",
+ "s2_endurance": "Endurance",
+ "s2_end_current": "Current:",
+ "s2_end_max": "Max:",
+ "s2_recovery": "Recovery",
+ "s2_rec_focus": "Foc +",
+ "s2_order": "Order",
+ "s2_order_intelligence": "Int +",
+ "s2_stealth": "Stealth",
+ "s2_stealth_tac_ref": "Tac + Ref +",
+ "s2_overburdened": "Overburdened",
+ "s2_outfit": "Outfit",
+ "s2_utility": "Utility",
+ "s2_weapon": "Weapons",
+ "s2_defence_penalty": "Defence Penalty",
+ "s2_defence": "Defence:",
+ "s2_defence_calculation": "10 + Ref + Equip +",
+ "s2_cover_steps": "Cover Steps: ",
+ "s2_def_impair": "vs Impair: ",
+ "s2_def_impair_calc": "Def + Str +",
+ "s2_def_psionic": "vs Psionic: ",
+ "s2_def_psionic_calc": "Def + Foc +",
+ "s2_def_stealth": "vs Stealth: ",
+ "s2_def_stealth_calc": "10 + Per +",
+ "s2_armour": "Armour: ",
+ "s2_armour_calc": "Equip +",
+ "s2_armour_energy": "vs Energy: ",
+ "s2_armour_slow": "vs Slow: ",
+ "s2_armour_0_endurance": "at 0 Endurance:",
+ "s2_gear_outfit": "Outfit",
+ "s2_gear_armour": "Armour",
+ "s2_gear_defence": "Defence",
+ "s2_gear_endurance": "Endurance",
+ "s2_gear_cover": "Cover",
+ "s2_gear_frt_cover": "Frt Cover",
+ "s2_gear_slots": "Slots",
+ "s2_gear_weight": "Weight",
+ "s2_gear_variation": "Variation",
+ "s2_gear_cost": "Cost",
+ "s2_util": "Utility",
+ "s2_util_armour": "Armour",
+ "s2_util_defence": "Defence",
+ "s2_util_endurance": "Endurance",
+ "s2_util_cover": "Cover",
+ "s2_util_frt_cover": "Frt Cover",
+ "s2_util_slots": "Slots",
+ "s2_util_weights": "Weight",
+ "s2_util_variation": "Variation",
+ "s2_util_cost": "Cost",
+ "s2_nw": "Natural Weapons",
+ "s2_nw_hit": "+Hit",
+ "s2_nw_endurance_dmg": "End Dmg",
+ "s2_nw_crit_dmg": "Crit Dmg",
+ "s2_nw_range": "Range",
+ "s2_nw_clips": "Clips",
+ "s2_nw_ammo": "Ammo",
+ "s2_nw_load": "Load",
+ "s2_nw_rof": "RoF",
+ "s2_nw_weight": "Weight",
+ "s2_nw_variation": "Variation",
+ "s2_nw_cost": "Cost",
+ "s2_weapon_hit": "Hit (+Skill)",
+ "s2_weapon_endurance_dmg": "End Dmg",
+ "s2_weapon_crit_dmg": "Crit Dmg",
+ "s2_weapon_range": "Range",
+ "s2_weapon_clips": "Clips",
+ "s2_weapon_ammo": "Ammo",
+ "s2_weapon_load": "Load",
+ "s2_weapon_rof": "RoF",
+ "s2_weapon_weight": "Weight",
+ "s2_weapon_variation": "Variation",
+ "s2_weapon_cost": "Cost",
+ "s2_weapon_notes": "Notes:",
+ "s2_weapon_used_ammo": "Used Ammunition:",
+ "s2_weapon_used_clips": "Used Clips:",
+ "s2_weapon_notes2": "Notes:",
+ "s2_weapon_used_ammo2": "Used Ammunition:",
+ "s2_weapon_used_clips2": "Used Clips:",
+ "s2_drones": "Drones/Companions",
+ "s2_drones_hit": "Hit (+Skill)",
+ "s2_drones_endurance_dmg": "End Dmg",
+ "s2_drones_crit_dmg": "Crit Dmg",
+ "s2_drones_range": "Range",
+ "s2_drones_clips": "Clips",
+ "s2_drones_ammo": "Ammo",
+ "s2_drones_load": "Load",
+ "s2_drones_rof": "RoF",
+ "s2_drones_weight": "Weight",
+ "s2_drones_variation": "Variation",
+ "s2_drones_cost": "Cost",
+ "s2_drones_defence": "Defence:",
+ "s2_drones_armour": "Armour:",
+ "s2_drones_movement": "Movement:",
+ "s2_drones_slots": "Slots:",
+ "s2_drones_bodies": "Bodies:",
+ "s2_drones_notes": "Notes:",
+ "s2_drones_used_ammo": "Used Ammunition:",
+ "s2_drones_used_clips": "Used Clips:",
+ "s2_drones_defence2": "Defence:",
+ "s2_drones_armour2": "Armour:",
+ "s2_drones_movement2": "Movement:",
+ "s2_drones_slots2": "Slots:",
+ "s2_drones_bodies2": "Bodies:",
+ "s2_drones_notes2": "Notes:",
+ "s2_drones_used_ammo2": "Used Ammunition:",
+ "s2_drones_used_clips2": "Used Clips:",
+ "s2_equip": "Equipment",
+ "s2_equip_outfit_util": "Outfit + Utility Item +",
+ "s2_equip_slots": "Slots",
+ "s2_strong_hit": "Strong Hit",
+ "s2_sh_requirement": "Requirement",
+ "s2_sh_result": "Result",
+ "s3_shipname": "Ship Name",
+ "s3_ship_build": "Build",
+ "s3_influence_cost": "Influence Cost",
+ "s3_attributes": "Attributes",
+ "s3_atr_current": "Cur",
+ "s3_atr_max": "Max",
+ "s3_atr_traits": "Traits",
+ "s3_atr_dmg_effects": "Damage & Effects",
+ "s3_hull": "Hull",
+ "s3_engines": "Engines",
+ "s3_crew": "Crew",
+ "s3_power": "Power",
+ "s3_cpu": "CPU",
+ "s3_sensors": "Sensors",
+ "s3_size": "Size",
+ "s3_velocity": "Velocity",
+ "s3_velocity_current": "Current:",
+ "s3_velocity_max": "Max:",
+ "s3_shield": "Shield",
+ "s3_shield_current": "Current:",
+ "s3_shield_max": "Max:",
+ "s3_regen": "Regen",
+ "s3_regen_calc": "Pow +",
+ "s3_boarded": "Boarded",
+ "s3_resupply": "Resupply",
+ "s3_resupply_calc": "Size x2 +",
+ "s3_cargo": "Cargo",
+ "s3_cargo_calc": "Size x4 + Hull -10 +",
+ "s3_secret_cargo": "Secret Cargo",
+ "s3_weapon_slots": "Weapon Slots",
+ "s3_weapon_slots_calc": "Size +",
+ "s3_defence": "Defence: ",
+ "s3_defence_calc": "12 - Size + Eng +",
+ "s3_def_ordinance": "vs Ordinance: ",
+ "s3_def_ordinance_calc": "Def +",
+ "s3_def_boarding": "vs Boarding: ",
+ "s3_def_boarding_calc": "10 + Size + Crew +",
+ "s3_armour": "Armour: ",
+ "s3_armour_boarding": "vs Boarding: ",
+ "s3_armour_0_shields": "at 0 Shields: ",
+ "s3_innate_weapons": "Innate Weapons",
+ "s3_iw_hit": "+Hit",
+ "s3_iw_shield_dmg": "Shield Dmg",
+ "s3_iw_crit_dmg": "Crit Dmg",
+ "s3_iw_range": "Range",
+ "s3_iw_clips": "Clips",
+ "s3_iw_ammo": "Ammo",
+ "s3_iw_load": "Load",
+ "s3_iw_rof": "RoF",
+ "s3_iw_mount": "Mount",
+ "s3_iw_variation": "Variation",
+ "s3_iw_cost": "Cost",
+ "s3_iw_boarding_party": "Boarding Party",
+ "s3_iw_boarding": "Boarding",
+ "s3_gunnery": "Gunnery",
+ "s3_gun_hit": "Hit (+Skill)",
+ "s3_gun_shield_dmg": "Shield Dmg",
+ "s3_gun_crit_dmg": "Crit Dmg",
+ "s3_gun_range": "Range",
+ "s3_gun_clips": "Clips",
+ "s3_gun_ammo": "Ammo",
+ "s3_gun_load": "Load",
+ "s3_gun_rof": "RoF",
+ "s3_gun_mount": "Mount",
+ "s3_gun_variation": "Variation",
+ "s3_gun_cost": "Cost",
+ "s3_gun_notes": "Notes:",
+ "s3_gun_used_ammo": "Used Ammunition:",
+ "s3_gun_used_clips": "Used Clips:",
+ "s3_gun_notes2": "Notes:",
+ "s3_gun_used_ammo2": "Used Ammunition:",
+ "s3_gun_used_clips2": "Used Clips:",
+ "s3_ordinance": "Ordinance",
+ "s3_ord_hit": "Hit (+Skill)",
+ "s3_ord_shield_dmg": "Shield Dmg",
+ "s3_ord_crit_dmg": "Crit Dmg",
+ "s3_ord_range": "Range",
+ "s3_ord_clips": "Clips",
+ "s3_ord_ammo": "Ammo",
+ "s3_ord_load": "Load",
+ "s3_ord_rof": "RoF",
+ "s3_ord_mount": "Mount",
+ "s3_ord_variation": "Variation",
+ "s3_ord_cost": "Cost",
+ "s3_ord_defence": "Defence:",
+ "s3_ord_armour": "Armour:",
+ "s3_ord_movement": "Movement:",
+ "s3_ord_bodies": "Bodies:",
+ "s3_ord_notes": "Notes:",
+ "s3_ord_destroyed_bodies": "Destroyed Bodies:",
+ "s3_ord_launched_bodies": "Launched Bodies:",
+ "s3_ord_defence2": "Defence:",
+ "s3_ord_armour2": "Armour:",
+ "s3_ord_movement2": "Movement:",
+ "s3_ord_bodies2": "Bodies:",
+ "s3_ord_destroyed_bodies2": "Destroyed Bodies:",
+ "s3_ord_launched_bodies2": "Launched Bodies:",
+ "s3_strong_hit": "Strong Hit",
+ "s3_sh_requirement": "Requirement",
+ "s3_sh_result": "Result",
+ "s3_workshops_labs_notes": "Workshops, Labs, Cargo & Notes",
+ "s3_perks": "Spacecraft Perks:",
+ "s3_perks_calc": "Size +",
+ "s3_perk_5_shields": "+5 Shields (Size 1-2)",
+ "s3_perk_ejection_seats": "Ejection Seats (Size 1-2)",
+ "s3_perk_1_cargo": "+1 Cargo",
+ "s3_perk_comm_system": "Comm System",
+ "s3_perk_2_resupply": "+2 Resupply",
+ "s3_perk_life_support": "Life Support",
+ "s3_perk_deep_space_sos_beacon": "Deep Space SOS Beacon",
+ "s3_perk_jump_drive": "Jump Drive",
+ "s3_perk_escape_pods": "Escape Pods (Size 3-5)",
+ "s3_perk_docking_clamp": "Docking Clamp (Size 2-5)",
+ "s3_perk_shuttle": "Shuttle (Size 4-5)",
+ "s3_perk_airlock": "Airlock (Size 2-5)",
+ "s3_perk_brig": "Brig (Size 3-5)",
+ "s3_perk_corridors": "Corridors (Size 3-5)",
+ "s3_perk_armoury": "Armoury",
+ "s3_perk_small_rooms": "Small Rooms (Size 3-5)",
+ "s3_perk_additional_rooms": "Additional Rooms (Size 3-5)",
+ "s3_perk_large_rooms": "Large Rooms (Size 5)",
+ "s4_notes": "General Notes",
+ "s2_nw_mind": "Mind",
+ "s2_nw_analytical": "Analytical",
+ "s2_nw_limbs": "Limbs",
+ "s2_nw_limbs_variation": "Melee, Impairment",
+ "s2_equip_gauntlet1": "Gauntlet 1",
+ "s2_equip_gauntlet2": "Gauntlet 2",
+ "s1_skill_efford_hit": "Effort",
+ "s1_skill_efford_req": "Primary or Vehicle System Skill",
+ "s1_skill_efford_res": "You may re-roll a single die",
+ "s2_sh1_hit": "Critical Hit",
+ "s2_sh1_req": "Attack, Hit, 1 per RoF, No Splash",
+ "s2_sh1_res": "Deal critical damage to a random attribute",
+ "s2_sh2_hit": "Critical Boost",
+ "s2_sh2_req": "Attack, Does not req. hit",
+ "s2_sh2_res": "+1 Crit dmg vs targets with 0 endurance",
+ "s2_end_mod": "+ Mod:"
+}
\ No newline at end of file
diff --git a/Fragged-Empire/translations/hu.json b/Fragged-Empire/translations/hu.json
new file mode 100644
index 0000000000..fcdacd2217
--- /dev/null
+++ b/Fragged-Empire/translations/hu.json
@@ -0,0 +1,348 @@
+{
+ "style": "Style:",
+ "style_character": "Character",
+ "style_combat": "Combat",
+ "style_spacecraft": "Spacecraft Sheet",
+ "style_notes": "Notes",
+ "char_name": "Character Name",
+ "char_race": "Races",
+ "char_language": "Languages",
+ "char_traits": "Traits",
+ "char_level": "Level",
+ "char_max_ressources": "Max Resources",
+ "char_max_influence": "Max Influence",
+ "char_current": "Current",
+ "char_allocated": "Allocated",
+ "char_ressources": "Resources",
+ "char_influence": "Influence",
+ "char_spare_time_points": "Spare Time Points",
+ "char_spare_time_roll": "Spare Time Roll",
+ "attributes": "Attributes",
+ "atr_current": "Cur",
+ "atr_max": "Max",
+ "atr_traits": "Traits",
+ "atr_strength": "Strength",
+ "atr_reflexes": "Reflexes",
+ "atr_movement": "Movement",
+ "atr_focus": "Focus",
+ "atr_intelligence": "Intelligence",
+ "atr_perception": "Perception",
+ "atr_fate": "Fate",
+ "char_perks": "Perks",
+ "char_complications": "Complications",
+ "ps_trained": "Trained",
+ "ps_everyday_skills": "Everyday Skills",
+ "ps_mod": "Modifier",
+ "ps_traits": "Traits",
+ "ps_tb": "TB",
+ "ps_ws": "WS",
+ "ps_dw": "DW",
+ "ps_wealth": "Wealth",
+ "ps_conversation": "Conversation",
+ "ps_leadership": "Leadership",
+ "ps_culture": "Culture",
+ "ps_physical": "Physical",
+ "ps_resolve": "Resolve",
+ "ps_awareness": "Awareness",
+ "ps_survival": "Survival",
+ "pro_trained": "Trained",
+ "pro_ps": "Professional Skills",
+ "pro_mod": "Modifier",
+ "pro_traits": "Traits",
+ "pro_tk": "TK",
+ "pro_tb": "TB",
+ "pro_ws": "WS",
+ "pro_dw": "DW",
+ "pro_mechanics": "Mechanics",
+ "pro_electronics": "Electronics",
+ "pro_programming": "Programming",
+ "pro_bio_tech": "Bio Tech",
+ "pro_medicine": "Medicine",
+ "pro_psychology": "Psychology",
+ "pro_astronomy": "Astronomy",
+ "pro_planetoids": "Planetoids",
+ "pcs_trained": "Trained",
+ "pcs_pcs": "Personal Combat Skills",
+ "pcs_mod": "Modifier",
+ "pcs_traits": "Traits x2",
+ "pcs_small_arms": "Small Arms",
+ "pcs_heavy_arms": "Heavy Arms",
+ "pcs_tactical": "Tactical",
+ "pcs_exotic": "Exotic",
+ "vss_trained": "Trained",
+ "vss_vss": "Vehicle System Skills",
+ "vss_mod": "Modifier",
+ "vss_traits": "Traits x2",
+ "vss_command": "Command",
+ "vss_engineering": "Engineering",
+ "vss_operations": "Operations",
+ "vss_gunnery": "Gunnery",
+ "sh_strong_hit": "Strong Hit",
+ "sh_requirement": "Requirement",
+ "sh_result": "Result",
+ "research": "Research",
+ "trade_goods": "Trade Goods",
+ "s2_charname": "Character Name",
+ "s2_race": "Races",
+ "s2_languages": "Languages",
+ "s2_attributes": "Attributes",
+ "s2_atr_current": "Cur",
+ "s2_atr_max": "Max",
+ "s2_atr_dmg_effects": "Damage & Effects",
+ "s2_atr_strength": "Strength",
+ "s2_atr_reflexes": "Reflexes",
+ "s2_atr_movement": "Movement",
+ "s2_atr_focus": "Focus",
+ "s2_atr_intelligence": "Intelligence",
+ "s2_atr_perception": "Perception",
+ "s2_atr_fate": "Fate",
+ "s2_endurance": "Endurance",
+ "s2_end_current": "Current:",
+ "s2_end_max": "Max:",
+ "s2_recovery": "Recovery",
+ "s2_rec_focus": "Foc +",
+ "s2_order": "Order",
+ "s2_order_intelligence": "Int +",
+ "s2_stealth": "Stealth",
+ "s2_stealth_tac_ref": "Tac + Ref +",
+ "s2_overburdened": "Overburdened",
+ "s2_outfit": "Outfit",
+ "s2_utility": "Utility",
+ "s2_weapon": "Weapons",
+ "s2_defence_penalty": "Defence Penalty",
+ "s2_defence": "Defence:",
+ "s2_defence_calculation": "10 + Ref + Equip +",
+ "s2_cover_steps": "Cover Steps: ",
+ "s2_def_impair": "vs Impair: ",
+ "s2_def_impair_calc": "Def + Str +",
+ "s2_def_psionic": "vs Psionic: ",
+ "s2_def_psionic_calc": "Def + Foc +",
+ "s2_def_stealth": "vs Stealth: ",
+ "s2_def_stealth_calc": "10 + Per +",
+ "s2_armour": "Armour: ",
+ "s2_armour_calc": "Equip +",
+ "s2_armour_energy": "vs Energy: ",
+ "s2_armour_slow": "vs Slow: ",
+ "s2_armour_0_endurance": "at 0 Endurance:",
+ "s2_gear_outfit": "Outfit",
+ "s2_gear_armour": "Armour",
+ "s2_gear_defence": "Defence",
+ "s2_gear_endurance": "Endurance",
+ "s2_gear_cover": "Cover",
+ "s2_gear_frt_cover": "Frt Cover",
+ "s2_gear_slots": "Slots",
+ "s2_gear_weight": "Weight",
+ "s2_gear_variation": "Variation",
+ "s2_gear_cost": "Cost",
+ "s2_util": "Utility",
+ "s2_util_armour": "Armour",
+ "s2_util_defence": "Defence",
+ "s2_util_endurance": "Endurance",
+ "s2_util_cover": "Cover",
+ "s2_util_frt_cover": "Frt Cover",
+ "s2_util_slots": "Slots",
+ "s2_util_weights": "Weight",
+ "s2_util_variation": "Variation",
+ "s2_util_cost": "Cost",
+ "s2_nw": "Natural Weapons",
+ "s2_nw_hit": "+Hit",
+ "s2_nw_endurance_dmg": "End Dmg",
+ "s2_nw_crit_dmg": "Crit Dmg",
+ "s2_nw_range": "Range",
+ "s2_nw_clips": "Clips",
+ "s2_nw_ammo": "Ammo",
+ "s2_nw_load": "Load",
+ "s2_nw_rof": "RoF",
+ "s2_nw_weight": "Weight",
+ "s2_nw_variation": "Variation",
+ "s2_nw_cost": "Cost",
+ "s2_weapon_hit": "Hit (+Skill)",
+ "s2_weapon_endurance_dmg": "End Dmg",
+ "s2_weapon_crit_dmg": "Crit Dmg",
+ "s2_weapon_range": "Range",
+ "s2_weapon_clips": "Clips",
+ "s2_weapon_ammo": "Ammo",
+ "s2_weapon_load": "Load",
+ "s2_weapon_rof": "RoF",
+ "s2_weapon_weight": "Weight",
+ "s2_weapon_variation": "Variation",
+ "s2_weapon_cost": "Cost",
+ "s2_weapon_notes": "Notes:",
+ "s2_weapon_used_ammo": "Used Ammunition:",
+ "s2_weapon_used_clips": "Used Clips:",
+ "s2_weapon_notes2": "Notes:",
+ "s2_weapon_used_ammo2": "Used Ammunition:",
+ "s2_weapon_used_clips2": "Used Clips:",
+ "s2_drones": "Drones/Companions",
+ "s2_drones_hit": "Hit (+Skill)",
+ "s2_drones_endurance_dmg": "End Dmg",
+ "s2_drones_crit_dmg": "Crit Dmg",
+ "s2_drones_range": "Range",
+ "s2_drones_clips": "Clips",
+ "s2_drones_ammo": "Ammo",
+ "s2_drones_load": "Load",
+ "s2_drones_rof": "RoF",
+ "s2_drones_weight": "Weight",
+ "s2_drones_variation": "Variation",
+ "s2_drones_cost": "Cost",
+ "s2_drones_defence": "Defence:",
+ "s2_drones_armour": "Armour:",
+ "s2_drones_movement": "Movement:",
+ "s2_drones_slots": "Slots:",
+ "s2_drones_bodies": "Bodies:",
+ "s2_drones_notes": "Notes:",
+ "s2_drones_used_ammo": "Used Ammunition:",
+ "s2_drones_used_clips": "Used Clips:",
+ "s2_drones_defence2": "Defence:",
+ "s2_drones_armour2": "Armour:",
+ "s2_drones_movement2": "Movement:",
+ "s2_drones_slots2": "Slots:",
+ "s2_drones_bodies2": "Bodies:",
+ "s2_drones_notes2": "Notes:",
+ "s2_drones_used_ammo2": "Used Ammunition:",
+ "s2_drones_used_clips2": "Used Clips:",
+ "s2_equip": "Equipment",
+ "s2_equip_outfit_util": "Outfit + Utility Item +",
+ "s2_equip_slots": "Slots",
+ "s2_strong_hit": "Strong Hit",
+ "s2_sh_requirement": "Requirement",
+ "s2_sh_result": "Result",
+ "s3_shipname": "Ship Name",
+ "s3_ship_build": "Build",
+ "s3_influence_cost": "Influence Cost",
+ "s3_attributes": "Attributes",
+ "s3_atr_current": "Cur",
+ "s3_atr_max": "Max",
+ "s3_atr_traits": "Traits",
+ "s3_atr_dmg_effects": "Damage & Effects",
+ "s3_hull": "Hull",
+ "s3_engines": "Engines",
+ "s3_crew": "Crew",
+ "s3_power": "Power",
+ "s3_cpu": "CPU",
+ "s3_sensors": "Sensors",
+ "s3_size": "Size",
+ "s3_velocity": "Velocity",
+ "s3_velocity_current": "Current:",
+ "s3_velocity_max": "Max:",
+ "s3_shield": "Shield",
+ "s3_shield_current": "Current:",
+ "s3_shield_max": "Max:",
+ "s3_regen": "Regen",
+ "s3_regen_calc": "Pow +",
+ "s3_boarded": "Boarded",
+ "s3_resupply": "Resupply",
+ "s3_resupply_calc": "Size x2 +",
+ "s3_cargo": "Cargo",
+ "s3_cargo_calc": "Size x4 + Hull -10 +",
+ "s3_secret_cargo": "Secret Cargo",
+ "s3_weapon_slots": "Weapon Slots",
+ "s3_weapon_slots_calc": "Size +",
+ "s3_defence": "Defence: ",
+ "s3_defence_calc": "12 - Size + Eng +",
+ "s3_def_ordinance": "vs Ordinance: ",
+ "s3_def_ordinance_calc": "Def +",
+ "s3_def_boarding": "vs Boarding: ",
+ "s3_def_boarding_calc": "10 + Size + Crew +",
+ "s3_armour": "Armour: ",
+ "s3_armour_boarding": "vs Boarding: ",
+ "s3_armour_0_shields": "at 0 Shields: ",
+ "s3_innate_weapons": "Innate Weapons",
+ "s3_iw_hit": "+Hit",
+ "s3_iw_shield_dmg": "Shield Dmg",
+ "s3_iw_crit_dmg": "Crit Dmg",
+ "s3_iw_range": "Range",
+ "s3_iw_clips": "Clips",
+ "s3_iw_ammo": "Ammo",
+ "s3_iw_load": "Load",
+ "s3_iw_rof": "RoF",
+ "s3_iw_mount": "Mount",
+ "s3_iw_variation": "Variation",
+ "s3_iw_cost": "Cost",
+ "s3_iw_boarding_party": "Boarding Party",
+ "s3_iw_boarding": "Boarding",
+ "s3_gunnery": "Gunnery",
+ "s3_gun_hit": "Hit (+Skill)",
+ "s3_gun_shield_dmg": "Shield Dmg",
+ "s3_gun_crit_dmg": "Crit Dmg",
+ "s3_gun_range": "Range",
+ "s3_gun_clips": "Clips",
+ "s3_gun_ammo": "Ammo",
+ "s3_gun_load": "Load",
+ "s3_gun_rof": "RoF",
+ "s3_gun_mount": "Mount",
+ "s3_gun_variation": "Variation",
+ "s3_gun_cost": "Cost",
+ "s3_gun_notes": "Notes:",
+ "s3_gun_used_ammo": "Used Ammunition:",
+ "s3_gun_used_clips": "Used Clips:",
+ "s3_gun_notes2": "Notes:",
+ "s3_gun_used_ammo2": "Used Ammunition:",
+ "s3_gun_used_clips2": "Used Clips:",
+ "s3_ordinance": "Ordinance",
+ "s3_ord_hit": "Hit (+Skill)",
+ "s3_ord_shield_dmg": "Shield Dmg",
+ "s3_ord_crit_dmg": "Crit Dmg",
+ "s3_ord_range": "Range",
+ "s3_ord_clips": "Clips",
+ "s3_ord_ammo": "Ammo",
+ "s3_ord_load": "Load",
+ "s3_ord_rof": "RoF",
+ "s3_ord_mount": "Mount",
+ "s3_ord_variation": "Variation",
+ "s3_ord_cost": "Cost",
+ "s3_ord_defence": "Defence:",
+ "s3_ord_armour": "Armour:",
+ "s3_ord_movement": "Movement:",
+ "s3_ord_bodies": "Bodies:",
+ "s3_ord_notes": "Notes:",
+ "s3_ord_destroyed_bodies": "Destroyed Bodies:",
+ "s3_ord_launched_bodies": "Launched Bodies:",
+ "s3_ord_defence2": "Defence:",
+ "s3_ord_armour2": "Armour:",
+ "s3_ord_movement2": "Movement:",
+ "s3_ord_bodies2": "Bodies:",
+ "s3_ord_destroyed_bodies2": "Destroyed Bodies:",
+ "s3_ord_launched_bodies2": "Launched Bodies:",
+ "s3_strong_hit": "Strong Hit",
+ "s3_sh_requirement": "Requirement",
+ "s3_sh_result": "Result",
+ "s3_workshops_labs_notes": "Workshops, Labs, Cargo & Notes",
+ "s3_perks": "Spacecraft Perks:",
+ "s3_perks_calc": "Size +",
+ "s3_perk_5_shields": "+5 Shields (Size 1-2)",
+ "s3_perk_ejection_seats": "Ejection Seats (Size 1-2)",
+ "s3_perk_1_cargo": "+1 Cargo",
+ "s3_perk_comm_system": "Comm System",
+ "s3_perk_2_resupply": "+2 Resupply",
+ "s3_perk_life_support": "Life Support",
+ "s3_perk_deep_space_sos_beacon": "Deep Space SOS Beacon",
+ "s3_perk_jump_drive": "Jump Drive",
+ "s3_perk_escape_pods": "Escape Pods (Size 3-5)",
+ "s3_perk_docking_clamp": "Docking Clamp (Size 2-5)",
+ "s3_perk_shuttle": "Shuttle (Size 4-5)",
+ "s3_perk_airlock": "Airlock (Size 2-5)",
+ "s3_perk_brig": "Brig (Size 3-5)",
+ "s3_perk_corridors": "Corridors (Size 3-5)",
+ "s3_perk_armoury": "Armoury",
+ "s3_perk_small_rooms": "Small Rooms (Size 3-5)",
+ "s3_perk_additional_rooms": "Additional Rooms (Size 3-5)",
+ "s3_perk_large_rooms": "Large Rooms (Size 5)",
+ "s4_notes": "General Notes",
+ "s2_nw_mind": "Mind",
+ "s2_nw_analytical": "Analytical",
+ "s2_nw_limbs": "Limbs",
+ "s2_nw_limbs_variation": "Melee, Impairment",
+ "s2_equip_gauntlet1": "Gauntlet 1",
+ "s2_equip_gauntlet2": "Gauntlet 2",
+ "s1_skill_efford_hit": "Effort",
+ "s1_skill_efford_req": "Primary or Vehicle System Skill",
+ "s1_skill_efford_res": "You may re-roll a single die",
+ "s2_sh1_hit": "Critical Hit",
+ "s2_sh1_req": "Attack, Hit, 1 per RoF, No Splash",
+ "s2_sh1_res": "Deal critical damage to a random attribute",
+ "s2_sh2_hit": "Critical Boost",
+ "s2_sh2_req": "Attack, Does not req. hit",
+ "s2_sh2_res": "+1 Crit dmg vs targets with 0 endurance",
+ "s2_end_mod": "+ Mod:"
+}
\ No newline at end of file
diff --git a/GURPS/translations/ca.json b/GURPS/translations/ca.json
new file mode 100644
index 0000000000..830ad3cc91
--- /dev/null
+++ b/GURPS/translations/ca.json
@@ -0,0 +1,1033 @@
+{
+ "sheet-roll-modifier-option": "Roll Modifier Option",
+ "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.",
+ "sheet-chat-roll-display-option": "Chat Roll Display",
+ "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.",
+ "sheet-basic-speed-button-option": "Basic Speed Button Option",
+ "sheet-basic-speed-button-option-desc": "Select how the basic speed button is displayed in chat window.",
+ "sheet-enter-unspent-points": "Enter unspent points",
+ "sheet-enter-unspent-points-desc": "If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.",
+ "sheet-use-malfunction": "Use malfunction",
+ "sheet-use-malfunction-desc": "If checked, rolltable will check for malfunction.",
+ "sheet-damage-dice-icon": "Damage Dice Icon",
+ "sheet-damage-dice-icon-desc": "Select icon to use for damage dice.",
+ "sheet-attribute-mods-option": "Attribute Modifications",
+ "sheet-attribute-mods-option-desc": "Select option on how to apply modifications to attributes.",
+ "sheet-critical-successes-option": "Critical Successes",
+ "sheet-critical-successes-option-desc": "Select option to determine critical success on a skill roll on rolltemplates.",
+ "sheet-show-minimum-damage-type-notes": "Show Minimum Damage Type Notes",
+ "sheet-show-minimum-damage-type-notes-desc": "If checked, minimum damage type notes will be added to the damage roll table.",
+ "sheet-show-damage-type-notes": "Show Damage Type Notes",
+ "sheet-show-damage-type-notes-desc": "If checked, damage type notes will be added to the damage roll table.",
+ "sheet-damage-type-note-spec": "Damage Type Note Special",
+ "sheet-damage-type-note-spec-desc": "Enter notes for Special damage type.",
+ "sheet-penalty-per-spell-on": "Penalty for each spell ON",
+ "sheet-penalty-per-spell-on-desc": "Enter a negative integer for the penalty.",
+ "sheet-penalty-per-spell-maintained": "Penalty for each spell MAINTAINED",
+ "sheet-penalty-per-spell-maintained-desc": "Recoil for Fragmentation Damage.",
+ "sheet-fragmentation-recoil": "Fragmentation Recoil",
+ "sheet-point-summary-layout-option": "Point Summary Layout",
+ "sheet-point-summary-layout-option-desc": "Select option on how to display the Point Summary Table.",
+ "sheet-show-old-techniques": "Show Original Techniques Table",
+ "sheet-show-old-techniques-desc": "If checked, original techniques table will be visible.",
+ "sheet-show-new-techniques": "Show Revised Techniques Table",
+ "sheet-show-new-techniques-desc": "If checked, revised techniques table will be visible.",
+ "sheet-show-raw-defense=notes": "Show Active Defense Notes",
+ "sheet-show-raw-defense=notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.",
+ "sheet-style-option": "Sheet Style",
+ "sheet-style-desc": "Select a visual style for the character sheet.",
+ "roll-modifiers-heading": "Roll Modifiers",
+ "total-roll-modifier-label": "Total Modifier",
+ "max-skill-9-label": "* Max skill of 9",
+ "max-skill-9-tooltip": "The effective skill cannot exceed 9. Such as a wild swing or not being able to see your target.",
+ "shock-label": "Shock",
+ "custom-modifier-label": "Custom Mod",
+ "reason-for-mod-label": "Reason for Mod:",
+ "night-vision-label": "Night Vision",
+ "night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "dark-vision-label": "Dark Vision",
+ "dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
+ "high-pain-threshold-label": "High Pain Thresh.",
+ "high-pain-threshold-tooltip": "If checked, High Pain Threshold negates all shock penalties and reduces pain penalties. See B59.",
+ "low-pain-threshold-label": "Low Pain Thresh.",
+ "low-pain-threshold-tooltip": "If checked, Low Pain Threshold doubles shock and pain penalties. See B142.",
+ "attack-type-label": "Attack Type",
+ "hit-location-type-tooltip": "Use the drop-downs to select a hit location or enter a value manually. See B552-555.
Humanoid Low Tech, see LT100-103.
Martial Arts, see MA137.",
+ "location-tooltip": "Select a location.",
+ "grapple-label": "Grapple",
+ "grapple-tooltip": "Grapple halves to-hit penalty. See B370 for more information.",
+ "has-shield-label": "Has Shield",
+ "has-shield-tooltip": "If limb is behind a sheild, double the hit location penalty. See B552.
Can be applied to arm, leg, foot, pincer, wing, or tail.",
+ "chinks-in-armor-label": "Chinks in armor",
+ "chinks-in-armor-tooltip": "Target chinks in the armor for the hit location. See B400.
-8 to torso, -10 to other locations. DR is halved.
NOTE: will not be applied if grappling.",
+ "light-cover-label": "Light Cover: -2",
+ "light-cover-tooltip": "Shooting through light cover is -2 to hit. See B548",
+ "target-prone-label": "Target Prone: -2",
+ "target-prone-tooltip": "If target is crouching, kneeling, sitting, or lying down, apply -2 to hit torso, groin, or legs. See B548",
+ "cover-title": "Cover",
+ "partly-exposed-label": "Partly Exposed: -2",
+ "partly-exposed-tooltip": "Target or hit location is partly exposed, add an additional -2 to hit. See B548",
+ "intervening-figures-label": "Intervening figures: -4 each",
+ "intervening-figures-tooltip": "Enter the number of intervening figures between you and your target, penalty is -4 per figure. See B548",
+ "maneuvers-posture-title": "Maneuvers and Posture",
+ "maneuver-title": "Maneuver",
+ "handedness-title": "Handedness",
+ "all-out-attack-title": "All-Out Attack",
+ "step-attack-label": "Step/Attack: +0",
+ "step-attack-tooltip": "Attack, see B365.
Movement: Step
Active Defense: Any",
+ "step-feint-label": "Step/Feint: +0",
+ "step-feint-tooltip": "Feint. Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!
Movement: Step
Active Defense: Any, but if you parry with unbalanced, you may not attack.
See B365",
+ "move-attack-label": "Move/Attack: -4 *",
+ "move-attack-tooltip": "During or after your move, make a single, poorly aimed attack – either unarmed or with a ready weapon.
Max skill of 9.
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B365-366",
+ "move-wild-label": "Move/Wild: -5 *",
+ "move-wild-tooltip": "Move and Wild Swing! During or after your move, make a single, wild swing/thrust – either unarmed or with a ready weapon.
Max skill of 9.
Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Roll hit location randomly! See B388-389
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B365-366",
+ "move-slam-label": "Move/Slam: +0",
+ "move-slam-tooltip": "End your move with a slam. If using shield, add your shield's Defense Bonus to your damage roll.
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B371-372",
+ "flying-tackle-label": "Tackle: +4",
+ "flying-tackle-tooltip": "End your move with a flying tackle, get 1 yard of extra movement and you become prone. At least two legs and one free arm. Can use Jumping to hit target.
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B371-372",
+ "pounce-label": "Pounce: +4",
+ "pounce-tooltip": "As slam, get 1 yard of extra movement. Roll DX, Acrobatics, or Jumping to avoid falling prone. Must have at least four legs.
If a mount, rider must roll Riding-4 or fall off!
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B371-372",
+ "none-label": "None",
+ "no-all-out-attack-tooltip": "No All-Out Attack, select this to clear all-out attack option.",
+ "all-out-attack-determined-label": "Determined: +4",
+ "all-out-attack-determined-tooltip": "Determined: Make a single attack at +4 to hit!
Movement: half-move, forward only
Defense: None. See B365",
+ "all-out-attack-double-label": "Double: +0",
+ "all-out-attack-double-tooltip": "Two attacks against a single foe! Two ready weapons or one weapon that doesn't need to be readied after an attack. Apply handedness for 2nd weapon.
Movement: half-move, forward only
Defense: None
See B365",
+ "all-out-attack-feint-label": "Feint: +0",
+ "all-out-attack-feint-tooltip": "Feint and attack a single foe! Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!
Movement: half-move, forward only
Defense: None
See B365",
+ "all-out-attack-strong-label": "Strong: +0",
+ "all-out-attack-strong-tooltip": "Single attack with +2 to damage or +1 damage per die for ST-based weapons!
Movement: half-move, forward only
Defense: None
See B365",
+ "posture-label": "Posture",
+ "posture-tooltip": "Your posture when attack was made. See B547.",
+ "evaluate-label": "Evaluate",
+ "evaluate-tooltip": "Evaluate a visible target that you can melee attack.
+1 to hit per turn.
Movement: Any
Defense: Any, doesn't spoil evaluate
See B364-365.",
+ "deceptive-strike-label": "Deceptive Strike",
+ "deceptive-strike-tooltip": "Deceptive strike. Every -2 to hit defender is at -1 to active defenses.
NOTE: Effective skill can't go below 10! See B369-370.",
+ "wild-swing-label": "Wild Swing: -5 *",
+ "wild-swing-tooltip": "Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Max skill of 9. Roll hit location randomly! See B388-389",
+ "rapid-strike-label": "Rapid Strike: -6",
+ "rapid-strike-tooltip": "Make two attacks at -6 each, you may attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace one of the attacks with rapid strike. See B370",
+ "rapid-strike-master-label": "Rapid Strike Master: -3",
+ "rapid-strike-master-tooltip": "Trained by a Master or Weapon Master. Make two attacks at -3 each, you may attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace one of the attacks with rapid strike. See B370 and B547",
+ "attack-from-above-label": "Attack from above: -2",
+ "attack-from-above-tooltip": "Roll contest of Stealth vs Vision (-2 if not looking up).
If you win, target is surprised and gets No defense and may freeze.
If you lose, target is at -2 defense.
If target is aware they could use stop-thrust.
You suffer falling damage, but can use skills to offset distance.
Optional attack: do falling damage to target.
See B400",
+ "height-difference-label": "Height Difference",
+ "height-difference-tooltip": "If you and your foe are at different levels, the vertical distance affects combat. See B402",
+ "improvised-weapon-label": "Improvised Weapon",
+ "improvised-weapon-tooltip": "Improvised weapon, See B404.",
+ "defense-improvised-abbreviate-weapon-label": "Improvised Wpn",
+ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37",
+ "hidden-weapon-label": "Hidden Weapon: -2",
+ "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58",
+ "backstab-label": "Backstab: +4",
+ "backstab-tooltip": "NOTE! from Dungeon Fantasy. At start of combat, make Stealth roll. If successful, get backstab bonus. See DF Exploits 57-58",
+ "tactics-label": "Tactics",
+ "tactics-tooltip": "NOTE! from Dungeon Fantasy. A teammate spends turn to observe and advise you. If accepted, roll friends tactics.
Success: +1 hit
Critical Success: +2
Fail: -1 hit
Critical Fail: -2 hit
See DF Exploits 57.",
+ "single-dual-weapon-label": "Single/Dual Weapon",
+ "single-dual-weapon-tooltip": "Select your hand and if you're using a dual weapon attack (see B417).
NOTE: Don't use off-hand if you have ambidexterity.",
+ "off-hand-training-label": "Off-Hand training",
+ "abbreviated-off-hand-training-label": "Off-Hand train.",
+ "off-hand-training-tooltip": "Off-Hand weapon training. Negates the penalty for using an off-hand weapon.
NOTE: A better approach is adding off-hand attacks to your combat table.
See B232",
+ "dual-weapon-training-label": "Dual-Weapon training",
+ "dual-training-label": "Dual Training",
+ "dual-weapon-training-tooltip": "Dual-Weapon training. Negates the penalty for using a dual-weapon.
NOTE: A better approach is adding dual-weapon attacks to your combat table.
See B230",
+ "mounted-title": "Mounted",
+ "mounted-description": "When mounted, use lower value of Weapon or Riding Skill. See B397",
+ "skill-difference-label": "Skill Difference",
+ "riding-skill-difference-tooltip": "The difference between your riding skill and weapon skill.
NOTE: You could place an attack on the melee table and use riding skill instead of melee weapon skill.",
+ "mount-attacked-label": "Mount attacked: -2",
+ "mount-attacked-tooltip": "If mount attacked on its last turn, you're at -2 to hit. See B397",
+ "mount-velocity-label": "Mount Velocity 7+: -1",
+ "mount-velocity-tooltip": "If mount's relative velocity to target is 7, apply +1 damage, -1 to hit.
NOTE: Lances have special damage rules.
See B397",
+ "ranged-move-attack-label": "Move/Attack: -2 or bulk",
+ "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366",
+ "ranged-all-out-attack-determined-label": "Determined: +1",
+ "ranged-all-out-attack-determined-tooltip": "All-Out Atttack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365",
+ "ranged-all-out-attack-suppression-fire-label": "Suppression Fire",
+ "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire. Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365",
+ "situation-title": "Situation",
+ "in-close-combat-label": "Close Combat",
+ "in-close-combat-tooltip": "If using ranged weapon in close combat, apply a penalty equal to the weapon's bulk rating. See B391",
+ "damaged-weapon-label": "Damaged",
+ "damaged-weapon-tooltip": "Penalty to hit based on amount of damage done to weapon last turn. See B548",
+ "strength-difference-label": "Strength Diff",
+ "strength-difference-tooltip": "Strength is below that required for weapon, -1 per point of deficit. See B548",
+ "moving-mount-vehicle-label": "Moving Mount/Vehicle",
+ "moving-mount-vehicle-tooltip": "Attacking from moving mount or vehicle.
NOTE:If not stabilized, the total of Accuracy, Aim, Bracing, and Targeting systems can't exceed vehicle's stability rating (SR). See B469 and B548",
+ "conditions-label": "Conditions",
+ "vehicle-conditions-tooltip": "What conditions is the vehicle experiencing. See B548.",
+ "over-under-mount-label": "Over/Under Mount: -6",
+ "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.",
+ "vehicle-dodged-label": "Dodge: -2",
+ "air-vehicle-dodged-label": "Air Dodge: -4",
+ "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator. See B548",
+ "failed-control-roll-label": "Fail Control Roll",
+ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548",
+ "other-actions-title": "Other Actions",
+ "check-target-label": "Check Target: -2",
+ "check-target-tooltip": "Opportunity Fire, check target before shooting. See B390.",
+ "watch-area-label": "Opportunity, Watch Area",
+ "watch-area-tooltip": "Oppurtunity fire, watch hexes in an area or line of hexes in your line of sight.
Watched area must be within your arc of vision.
NOTE: You can Aim and Wait on a single hex! Aiming is not allowed for more more than 1 hex watched.
See B548",
+ "accuracy-bonus-label": "Accuracy Bonus",
+ "accuracy-bonus-tooltip": "Enter Accuracy Bonus of weapon. Only apply if aimed for 1 turn OR you're a gunslinger (see B58). See B364.",
+ "aim-bonus-label": "Aim Bonus",
+ "aiming-bonus-tooltip": "After the initial aim, you can get an additional aim bonus. See B364",
+ "braced-label": "Braced: +1",
+ "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
Firearm/crossbow must rest on a sandbag, low wall, car, etc.
One-handed firearm is braced if using two hands.
Two-handed is braced if you're prone and using a bipod. See B364.",
+ "pop-up-label": "Pop-up: -2",
+ "pop-up-tooltip": "Allows you to emerge from cover, move no more than one hex, make a ranged attack, and return cover.
Possible with thrown weapon, firearm, or crossbow.
You are susceptible to opportunity fire, only dodge is allowed. See B390.",
+ "targeting-systems-title": "Targeting Systems",
+ "targeting-systems-description": "Combined totals from all targeting systems can't exceed weapon's base Accuracy. See B364
If an unstabilized weapon mount, max bonus can't exceed vehicle's Stability Rating. See B469.",
+ "laser-sight-label": "Laser: +1",
+ "laser-sight-tooltip": "Laser sight gives +1 to hit.
NOTE: If target can see aiming dot, they got +1 dodge! See B412",
+ "scope-label": "Scope",
+ "scope-bonus-tooltip": "If aiming, you get an additional hit bonus up to the scope's bonus level.
Fixed scopes, you must aim at least as many turns as the scope's bonus to get the bonus.
See B412",
+ "vehicle-targeting-label": "Vehicle Targeting",
+ "vehicle-targeting-tooltip": "Vehicle targeting system bonus if shooter took time to aim. See B469",
+ "abbreviation-stability-rating-label": "SR",
+ "stability-rating-tooltip": "Vehicle's stability rating. Affects Targeting Systems.",
+ "unstabilized-label": "Unstabilized",
+ "unstabilized-tooltip": "The vehicle's weapon is not stabilized. The max bonus from Targeting Systems can't exceed Stability Rating of the vehicle. See B469",
+ "aiming-stats-label": "Aiming Stats",
+ "range-speed-label": "Range/Speed",
+ "range-speed-tooltip": "Enter the range of target and factor in relative speed if target crosses path of shooter. See B372.",
+ "used-to-blindness-label": "Used to blindess",
+ "used-to-blindness-tooltip": "If used to blindess, the max Visibility penalty is -6. See B124 and B394.",
+ "normal-defense-label": "Normal Defense",
+ "normal-defense-tooltip": "Using a normal active defense.",
+ "all-out-defense-increased-label": "All-Out Defense: +2",
+ "all-out-defense-increased-tooltip": "On your turn, you chose to do an all-out defense. Get +2 one active defense. See B366",
+ "all-out-defense-double-label": "All-Out Defense: Double",
+ "all-out-defense-double-tooltip": "Apply two different active defenses against the same attack. If you fail your defense, you may try a second, different defense against that attack. See B366",
+ "moved-attacked-label": "Moved and Attacked",
+ "moved-attacked-tooltip": "If you moved and attacked on your last turn, you can only dodge or block, parry is not allowed. See B366",
+ "defense-crawling-label": "Crawling/Lying: -3",
+ "defense-crawling-tooltip": "If you're crawling or lying down, -3 to defense. See B549",
+ "defense-kneeling-label": "Kneeling/Sitting: -2",
+ "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549",
+ "retreating-dodge-label": "Retreat Dodge: +3",
+ "retreating-dodge-tooltip": "Retreating defense, move away from attacker, at least one yard or up to your step. See B377",
+ "retreating-block-parry-label": "Retreat Blk/Prry: +1",
+ "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377",
+ "retreating-parry-label": "Retreating Parry: +3",
+ "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
Move away from attacker, at least one yard or up to your step. See B377",
+ "acrobatic-dodge-label": "Acrobatic Dodge",
+ "defense-nauseated-label": "Nauseated: -1",
+ "defense-nauseated-tooltip": "If nauseated, you're at -1 to defend. See B428",
+ "acrobatic-dodge-success-tooltip": "If you made a successful acrobatic/aerobatic roll, get +2 to dodge. See B375",
+ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375",
+ "dodge-drop-label": "Dodge & Drop: +3",
+ "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
Any cover you get does not count against the initial attack.
NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377",
+ "feverish-defense-label": "Feverish (1 FP): +2",
+ "feverish-defense-tooltip": "Feverish defense, spend 1 FP to increase active defense by 2. See B357",
+ "offhand-parry-label": "Off-Hand Parry: -2",
+ "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549",
+ "number-of-parries-label": "# of Parries",
+ "number-of-parries-tooltip": "You can more parry more than once per turn, but each additional parry is at a -4 penalty. See B376",
+ "number-of-parries-master-label": "Master Parries",
+ "number-of-parries-master-tooltip": "If you're Trained by a Master or a Weapon Master, penalties are halved. See B376",
+ "attack-from-behind-label": "Back Peripheral: -2",
+ "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391",
+ "runaround-attack-label": "Runaround: -2",
+ "runaround-attack-tooltip": "Runaround Attack! Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391",
+ "grappled-dodge-label": "Grappled: -1 Dodge",
+ "grappled-dodge-tooltip": "NOTE! from Dungeon Fantasy. If grappled, you're at -1 to dodge. See DF Exploits 41",
+ "grappled-block-label": "Grappled: -2 Block/Parry",
+ "grappled-block-tooltip": "NOTE! from Dungeon Fantasy. If grappled, you're at -2 to block/parry. A grappled limb can't use block/parry. See DF Exploits 41",
+ "stunned-label": "Stunned: -4",
+ "stunned-tooltip": "If you're stunned, defend at -4. See B420",
+ "encumbered-label": "Encumbered",
+ "encumbered-tooltip": "Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549",
+ "skill-encumbered-tooltip": "Penalty equal to your encumbrance is applied to your skill.
Example: Climbing, Judo, Karate, Fencing Weapons, Stealth.",
+ "cant-see-attacker-label": "Can't See Attacker: -4",
+ "cant-see-attacker-tooltip": "If you can't see the attacker you're at -4 to defend. A block or parry requires Hearing-2. See B549",
+ "defenders-equipment-label": "Defender's Equipment",
+ "attackers-equipment-label": "Attacker's Equipment",
+ "trident-dodge-label": "Trident: -1 Dodge",
+ "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97",
+ "trident-block-label": "Trident: +1 Block/Parry",
+ "trident-block-tooltip": "NOTE: From Dungeon Fantasy. +1 to block or parry a trident. See DF Exploits-97",
+ "parrying-knife-label": "Parry with Knife: -1",
+ "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
Suggestion: Add the modifier to your defense skill instead of using this checkbox.",
+ "parrying-kusari-label": "Parry with Kusari: -2",
+ "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
Suggestion: Add the modifier to your defense skill instead of using this checkbox.",
+ "parrying-staff-label": "Parry with Staff: +2",
+ "parrying-staff-tooltip": "If parrying with a staff you get +2. See B548
Suggestion: Add the modifier to your defense skill instead of using this checkbox.",
+ "defense-bonus-label": "Defense Bonus",
+ "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.",
+ "unarmed-parry-label": "Unarmed Parry: -3",
+ "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548",
+ "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548",
+ "against-deceptive-attack-label": "Deceptive",
+ "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369",
+ "against-dual-weapon-label": "Dual-Weapon: -1",
+ "against-dual-weapon-tooltip": "If both attacks hit you, you're at -1 to defend. See B548.",
+ "parry-flail-label": "Parry Flail: -4",
+ "parry-flail-tooltip": "If parrying against a flail, you're at -4 to defend. See B405.
NOTE: You can't parry flails with a fencing weapon.",
+ "parry-nunchaku-label": "Parry Nunchaku: -2",
+ "parry-nunchaku-tooltip": "If parrying against a nunchaku, you're at -2 to defend. See B405.
NOTE: You can't parry flails with a fencing weapon.",
+ "block-flail-label": "Block Flail: -2",
+ "block-flail-tooltip": "If blocking against a flail, you're at -2 to defend. See B405. ",
+ "block-nunchaku-label": "Block Nunchaku: -1",
+ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.",
+ "parry-thrown-weapon-label": "Parry thrown: -1",
+ "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549",
+ "parry-thrown-small-weapon-label": "Parry thrown, sm: -2",
+ "parry-thrown-small-weapon-tooltip": "If the thrown weapon is 1 pound or less, parry is -2. See B549",
+ "feint-attack-label": "Feint Attack",
+ "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365",
+ "defenders-posture-title": "Defender's Posture",
+ "attackers-action-title": "Attacker's Action",
+ "afflictions-conditions-title": "Afflictions & Conditions",
+ "coughing-sneezing-iq-label": "Coughing/Sneezing: -1 IQ",
+ "coughing-sneezing-iq-tooltip": "-1 to IQ and IQ-based skills. Can't use Stealth. See B428.",
+ "coughing-sneezing-dx-label": "Coughing/Sneezing: -3 DX",
+ "coughing-sneezing-dx-tooltip": "-3 to DX and DX-based skills. Can't use Stealth. See B428.",
+ "drowzy-label": "Drowzy: -2",
+ "drowzy-tooltip": "-2 to DX, IQ, and self-control rolls. Make a Will roll every two hours you're inactive to avoid falling asleep. See B428.",
+ "tipsy-label": "Tipsy: -1",
+ "tipsy-tooltip": "-2 to DX and IQ and -2 self-control rolls except to resist Cowardice. Reduce Shyness by one level. See B428.",
+ "drunk-label": "Drunk: -2",
+ "drunk-tooltip": "-2 to DX and IQ and -4 self-control rolls except to resist Cowardice. Reduce Shyness by two levels. See B428.",
+ "euphoria-label": "Euphoria: -3",
+ "euphoria-tooltip": "-3 to DX, IQ, and self-control rolls. See B428.",
+ "pain-level-label": "Pain Level",
+ "pain-level-tooltip": "Penalty to DX, IQ, and self-control rolls. Hight Pain Threshold halves the penalty while Low Pain Threshold doubles the penalty. See B428.",
+ "distraction-label": "Distraction",
+ "distraction-tooltip": "-1 for Bees in your face, -2 for part clothes on fire, -3 all clothes on fire, etc. See B548.",
+ "bad-footing-label": "Bad Footing",
+ "bad-footing-tooltip": "Skill penalty for bad footing. See B547-B549.",
+ "defense-bad-footing-tooltip": "Defensive penalty for bad footing. See B547-B549.",
+ "mounted-label": "Mounted",
+ "defense-mounted-tooltip": "If mounted, defensive penalty is equal to difference between 12 and Riding skill. See B388",
+ "retreating-flight-label": "Retreating Flight",
+ "retreating-flight-tooltip": "If flyer can hover, add +1 to defense to retreating defense if you can move 1 hex up or down. See B398",
+ "grappled-label": "You're grappled: -4",
+ "grappled-tooltip": "See Actions after being grappled for more information. See B371.",
+ "holding-large-shield-label": "Holding Large Shield: -2",
+ "holding-large-shield-tooltip": "See B547.",
+ "shield-close-combat-penalty-label": "Close combat with shield: -1 per DB",
+ "shield-close-combat-penalty-tooltip": "See Shields in Close Combat B392.",
+ "roll-modifier-label": "Roll modifier",
+ "visibility-roll-modifier-tooltip": "Combined total can't exceed -10 or -6 if used to blindness.",
+ "no-visiblity-condition-label": "No special effect",
+ "no-visiblity-condition-tooltip": "Only affected by darkness, smoke, fog, blur, or other.",
+ "cannot-see-anything-label": "Can't see anything: -10 *",
+ "cannot-see-anything-tooltip": "If used to blindess, penalty is -6. Max skill is 9. See B124 and B394.",
+ "cannot-see-target-label": "Can't see target: -6 *",
+ "cannot-see-target-tooltip": "Max Skill is 9. B394.",
+ "darkness-label": "Darkness",
+ "darkness-tooltip": "-10 is considered total darkness, no light available. See B394.",
+ "smoke-label": "Smoke",
+ "obscure-vision-tooltip": "-10 totally obscures vision. See Obscure B72.",
+ "know-location-label": "Know location: -4 *",
+ "know-location-tooltip": "If the foe is in a single smoke-filled hex or the like, no Hearing roll is required and the attack penalty is only -4. Roll for random hit location. Max Skill is 9. B394.",
+ "fog-label": "Fog",
+ "blur-label": "Blur",
+ "task-modifiers-title": "Task Modifiers",
+ "task-difficulty-label": "Task Difficulty",
+ "task-difficulty-tooltip": "See B345 for full description.",
+ "extra-time-label": "Extra Time",
+ "extra-time-tooltip": "Working slowly and deliberately on a noncombat task. See B346.",
+ "haste-label": "Haste",
+ "haste-tooltip": "Hurrying the noncombat task. See B346.",
+ "unfamiliar-culture-label": "Unfamiliar Culture: -3",
+ "unfamiliar-culture-tooltip": "-3 to skill with a significant cultural component; Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, etc. See B23.",
+ "language-modifier-label": "Language Modifier",
+ "language-modifier-tooltip": "Based on comprehension, use Task Difficulty for additional modifiers like bad phone connection. See B24.
Language skills: Fast-Talk, Public Speaking, Research, Speed-Reading, teaching, and Writing.
Artistic Skills: Poetry, Singing, etc.",
+ "iq-tech-level-modifier-label": "IQ Tech Level Modifier",
+ "iq-tech-level-modifier-tooltip": "IQ-Based skills. When you work with equipment or concepts of a TL different from your own skill, you suffer a penalty. See B168.",
+ "non-iq-tech-level-modifier-label": "Non IQ TL Modifier",
+ "non-iq-tech-level-modifier-tooltip": "Non IQ-Based skills. Flat penalty of -1 per TL difference. See B168.",
+ "equipment-modifiers-title": "Equipment Modifiers",
+ "available-equipment-label": "Available Equipment",
+ "available-equipment-tooltip": "Equipment modifiers for skills. See B345.",
+ "missing-items-label": "Missing Items",
+ "missing-items-tooltip": "-1 per item missing. See B346.",
+ "damaged-equipment-label": "Damaged Equipment",
+ "damaged-equipment-tooltip": "Damaged equipment modifier, such as -1 for first-aid kit salvaged from a wreck. See B346.",
+ "unfamiliar-equipment-label": "Unfamiliar Equipment: -2",
+ "unfamiliar-equipment-tooltip": "Any skill used to operate equipment like Driving/TL7 (Autommobile) takes a penalty when faced with an unfamiliar type of item. For instance, you're used to a compact car but you need to drive a van. See B169.",
+ "spell-modifiers-title": "Spell Modifiers",
+ "low-mana-label": "Low Mana: -5",
+ "low-mana-tooltip": "Only mages can cast spells and all spells are at -5. Critical failures have mild effects or no effect at all. See B235.",
+ "burn-abbreviate-hit-points-label": "Burn HP",
+ "burn-hit-points-tooltip": "Burn Hit Points instead of FP, but you're -1 to skill per HP. High Pain Threshold has no effect. See B237.",
+ "ceremonial-bonus-label": "Ceremonial",
+ "ceremonial-bonus-tooltip": "Ceremonial Magic involves a group of willing assistants. Receive a skill bonus based on how much extra energy you receive.
Add another +1 per additional 100% of required energy.
See B238.",
+ "spell-range-label": "Regular Spell Range",
+ "regular-spell-range-tooltip": "For regular and area spells apply a penalty of -1 per yard of distance. See B239.",
+ "cant-see-touch-label": "Can't See/Touch: -5",
+ "spell-cant-see-touch-tooltip": "For regular spells, if you can't see or touch your subject, you're at -5 to skill. See B239.",
+ "long-distance-label": "Long-Distance",
+ "long-distance-tooltip": "Use these modifiers for Information spells that work over long distances, such as Seek spells. Certain advantages use these ranges. If the distance falls between two values, use the higher value. See B241.",
+ "spells-on-label": "Spells On",
+ "concentration-label": "Concentration",
+ "natures-strength-title": "Nature's Strength",
+ "natures-strength-description": "From Dungeon Fantasy Spells. Page 2.",
+ "primeval-wilderness-label": "Primeval Wilderness",
+ "primeval-wilderness-tooltip": "Primeveal Wilderness for druidic spells.",
+ "announcements": "Announcements",
+ "sheet-version-title": "GURPS Character Sheet Version:",
+ "hide-until-next-update": "Hide until next update",
+ "view-all-updates": "View All Updates",
+ "tab-general": "General",
+ "tab-traits": "Traits",
+ "tab-bio-misc": "Bio\\Misc",
+ "tab-skills": "Skills",
+ "tab-combat": "Combat",
+ "tab-inventory": "Inventory",
+ "tab-grimoire": "Grimoire",
+ "tab-updates": "Updates",
+ "attributes-label": "Attributes",
+ "abbreviation-modifier-label": "MOD",
+ "attributes-modifier-tooltip": "A modifier that will be applied to your
attribute. All derived attributes draw their
base from your unmodified attributes.
Therefore this MOD will generally only
affect direct attribute rolls and skill rolls.",
+ "abbreviation-character-points-label": "Pts",
+ "abbreviation-strength": "ST",
+ "attributes-strength-tooltip": "Strength 10pts/level - Unmodified
Cost reduced by -10% (Max -80%) per SM+1 (B15)",
+ "abbreviation-dexterity": "DX",
+ "attributes-dexterity-tooltip": "Dexterity 20pts/level - Unmodified:",
+ "abbreviation-intelligence": "IQ",
+ "attributes-intelligence-tooltip": "Intelligence 20pts/level -Unmodified:",
+ "will-label": "WILL",
+ "abbreviation-health": "HT",
+ "attributes-health-tooltip": "Health 10pts/level - Unmodified:",
+ "abbreviation-perception": "Per",
+ "attributes-perception-tooltip": "Perception: Based on Intelligence
5pts/level
Check the box to whisper perception roll to GM.
Unmodified: ",
+ "attribute-vision": "Vision",
+ "attributes-vision-tooltip": "Visual Perception
Based on Perception
2pts/level
Unmodified: ",
+ "attribute-hearing": "Hearing",
+ "attribute-hearing-tooltip": "Audio Perception
Based on Perception
2pts/level
Unmodified: ",
+ "attribute-smell": "Smell",
+ "attribute-smell-tooltip": "Smell & Taste Perception (B35)
Based on Perception
2pts/level
Unmodified: ",
+ "attribute-touch": "Touch",
+ "attribute-touch-tooltip": "Touch Perception
Based on Perception
2pts/level
Unmodified: ",
+ "attribute-will": "Will",
+ "attribute-will-tooltip": "Willpower
Based on Intelligence
5pts/level
Unmodified: ",
+ "attribute-fright": "Fright",
+ "attribute-fright-tooltip": "Fright Check (B360)
Based on Willpower
2pts/level
Unmodified:
See extensive list of Modifiers B360 & GURPS Horror p139-142.",
+ "abbreviation-threshold": "Thresh",
+ "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
This means that a roll of 14 or more is automatically a failure.
This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
(Power Ups 2, p13).
Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
to be useful, of course!
Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
Confusion Check Table for failures. (Powers p85).",
+ "fright-check-label": "Fright Check",
+ "attribute-unstun": "Unstun",
+ "attribute-unstun-tooltip": "Recover from physical stun, based on Health.
Roll at the end of your turn after Do Nothing
High Pain Threshold +3 to check
Low Pain Threshold -3 to check",
+ "abbreviation-knock-down": "K Down",
+ "attribute-knock-down-tooltip": "Knockdown & Stunning Check, based on Health.
Roll:
Whenever you suffer a major wound. B420
Whenever you are struck in the head (skull, face, or eye) or
vitals for enough injury to cause a shock penalty,
You must make an immediate HT roll to avoid knockdown and stunning.
>Modifiers:
-5 for a major wound to the face or vitals (or to the groin, on a humanoid male).
-10 for a major wound to the skull or eye.
+3 High Pain Threshold
-4 Low Pain Threshold",
+ "abbreviation-unconscious": "Unc.",
+ "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
If HP zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check",
+ "abbreviation-death-check": "Death",
+ "attribute-death-check-tooltip": "Death Check, based on Health.
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check",
+ "speed-label": "Speed",
+ "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ",
+ "attribute-move": "Move",
+ "attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified:
Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
+ "abbreviation-enhanced": "Enhncd",
+ "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
10pts per half level. Can use up|down arrow keys
Level: ",
+ "attribute-dodge": "Dodge",
+ "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)",
+ "abbreviation-lifting-strength": "Lift ST",
+ "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
Based on Strength 3pts/level
Unmodified: ",
+ "attribute-lift": "Lift",
+ "attribute-basic-lift-tooltip": "Basic Lift Table B17, in pounds. (B15)",
+ "attribute-striking": "Striking",
+ "attribute-striking-strength-tooltip": "Striking Strength
Based on Strength
5pts/level
Unmodified: ",
+ "attribute-thrust": "Thrust",
+ "attribute-thrust-damage-table": "Thrust DamageStrength Thrust 1 1d6-6 2 1d6-6 3 1d6-5 4 1d6-5 5 1d6-4 6 1d6-4 7 1d6-3 8 1d6-3 9 1d6-2 10 1d6-2 11 1d6-1 12 1d6-1 13 1d6
",
+ "attribute-swing": "Swing",
+ "attribute-swing-damage-table": "Swing DamageStrength Thrust 14 1d6 15 1d6+1 16 1d6+1 17 1d6+2 18 1d6+2 19 2d6-1 20 2d6-1 21 2d6 22 2d6 23 2d6+1 24 2d6+1 25 2d6+2 26 2d6+2 Strength Swing 1 1d6-5 2 1d6-5 3 1d6-4 4 1d6-4 5 1d6-3 6 1d6-3 7 1d6-2 8 1d6-2 9 1d6-1 10 1d6 11 1d6+1 12 1d6+2 13 2d6-1
",
+ "stats-title": "Stats",
+ "value-title": "Value",
+ "abbreviation-maximum-hit-points": "Max HP",
+ "maximum-hit-poits-tooltip": "Hit Points - Based on Strength - 2pts/levelStrength Swing 14 2d6 15 2d6+1 16 2d6+2 17 3d6-1 18 3d6 19 3d6+1 20 3d6+2 21 4d6-1 22 4d6 23 4d6+1 24 4d6+2 25 5d6-1 26 5d6
Cost reduced by -10% per SM+1 (B15)",
+ "abbreviation-current-hit-points": "Current HP",
+ "abbreviation-hit-points": "HP",
+ "hit-points-label": "Hit Points",
+ "current-hit-points-tooltip": "Current Hit Points
When your HP is low, you take penalties. (B419)",
+ "current-hit-points-reeling": "Reeling: If your HP is less than",
+ "current-hit-points-reeling-description": "- Halve Move and Dodge (round up) (B419)
- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7
- Note: This sheet automatically calculates that for you and adjusts those values.",
+ "current-hit-points-collapse": "Verge of Collapse",
+ "current-hit-points-collaps-description": "- Roll every turn @{VS} HT or fall unconscious.
- Your HT roll is at -1 for every 1xHP you are below 0.
- If you do nothing, and don't defend, you don't have to roll.",
+ "current-hit-points-verge-of-death": "Verge of Death",
+ "current-hit-points-verge-of-death-description": "- Roll once @{VS} HT to stay alive.
- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)
- Roll again every time you take injury that puts you below
another multiple of your max HP.",
+ "current-hit-points-death": "Death",
+ "current-hit-points-death-description": "- You are dead.",
+ "current-hit-points-total-destruction": "Total Destruction",
+ "current-hit-points-total-destruction-description": "- Your body has been destroyed beyond recognition or resurrection.",
+ "hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.",
+ "hit-points-fatigue-quartered-move": "Move and Dodge is quartered due to hit point and fatigue loss. See B419.",
+ "abbreviation-maximum-fatigue-points": "Max FP",
+ "maximum-fatigue-points-tooltip": "Fatigue Points
Based on Health
3pts/level",
+ "abbreviation-current-fatigue-points": "Current FP",
+ "current-fatigue-points-tool-tip": "Current Fatigue Points
When your FP is low you take penalties. (B426)",
+ "fatigue-points-tired-label": "Tired: If your FP is less than",
+ "fatigue-points-tired-description": "- Halve your Move, Dodge, and ST (round up) (B426)
- These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7
- Note: This sheet automatically calculates that for you and adjusts
those values – This does not affect ST-based quantities,
such as HP and damage. (B426)",
+ "verge-of-collapse-label": "Verge of Collapse",
+ "verge-of-collapse-description": "- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426)
- Roll against Will to do anything besides rest or talk.
- If you fail your Will roll, you fall unconscious.
- On a critical failure, roll @{VS} HT or suffer a heart attack.",
+ "unconscious-label": "Unconscious: When your FP is",
+ "unconscious-description": "- Immediately fall unconscious
- FP can't drop any lower, but you still lose HP.
- You regain consciousness at 0 FP",
+ "abbreviation-move-strength": "MV/ST",
+ "half-move-strength-tooltip": "Move, Dodge, and ST are halved due to fatigue loss. See B426.
Affects ST roll and using weapons with minimum ST.",
+ "half-strength-tooltip": "ST is halved due to fatigue loss. See B426.
Affects ST roll and using weapons with minimum ST.",
+ "abbreviation-maximum-energy-reserve": "Max ER",
+ "maximum-energy-reserve-tooltip": "Energy Reserve
See Dungeon Fantasy 3, pg39 - Introduced
See Powers, pg119 – More detailed
",
+ "abbreviation-current-energy-reserve": "Current ER",
+ "current-energy-reserve-tooltip": "Current Energy Reserve
See Dungeon Fantasy 3, pg39 - Introduced
See Powers, pg119 – More detailed",
+ "custom-pools-heading": "Custom Pools",
+ "custom-pools-tooltip": "Add additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.
Examples include:
RP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.
LFP (Long Term Fatigue Points), see After the End 1, p24.",
+ "custom-pool-current-points-label": "Current",
+ "lifting-moving-label": "Lifting & Moving",
+ "lifting-moving-tooltip": "For more information see B14.",
+ "weight-label": "Weight",
+ "simple-lift-label": "Simple Lift",
+ "simple-lift-heading-tooltip": "The weight the character can lift overhead
with one hand in one second.",
+ "one-handed-lift-label": "One-Handed Lift",
+ "one-handed-lift-tooltip": "The weight the character can lift overhead
with one hand in two seconds.",
+ "two-handed-lift-label": "Two-Handed Lift",
+ "two-handed-lift-tooltip": "The weight the character can lift overhead
with both hands in four seconds.",
+ "shove-and-knock-over-label": "Shove & Knock Over",
+ "shove-and-knock-over-tooltip": "The weight of an object the character can
shove and knock over.",
+ "abbreviation-running-shove-knock-over": "Running Shove & KO",
+ "running-shove-knock-over-tooltip": "The weight of an object the character can
shove and knock over with a running start.",
+ "carry-on-back-label": "Carry On Back",
+ "carry-on-back-tooltip": "The weight the character can carry slung
over his/her back.",
+ "shift-slightly-label": "Shift Slightly",
+ "shift-slightly-tooltip": "The weight of an object that the character
can shift slightly on a floor.",
+ "notes-label": "Notes",
+ "encumbrance-label": "Encumbrance",
+ "load-label": "Load",
+ "load-tooltip": "Amount of weight you're currently carrying.",
+ "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426)
STEP: The number in parentheses is the step distance.",
+ "abbreviation-enhanced-move-label": "ENH MOVE",
+ "enhanced-move-tooltip": "Enhanced ground move.
STEP: The number in parentheses is the step distance.",
+ "air-label": "Air",
+ "air-tooltip": "Air/Flying move.
STEP: The number in parentheses is the step distance.",
+ "water-label": "Water",
+ "water-tooltip": "Water/Swimming move.
STEP: The number in parentheses is the step distance.",
+ "encumbrance-dodge-tooltip": "Note: The Dodge score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426)",
+ "encumbrance-none-0-label": "None (0)",
+ "encumbrance-light-1-label": "Light (1)",
+ "encumbrance-medium-2-label": "Medium (2)",
+ "encumbrance-heavy-3-label": "Heavy (3)",
+ "encumbrance-extra-heavy-4-label": "X-Heavy (4)",
+ "encumbrance-maximum-load-label": "MAX Load*",
+ "encumbrance-maximum-load-tooltip": "Carry on Back (B353) 15xBL. Thus, you can carry
more than you can lift by yourself . . . but
every second that your encumbrance is over 10xBL
(that is Extra-Heavy encumbrance), you lose 1 FP.
",
+ "current-label": "Current",
+ "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers",
+ "movement-label": "Movement",
+ "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.",
+ "abbreviation-start-velocity-label": "Start Vel.",
+ "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.",
+ "change-in-velocity-label": "Change",
+ "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn. See B395.
NOTE: Max deceleration is 2 times your basic move.",
+ "abbreviation-final-velocity-label": "Final Vel.",
+ "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.",
+ "abbreviation-deceleration-penalty-label": "Decel. Pen.",
+ "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.
Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
Can safely decelerate up to base move, no roll needed.
If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
Apply the appropriate skill penalty from the input forms to the right.
How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
NOTE: make an additional roll if you're also turning.
Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
Driving Skill: 12, Handling: 0.
Total Deceleration = 16 - 6 = 10.
Can safely decelerate to 16 - 3 (base move) = 13.
Penalty = 13 - 6 (goal speed) / 2 = -3.
Making Driving Skill 12 - 3 to succeed.
see B395.",
+ "turn-radius-label": "Turn Radius",
+ "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Final Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
See B394.",
+ "tight-turn-label": "Tight Turn",
+ "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.
120° facing change instead of 60°.
Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
See B395.",
+ "movement-feats-label": "Movement Feats",
+ "flying-label": "Flying",
+ "flight-label": "Flight",
+ "flight-tooltip": "Check the box to add Flight (B56) to the character.
This will update the Air movement column for the encumbrance table.
Use the text box to enter the number of character points used for Flight",
+ "abbreviation-air-move-label": "Air Mv",
+ "air-move-tooltip": "Base Air Move = Basic Speed * 2 =
2pts/level, you can use up and down arrows",
+ "enhanced-air-move-tooltip": "Enhanced Air Move
Modifier box: steps of .5, you can use up and down arrows.
Points box: 10 points per half-level, you can use up and down arrows.
Each level doubles top air move. Half-level is a multiple of 1.5.
Level: ",
+ "swimming-label": "Swimming",
+ "abbreviation-amphibious-label": "Amphib",
+ "amphibious-tooltip": "Amphibious: Check the box to apply Amphibious (B40) to character
This will update the swimming movement on the encumbrance table.",
+ "abbreviation-water-move-label": "Wtr Mv",
+ "water-move-tooltip": "Basic Move =
Formula = Basic Move / 5 or Basic Move if amphibious.
5pts/level, you can use up and down arrows.
NOTE: Max +2 water move if you have swimming skill.",
+ "enhanced-water-move-tooltip": "Enhanced Water Move
Modifier box: steps of .5, you can use up and down arrows.
Points box: 10 points per half-level, you can use up and down arrows.
Each level doubles top water move. Half-level is a multiple of 1.5.
Level: ",
+ "jumping-label": "Jumping",
+ "skill-label": "Skill",
+ "jump-skill-tooltip": "Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)instead of Basic Move to calculate jumping distances. B352",
+ "abbreviation-use-strength": "Use ST",
+ "jumping-use-strength-tooltip": "Check this box if using this Optional Rule B352.
If Basic Lift () > body weight, use ST/4 instead of Move or Jump skill.",
+ "super-label": "Super",
+ "super-jump-tooltip": "Super Jump: use this if you have the Super Jump as an Advantage. B89
1st column will show your modifier based on the entries for the 2nd and 3rd columns.
2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value.
3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.",
+ "abbreviation-encumbrance-label": "Enc",
+ "encumbrance-tooltip": "Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, ar any fencing Parry. See B549",
+ "jump-encumbrance-penalty-tooltip": "Apply encumbrance penalty. See B352
1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.",
+ "abbreviation-preparation": "Prep",
+ "jump-preparation-tooltip": "Check this box if you took 2 consecutive Concentration maneuvers to prepare.
Leave unchecked otherwise, in which case you will halve all jump distances. B352",
+ "feet-measurement-label": "feet",
+ "yards-measurement-label": "yards",
+ "standing-broad-jump-label": "Broad",
+ "standing-broad-jump-tooltip": "Standing Broad Jump Distance. B352
1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down).
2nd column shows you how many feet you may jump.
3rd column shows you how many yards you jump.
Formula = (2 x Stat To use) - 3 feet
Stat to use: ",
+ "running-broad-jump-label": "Run",
+ "running-broad-jump-tooltip": "Running Broad Jump Distance, under Broad Jump description. B352
1st column enter how may yards you ran this turn.
2nd column shows you how many feet you may jump.
3rd column shows you how many yard you jump.
Formula = (2 x Stat To use) - 3 feet
Stat to use:
Max running broad jump distance is twice standing broad jump distance.",
+ "high-jump-label": "High",
+ "high-jump-tooltip": "High Jump Distance. B352
1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down).
2nd column shows you how many feet you may jump.
3rd column shows you how many yard you jump.
Formula = (6 x Stat To use) - 10 inches
Stat to use: ",
+ "run-high-jump-label": "Run",
+ "running-high-jump-tooltip": "Running High Jump Distance, under High Jump. B352.
1st column enter in your (6 x Stat To use) plus how may yards you ran this turn.
2nd column shows how many feet you may jump straight up.
3rd column shows how many yards you jump straight up.
Formula = (6 x Stat To use) - 10 inches
Stat to use:
Max running high jump distance is twice standing high jump distance.",
+ "abbreviation-jump-move-label": "JMP MV",
+ "jump-move-tooltip": "Jump move. This is actually the ‘Super Jump’ value for that Advantage. See B89
Greater of Broad Jump Yards / 5 OR Normal Ground Move.
",
+ "abbreviation-point-summary-label": "Point Sum",
+ "point-summary-tooltip": "Total: Manual input: Represents total value of the
PC in Character Points (spent & unspent combined).
Spent: Automatic total of Spent points:
Attributes + Traits + Skills + Other.
Unspent: Has the option of being Manual or
Automatic, depending on an option selected on the
Settings page entitled ‘Enter Unspent Points’.
Manual Mode (Blue color): You manually enter your
Unspent points.
Automatic mode (Black color): It calculates the
point total difference between Total and Spent.",
+ "total-label": "Total",
+ "point-total-tooltip": "Total: Manual input: Represents total value of the
PC in Character Points (spent and unspent combined).",
+ "spent-label": "Spent",
+ "unspent-label": "Unspent",
+ "gca-format-label": "GCA Format",
+ "gca-format-tooltip": "GURPS Character Assistant (GCA) Format
To change to GCS or Detailed go to options tab
and change the radio button for Point Summary Layout",
+ "gcs-format-label": "GCS Format",
+ "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
To change to GCA or Detailed go to options tab
and change the radio button for Point Summary Layout",
+ "detailed-format-label": "Detailed Format",
+ "detailed-format-tooltip": "To change to GCA or GCS go to options tab
and change the radio button for Point Summary Layout",
+ "race-label": "Race",
+ "race-point-summary-tooltip": "Point Summary for Racial Traits.",
+ "points-summary-for-attributes-tooltip": "Point Summary for:
ST, DX, IQ, HT,
HP, FP, Energy Reserve One, Two, and Three,
Per, Vision, Hearing, Smell, Touch,
Will, Fright, Unconsciousness, Death,
Speed, Move, Lift ST, Striking ST,
Flying, Air Move, Enhanced Air Move, Super Jump",
+ "abbreviation-advantages-label": "Adv.",
+ "gca-point-summary-for-advantages-tooltip": "Point Summary for:
Languages, Tech Level, Cultural Familiarities,
Advantages, and Racial traits.",
+ "gcs-point-summary-for-advantages-tooltip": "Point Summary for:
Languages, Tech Level, Cultural Familiarities,
Advantages, and Perks.",
+ "detailed-point-summary-for-advantages-tooltip": "Point Summary for:
Languages, Tech Level, Cultural Familiarities,
and Advantages.",
+ "perks-label": "Perks",
+ "abbreviation-disadvantages-label": "Disadv.",
+ "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages",
+ "quirks-label": "Quirks",
+ "skills-label": "Skills",
+ "abbreviation-techniques-label": "Tech.",
+ "point-summary-techniques-tooltip": "Techniques",
+ "abbreviation-techniques-revised-label": "Tech. (r)",
+ "point-summary-for-techniques-revised-tooltip": "Techniques Revised",
+ "spells-label": "Spells",
+ "other-label": "Other",
+ "native-language-label": "Native Language",
+ "spoken-label": "Spoken",
+ "written-label": "Written",
+ "learned-language-label": "Learned Languages",
+ "miscellaneous-label": "Miscellaneous",
+ "technology-level-label": "Tech Level",
+ "technology-level-tooltip": "This is the technology level that your character is familiar with.
It costs 5 points to raise this above or below the campaign's
normal TL.
",
+ "cultural-familiarities-label": "Cultural Familiarities",
+ "advantages-label": "Advantages",
+ "abbreviation-frequency-of-appearance-label": "FOA",
+ "frequency-of-appearance-tooltip": "Frequency of AppearanceTL0 Stone Age (Prehistory and later). TL1 Bronze Age (3500 B.C.+). TL2 Iron Age (1200 B.C.+). TL3 Medieval (600 A.D.+). TL4 Age of Sail (1450+). TL5 Industrial Revolution (1730+). TL6 Mechanized Age (1880+). TL7 Nuclear Age (1940+). TL8 Digital Age (1980+). TL9 Microtech Age (2025+?). TL10 Robotic Age (2070+?). TL11 Age of Exotic Matter. TL12+ Whatever the GM likes!
",
+ "abbreviation-booke-reference-label": "Ref",
+ "book-reference-tooltip": "Reference to book and page numbers.15 or less> 12 or less> 9 or less> 6 or less>
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
",
+ "modifier-label": "Modifier:",
+ "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
Use the pencil/paper icon to select modifiers.
NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.",
+ "select-skill-modifiers-button": "Select Skill Modifiers",
+ "show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
+ "abbreviation-self-control-number-label": "SCN",
+ "self-control-number-tooltip": "Self-control Number OR
Frequency of Appearance
",
+ "disadvantages-label": "Disadvantages",
+ "racial-traits-label": "Racial Traits",
+ "general-information-label": "General Information",
+ "full-name-label": "Full name",
+ "nickname-label": "Nickname",
+ "gender-label": "Gender",
+ "size-modifier-label": "Size Modifier",
+ "size-modifier-tooltip": "This sheet does NOT auto adjust the cost values for STand Extra HP for a SM15 or less 12 or less 9 or less 6 or less
that is greater than 0. To do that you can use a combination of Points and
MOD entries to get the desired value. (B15, B16, B19)",
+ "reach-modifier-label": "Reach Mod",
+ "reach-modifier-tooltip": "Reach Modifier.
See Size Modifier and Reach, B402
When grappling, you get +1 To Hit per size modifier difference.",
+ "main-hand-label": "Main Hand",
+ "reactions-label": "Reactions",
+ "physical-description-label": "Physical Description",
+ "age-label": "Age",
+ "height-label": "Height",
+ "weight-heading": "Weight",
+ "character-weight-tooltip": "Enter a Numerical Value only.
Do not enter any type of indicator like lbs, pounds, kilos, etc.
This is because the weight is added to your Inventory’s Grand Total
Weight and thus needs to be numerical.",
+ "eyes-label": "Eyes",
+ "build-label": "Build",
+ "hair-label": "Hair",
+ "physical-appearance-label": "Appearance",
+ "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost onthe Traits tab under Advantages or Disadvantages.",
+ "tattoos-scars-etc-label": "Tattoos, scars, etc.",
+ "scars-tattooe-etc-tooltip": "Scars, tattoos, distinguishing marks or features.",
+ "background-information-label": "Background Information",
+ "birth-date-label": "Birth Date",
+ "birth-place-label": "Birth Place",
+ "status-label": "Status",
+ "wealth-label": "Wealth",
+ "income-label": "Income",
+ "cost-of-living": "Cost of Living",
+ "stash-money-location-label": "Stash",
+ "stash-money-location-tooltip": "Total available cash stashed in banks, vaults, mattresses, etc.",
+ "affiliations": "Affiliations",
+ "home-base-label": "Home Base",
+ "family-label": "Family",
+ "background-history-label": "Background History & Notes",
+ "training-label": "Training",
+ "training-tooltip": "Training rules can be found at ‘Improvement
Through Study’ B292.
Advanced rules can be found in Social
Engineering: Back to School.",
+ "abbreviation-technology-level-label": "TL",
+ "skill-level-label": "Level",
+ "talent-level-label": "Talent Level:",
+ "formula-level-label": "Formula Level:",
+ "formula-label": "Formula:",
+ "active-defense-formula-tooltip": "Formula is based upon the active defense type.",
+ "formula-as-is-description": "Enter a value or use the linked item value as is.",
+ "formula-parry-description": "3 + (Skill or DX)/2, rounded down.",
+ "formula-block-description": "3 + (Shield or Cloak skill)/2, rounded down.",
+ "power-dodge-description": "Basic Speed + 3 + Talent/2, rounded down.",
+ "power-parry-description": "3 + (Innate Attack Skill + Talent)/2, rounded down.",
+ "power-block-physical-description": "3 + (HT + Talent)/2, rounded down.",
+ "power-block-mental-description": "3 + (WILL + Talent)/2, rounded down.",
+ "abbreviation-attribute-label": "Attr",
+ "abbreviation-difficulty-label": "Diff",
+ "skill-difficulty-tooltip": "WC = Wildcard Skill.
PTS = 3, 6, 12, 24, 36, etc.",
+ "skill-modifier-tooltip": "Modifier applied to skill level.
Can be a positive or a negative number.
Examples include a bonus from a Talent,
default from another Skill or Technique,
a piece of equipment, or a Perk.",
+ "row-id-label": "Row ID:",
+ "row-id-tooltip": "The row id can be used with macros.
NOTE: Future use for linking to techniques
and combat skills.
Example field name: repeating_skills_[the row id]_level
This example would represent the skill level on that row.",
+ "abbrevation-miscellaneous-label": "Misc:",
+ "reason-for-modifier-label": "Reason for MOD (Modifier):",
+ "reason-for-modifiers-skills-tooltip": "Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...",
+ "custom-success-fail-notes-tooltip": "Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.",
+ "success-note-label": "Success Note:",
+ "critical-success-note-label": "Critical Success Note:",
+ "fail-note-label": "Fail Note:",
+ "critical-fail-note-label": "Critical Fail Note:",
+ "techniques-legacy-label": "TECHNIQUES (LEGACY).",
+ "techniques-legacy-tooltip": "New Optional Feature Available.
A revised techniques table is available by setting the options on the character sheet.
This revised techniques is not final, we'll make adjustments based upon feedback.
New Legacy and Revised Technique Tables. Options to show/hide the Legacy
Techniques table and the new Revised Techniques table.
Show both tables if you want to transfer your current techniques to the new table.
If old technique table has no rows, then hide old table, show new table.
",
+ "parent-label": "Parent",
+ "abbreviation-minimum-label": "Min",
+ "abbreviation-maximum-label": "Max",
+ "cost-label": "Cost",
+ "techniques-revised-label": "Techniques (Revised)",
+ "base-level-label": "Base",
+ "base-skill-level-tooltip": "Base skill level of technique, usually
based on Parent Skill.
see Techniques B229",
+ "abbreviation-default-label": "DFLT",
+ "techniques-revised-default-tooltip": "Default modifier to apply to the base skill.
For example, Kicking is -2 from Brawling or Karate Skill.
Enter 0 if there is no modifier.
see Techniques B229",
+ "techniques-revised-maximum-modifier-tooltip": "Maximum modifier allowed for the technique.
This is relative to the parent skill.
For example, Kicking cannot exceed Brawling + 0
or Karate + 0.
see Techniques B229",
+ "technique-difficulty-tooltip": "Difficulty of technique.
Feats with severe consequences on a failure
or allow only one attempt are Hard.
see Techniques B229",
+ "row-id-repeating-tooltip": "The row id can be used with macros.
Example field name: repeating_techniquesrevised_[the row id]_level
This example would represent the skill level on that row.",
+ "link-label": "Link:",
+ "link-to-row-id-tooltip": "Link this row to another row item.",
+ "copy-paste-row-id-tooltip": "Copy/paste the Skill or Spell Row ID to link that skill to this technique.
When the skill/spell is updated, the technique's parent name and base skill level
will be updated.
Once entered, this will change the Skill/Spell for this particular attack to match
the skill/spell level of the Base Skill. Do not change this skill Level number manually.",
+ "name-label": "Name:",
+ "hit-location-label": "Hit Location",
+ "hit-location-tooltip": "Basic Table B552.
Optinal: Rules
New Hit Locations
LT100-103, MA137",
+ "where-label": "Where",
+ "penalty-label": "Pen",
+ "hit-location-penalty-tooltip": "This is the Penalty
applied to attack the
specific location.",
+ "abbreviation-damage-resistance-label": "DR",
+ "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except
this specific Type of attack.
Example: Enter as 3/2cr* means DR3 vs all attacks
except cr which uses DR2. * means it is Flexible
armor (B379).
High-Tech and Ultra-Tech #/# usually mean against
these Type Attacks / All other Attack Types.
Example: Enter as 5imp, cr /2 means DR5 vs imp and
cr type of attacks and DR2 against all other types
of attacks.",
+ "user-created-label": "User Created",
+ "active-defenses-label": "Active Defenses",
+ "activate-custom-roll-modifier-tooltip": "You can turn on the custom modifiers by going to
Sheet Options Tab then to Skill Modifier Tools
and checking the tools to use.",
+ "type-label": "Type",
+ "active-defense-type-tooltip": "Changing the Type will also update success/fail notes
for that active defense.
Parry, Block, and Block have default notes that can be
changed on the options page.
NOTE Changing the Type will clear any previous notes
you entered.",
+ "abbreviation-information-label": "Info",
+ "active-defense-information-tooltip": "F: this is a fencing weapon.
U: the weapon is unbalanced. You cannot use it to
parry if you've already attacked with it this turn
(and vice versa).",
+ "base-defense-skill-tooltip": "Base defense skill.",
+ "defense-modifiers-tooltip": "Modifiers to the defense skill.",
+ "half-dodge-tooltip": "Dodge is halved due to hit points or fatigue loss. See B418 or B426.",
+ "quarter-dodge-tooltip": "Dodge is quartered due to hit points and fatigue loss. See B418 or B426.",
+ "displayed-on-rolltemplate-tooltip": "Displayed on the rolltemplate.",
+ "custom-notes-label": "Custom Notes:",
+ "custom-notes-active-defense-tooltip": "Add custom notes for this active defense.",
+ "dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)",
+ "dodge-retreat-versus-melee-tooltip": "Against a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks.
Optional Rules for Retreat can be found in MA123.",
+ "dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)",
+ "dodge-drop-ranged-tooltip": "Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').
It is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377)",
+ "knockback-label": "Knockback save vs crushing or cutting attacks",
+ "knockback-tooltip": "A crushing attack can cause knockback regardless of whether it penetrates DR.
A cutting attack can cause knockback only if it fails to penetrate DR.
For every full ST-2 damage (BEFORE subtracting DR) target is moved yard away from attacker.
NOTE: If target has no ST score (like a wall) or is not resisting, use HP instead.
If knocked back, Roll against DX, Acrobatics, or Judo.
-1 per yard of knockback AFTER the first yard.
+4 for Perfect Balance. see B378.
If target collides with an object, use yards knocked back to calculate Collisions and Falls (see Combat Tools).",
+ "knockback-calculation-description": "1 yard per points",
+ "knockback-hitpoints-modifier-label": "HP per yard Modifier: ",
+ "knockback-hitpoints-modifier-tooltip": "Modify the number of hit points required for knockback.
For skinny, special rules, etc.",
+ "abbreviation-information-notes": "INFO Notes",
+ "fencing-unbalanced-tooltip": "If you enter F or U under the INFO column, the notes
below will be replaced with appropriate notes.
Any other value, and the text box will get cleared out.
",
+ "apply-combat-reflexes-label": "Apply Combat Reflexes",
+ "apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43)",
+ "defense-bonus-notes-label": "Defense Bonus (DB) Notes",
+ "defense-bonus-notes-tooltip": "Examples:
+2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.
+1 DB SHIELD SIDE (Left): from Small Shield.
+1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.",
+ "melee-attacks-label": "Melee Attacks",
+ "damage-label": "Damage",
+ "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
the damage - eg. (2) - is an armor divisor.
Enter this number in the Damage Notes as AD(#) or as
Armor Divisor(#).
ex: indicates the attack causes an explosion.
See B269. Enter in the Damage Notes
Tip: You can enter @{thrust} or @{swing} into the damage field.
You can do simple math with this macro.
Example: @{thrust}+1",
+ "damage-type-tooltip": "
",
+ "reach-label": "Reach",
+ "melee-reach-tooltip": "The distance in yards that the weapon can reach.Abbr Name aff Affliction burn Burning cor Corrosion cr Crushing cut Cutting fat Fatigue imp Impaling pi- Small Piercing pi Piercing pi+ Large Piercing pi++ Huge Piercing spec Special tox Toxic
C: this weapon can be used in close combat.
*: the weapon is awkward, and requires a Ready
maneuver to switch between different reaches.",
+ "close-reach-label": "Has C Reach",
+ "close-reach-tooltip": "A reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402",
+ "modifier-tooltip": "Enter the net value of all modifiers combined.
Can be a positive or a negative number.
Example: Enter 2 for Weapon’s Bond (+1) plus Magic (Accuracy: +1).
Once entered, this will change the Skill/Spell Level for this particular
weapon to match the Base Skill/Spell level plus this MOD (Modifier).
Do not change this level number manually.",
+ "weapon-notes-label": "Weapon Notes",
+ "melee-weapon-notes-tooltip": "Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}",
+ "damage-notes-label": "Damage Notes",
+ "melee-damage-notes-tooltip": "Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.",
+ "ranged-attacks-label": "Ranged Attacks",
+ "firing-upward-tooltip": "For firing Upward or Downward - See B407.",
+ "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
the damage - eg. (2) - is an armor divisor.
Enter this number in the Damage Notes as AD(#) or as
Armor Divisor(#).
ex: indicates the attack causes an explosion.
[#d]: indicates the attack causes fragmentation.
See B269. Enter in the Damage Notes
Tip: You can enter @{thrust} or @{swing} into the damage field.
You can do simple math with this macro.
Example: @{thrust}+1",
+ "abbreviation-accuracy-label": "Acc",
+ "abbreviation-range-label": "RNG",
+ "range-tooltip": "Range. See B269.",
+ "abbreviation-rate-of-fire-label": "RoF",
+ "rate-of-fire-tooltip": "Rate of Fire
The maximum number of shots that can be fired in
one turn (by a regular person).
The minimum number of shots is 1.
!: minimum RoF is 1/4 of the maximum, rounded up.
mxn: fires the first number of shots, which each then
split into the second number (eg. shotguns)
Jet: shoots a continuous stream of fluid. See page 106.",
+ "shots-label": "Shots",
+ "shots-tooltip": "The number of shots that can be fired before the
weapon must be reloaded.
The parenthetical number indicates the number of 1
second ready maneuvers required to reload the
weapon.
T: the weapon is thrown. To \"reload\" it, pick it up.
i: you must load the shots individually. the listed
time is for each shot.",
+ "bulk-label": "Bulk",
+ "bulk-tooltip": "Move and Attack: If you are making a ranged attack,
you have a penalty of -2 or the weapon’s Bulk rating,
whichever is worse (B365, B469, B548).
Close Combat: If using a ranged weapon, ignore the usual
speed/range penalty and apply the weapon’s Bulk
statistic as a penalty to hit. B391
It also serves as a penalty to Holdout skill when you
attempt to conceal the weapon. B370
",
+ "abbreviation-recoil-label": "RCL",
+ "recoil-tooltip": "When firing at RoF 2+, every full multiple of Rcl
by which you make your attack roll means you score
one extra hit, to a maximum number of hits equal
to total shots fired. See page 373.",
+ "malfunction-label": "Malfunction",
+ "malfunction-tooltip": "Malfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is
checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.
Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.",
+ "verify-label": "Verify",
+ "verify-malfunction-tooltip": "If Verify is checked, then roll again to verify the malfunction. see HT79",
+ "ranged-weapon-notes-tooltip": "Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Arrow: ?{Arrow Type|Bodkin|Normal}",
+ "ranged-damage-notes-tooltip": "Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.",
+ "combat-tools-label": "Combat Tools",
+ "abbreviation-thrown-pounds-label": "Thrown (lbs)",
+ "thrown-strength-tooltip": "Based on Striking ST
Note: future versions will add ability to choose ST source or enter ST.",
+ "thrown-modifier-tooltip": "Bonus or penalty per die
Throwing Art at DX Level = +1 per die
Throwing Art at DX+1 Level = +2 per die",
+ "thrown-super-tooltip": "Super Throw Level
Each level of Super Throw, double range.
Each level of Super Throw increases damage by +2 per die.",
+ "thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.",
+ "throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula",
+ "range-calculator-label": "Range Calculator",
+ "range-label": "Range",
+ "firing-up-down-range-tooltip": "Distance between shooter and target.
See B372-373",
+ "firing-up-down-speed-tooltip": "(2 mph = 1 yard/second).
Ignore if human like target moving 10 yards or less.
See B372-373",
+ "abbreviation-size-modifier-label": "Size Mod",
+ "two-letter-abbreviation-size-modifier-label": "SM",
+ "target-size-modifier-tooltip": "Size Modifier of target. The modifier is applied AFTER location, grapple, shield, chinks in armor have been applied.",
+ "position-label": "Position",
+ "firing-up-down-position-tooltipo": "Your vertical position relative to the target.
Ignore up/down for beam type weapons like lasers.
See FIRING UPWARD AND DOWNWARD B407.
Firing downward decreases distance.
For every 2 yards above your target, subtract 1 from distance.
Firing upward increases distance.
Example: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards.
For every 1 yard below> your target, add 1 to distance.
Example: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards.
",
+ "elevation-label": "Elevation",
+ "abbreviation-elevation-label": "Elev",
+ "firing-up-down-elevation-tooltip": "The number of yards you are above or below the target.",
+ "ranged-elevation-label": "If you're above the target, enter a positive number of hexes.
If you're below the target, enter a negative number of hexes.
See B407.",
+ "speed-range-label": "Speed/Range",
+ "abbreviation-effective-label": "EFF",
+ "effective-speed-range-tooltip": "Effective speed/range based on range, speed, and elevation.",
+ "abbreviation-hit-modifier-label": "Hit Mod",
+ "reset-label": "Reset",
+ "help-label": "Help",
+ "apply-firing-tooltip": "Apply this modifier to the ranged Modifier box and Roll Modifiers tool.
Important This will replace any current modifiers.",
+ "apply-label": "Apply",
+ "falling-collision-label": "Falling and Collision",
+ "abbreviation-yards-fallen-label": "Yds Fallen",
+ "gravity-label": "Gravity",
+ "abbreviation-atmosphere-label": "Atm.",
+ "atmosphere-tooltip": "Atmosphere",
+ "velocity-label": "Velocity",
+ "falling-velocity-tooltip": "If collision, use relative velocity.
Head-on collision = Add velocity of both objects
Rearend collision = Faster object - slower object
Side collision = Speed of object causing collision
",
+ "abbreviation-hit-points-label": "HP",
+ "falling-hit-points-tooltip": "Hit Points of falling object or object initiating
collision.
If hitting immovable object, use HP*2
NOTE: If collision, if the other object is moving
it will inflict its own damage to object that initiated
the collision.
See B430",
+ "falling-label": "Falling",
+ "collision-label": "Collision",
+ "demolition-label": "Demolition",
+ "select-label": "Select",
+ "demolition-select-tooltip": "Select an explosion type to use. This will populate Type and REF fields.",
+ "demolition-type-tooltip": "Type
Refer to the REF table B415.",
+ "abbreviation-relative-explosive-force-label": "REF",
+ "relative-explosive-force-tooltip": "Relative Explosive Force, equivalence in pounds of TNT.
TNT = 1.0. See B415.",
+ "abbreviation-pounds-label": "lbs",
+ "demolition-pounds-tooltip": "Weight in pounds required by its REF.",
+ "demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.",
+ "abbreviation-multiplier-label": "Multi",
+ "damage-multiplier-tooltip": "Damage Multiplier:
Enter the number to multiply 6d6 by.
An explosion doing 6dxn damage takes (nxn)/4 pounds of TNT.
NOTE: Anyone caught in a blast may attempt an active defense
roll to dive for cover from the explosion’s collateral damage and
fragmentation; see Dodge and Drop B377.",
+ "abbreviation-radius-label": "Rad",
+ "radius-collateral-damage-tooltip": "Radius of collateral damage. See B414
For instance, if an explosion does 6dx2 damage,
everyone within 24 yards is vulnerable.
For fragmentation damage, the radius is
5 x dice of fragmentation damage.",
+ "abbreviation-divisor-label": "Div",
+ "demolition-armor-devisor-tooltip": "Divisor. Amount to divide damage by based on
distance from blast. See B414
You can enter: 3 (default), 2, or 1.
Default: Damage rolled / (3 x distance blast).
Damage Modifiers Explosion, see B104.
Exp. +100% = Damage rolled / (2 x distance from blast).
Exp. +150% = Damage rolled / (1 x distance from blast).
",
+ "abbreviation-target-label": "TGT",
+ "demolition-target-tooltip": "Target's distance from center of blast.
Damage / (3 x distance from blast). Round down.
See B414",
+ "how-much-label": "How Much?",
+ "demolition-how-much-tooltip": "Determine how much explosive to use based on damage. TNT = 1.0
See B415.",
+ "how-big-label": "How Big?",
+ "demolition-how-big-tooltip": "Determine how big the explosion is based on weight.
See B415.",
+ "fragmentation-label": "Fragmentation",
+ "fragmentation-damage-tooltip": "Fragmentation damage.
See B415.",
+ "fragmentation-skill-tooltip": "Base skill level for a fragmentation damage to hit a target.
A hit is automatic if the explosive attack actually strikes the target.
Only three modifiers apply: the range modifier for the distance from the center
of the blast to the target, the modifier for the target’s posture (prone, etc.),
and the target’s Size Modifier. It is possible for several fragments to hit! For
every three points by which the attack roll succeeds, one additional fragment
strikes the target.",
+ "close-range-shotgun-label": "Close Range Shotgun Damage Tool",
+ "abbreviation-damage-label": "DMG",
+ "shotgun-half-damage-tooltip": "Enter half-damage range of shotgun.",
+ "close-label": "Close",
+ "shotgun-close-range-tooltip": "Close range.",
+ "shotgun-new-rate-of-fire-tooltip": "New Rate of Fire",
+ "shotgun-new-damage-tooltip": "New Damage",
+ "abbreviation-damage-resistance-multiplier-label": "DR Mult.",
+ "shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
+ "shotgun-notes-description": "Enter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how close you need to be with the shotgun, the RoF, close range damage, and DR multiplier.For more information, see B409.",
+ "quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
+ "inventory-label": "Inventory",
+ "abbreviation-legality-class-label": "LC",
+ "legality-class-tooltip": "Legality Class B267.",
+ "on-label": "On",
+ "inventory-carried-tooltip": "Carried
Is the item being carried at the moment?",
+ "gravity-tooltip": "Standard gravity is based on 1G, earth normal. See B350.
If gravity is over 1G, then add your weight and encumberance then multiply by Gravity - 1. Add this value to your encumbrance.
If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance.
Important: For accurate results please enter your weight on the Bio\\Misc tab.
Note: This modifier will be applied to the Total Inventory Weight which affects Encumbrance Level,
it will not be applied to Grand Total Weight since that weight is applied to another person/transport.",
+ "abbreviation-gravity-label": "Grav",
+ "gravity-thrown-tooltip": "Gravity, affects throwing distance. See B350.",
+ "jump-gravity-tooltip": "Affects jumping distance. See B350.",
+ "inventory-totals-label": "TOTALS:",
+ "inventory-totals-tooltip": "Totals for all fields.",
+ "total-inventory-value-label": "Total Inventory Value:",
+ "total-inventory-value-tooltip": "Total monetary value of all items (carried or not).",
+ "total-inventory-weight-label": "Total Inventory Weight:",
+ "total-inventory-weight-tooltip": "Total weight of all items carried.
Note: Gravity will be factored into final weight.",
+ "grand-total-weight-label": "Grand Total Weight:",
+ "grand-total-weight-tooltip": "Grand total of PC's weight: , and all items carried.
Note:Does not include gravity modifier.",
+ "spells-based-on-label": "Spells Based on:",
+ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:",
+ "cencentration-penalty-label": "Concentration Penalty",
+ "cocentration-penalty-tooltip": "Concentration spell penalty
Number of spells: .
NOTE: Use options tab to adjust the penalty.",
+ "spell-label": "Spell",
+ "spell-tooltip": "Name of spell",
+ "abbreviation-level-label": "LVL",
+ "trait-level-tooltip": "Level of the trait.",
+ "spell-skill-level-tooltip": "Skill level with spell",
+ "spell-difficulty-tooltip": "Difficulty",
+ "spell-skill-level-modifier-tooltip": "Modifier applied to skill level.
Can be a positive or a negative number.
Examples include a bonus from a Talent,
default from another Skill or Technique,
a piece of equipment, or a Perk.",
+ "points-tooltip": "Points",
+ "spell-is-on-tooltip": "Enter a 1 or more to mark as ON
skill penalty for each spell that is ON.
See B238 or M10.
Click one at a time, wait until each penalty is applied before clicking the next one.",
+ "abbreviation-concentration-label": "CT",
+ "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as Under Concentration.
skill penalty for each spell.
See B238 or M10.
Click one at a time, wait until each penalty is applied before clicking the next one.",
+ "abbreviation-resisted-by-label": "RESIST",
+ "spell-resisted-by-tooltip": "Resisted By",
+ "duration-label": "Duration",
+ "spell-duration-tooltip": "Duration of Spell",
+ "spell-energy-cost-tooltip": "Energy cost for casting the spell.",
+ "time-label": "Time",
+ "spell-casting-time-tooltip": "Amount of time to cast the spell.",
+ "maintain-label": "Maintain",
+ "spell-cost-to-maintain-tooltip": "Energy cost to maintain the spell.",
+ "class-label": "Class",
+ "spell-class-tooltip": "Spell class; Area, Blocking, Information, Melee,
Missile, Regular, Regular (Jet), Resisted, Special",
+ "colleges-label": "Primary College:",
+ "colleges-secondary-label": "Secondary College:",
+ "show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
+ "latest-changes-updated-label": "Latest Changes: Updated",
+ "critical-roll-options-label": "Critical Roll Options",
+ "user-rules-as-written-label": "Use rules as written",
+ "only-on-3-or-4-label": "Only on a 3 or 4",
+ "turn-off-label": "Turn Off",
+ "skill-modifier-options-label": "Skill Modifier Options",
+ "no-modifier-prompt-label": "No Modifier Prompt",
+ "no-modifier-prompt-tooltip": "Rolls will be made immediately with no prompt.",
+ "single-modifier-prompt-label": "Single Modifier Prompt",
+ "single-modifier-prompt-tooltip": "Ask for a bonus or penalty to be added to dice rolls.
This will not affect damage rolls.",
+ "extended-modifier-prompt-label": "Extended Modifier Prompts",
+ "extended-modifier-prompt-tooltip": "Instead of a single modifier, rolls will ask for a series of modifiers,
to remind you about potential bonuses/penalties.
This will not affect damage rolls.",
+ "skill-modifier-tools-label": "Skill Modifier Tools",
+ "use-skill-modifier-tool-label": "Use Skill Modifier Tool",
+ "use-skill-modifier-tool-tooltip": "Displays a modifier text box, a button to open a tool to modify effective skill, and to check off Max skill of 9.",
+ "use-technique-modifier-tool-label": "Use Technique Modifier Tool",
+ "use-defense-modifier-tool-label": "Use Defense Modifier Tool",
+ "use-melee-modifier-tool-label": "Use Melee Attack Modifier Tool",
+ "use-ranged-modifier-tool-label": "Use Ranged Attack Modifier Tool",
+ "use-spell-modifier-tool-label": "Use Spell Modifier Tool",
+ "public-or-private-rolls-label": "Public or Private Rolls",
+ "public-rolls-label": "Public Rolls",
+ "public-rolls-tooltip": "All players will be able to see
your skill level, roll and results.",
+ "private-skill-levels-label": "Private Skill Levels deprecated",
+ "private-skill-levels-tooltip": "Only the GM will be able to see
your skill level, but all players
will see the result.
NOTE: This now behaves just like Private Rolls",
+ "private-rols-label": "Private Rolls",
+ "private-rolls-tooltip": "Only the GM will see your skill
level and the result.",
+ "repeating-technique-tables-label": "Repeating Technique Tables",
+ "show-original-label": "Show Original",
+ "show-original-tooltip": "Show the original techniques table.",
+ "show-revised-label": "Show Revised",
+ "show-revised-tooltip": "Show the revised techniques table.",
+ "point-summary-layout-label": "Point Summary Layout",
+ "abbreviation-gurps-character-assistant-label": "GCA",
+ "gurps-character-assistant-tooltip": "GURPS Character Assistant.",
+ "abbreviation-gurps-character-sheet-label": "GCS",
+ "gurps-character-sheet-tooltip": "GURPS Character Sheet.",
+ "detailed-label": "Detailed",
+ "point-summary-detailed-tooltip": "Custom view displaying each section total.
Including the deprecated Misc. Points box.",
+ "enter-unspent-points-label": "Enter Unspent Points",
+ "enter-unspent-points-tooltip": "Check if you would like to manually track your unspent points",
+ "add-to-combat-tracker-label": "Add to combat tracker",
+ "public-speed-tracker-label": "Public Speed Tracker",
+ "public-speed-tracker-tooltip": "Show basic speed and add to Chat message to public.",
+ "private-speed-tracker-label": "Private Speed Tracker",
+ "private-speed-tracker-tooltip": "Show basic speed and add to Chat message to GM.",
+ "spell-options-label": "Spell Options (See B238, M10)",
+ "spell-options-table": "
",
+ "abbreviation-show-rules-as-written-notes-label": "Show Active Defenses RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
+ "abbreviation-show-rules-as-written-notes-tooltip": "Show Rules as Written Success/Fail notes",
+ "damage-dice-icon": "Damage Dice Icon",
+ "use-malfunction-label": "Use Malfunction",
+ "use-malfunction-tooltip": "If checked, roll results will check for malfunction.",
+ "stat-modifier-options-label": "Stat Modifier Options",
+ "modifiers-to-attributes-increase-all-label": "Mods to attributes increase all derived stats (including HP, FP)",
+ "modifiers-to-attributes-increase-most-label": "Mods to attributes increase most derived stats (not HP, FP)",
+ "modifiers-to-attributes-increase-none-label": "Mods to attributes do not increase derived stats",
+ "sheet-style-label": "Sheet Style",
+ "sheet-style-description": "Selects a visual style for the character sheet",
+ "falling-collision-damage-notes-label": "Falling & Collision Damage Notes",
+ "demolition-damage-notes-label": "Demolition Damage Notes",
+ "fragmentation-skill-notes-label": "Fragmentation Skill Notes",
+ "fragmentation-damage-notes-label": "Fragmentation Damage Notes",
+ "fragmentation-recoil-label": "Fragmentation Recoil:",
+ "spell-critical-success-notes-label": "Spell Critical Success Notes",
+ "spell-fail-notes-label": "Spell Fail Notes",
+ "spell-critical-failure-notes-label": "Spell Critical Failure Notes",
+ "minimum-damage-notes-label": "Minimum Damage Notes",
+ "editable-wound-modifier-notes-label": "Editable Wound Modifier Notes",
+ "editable-wound-modifier-notes-description": "Initial wound modifier notes based on GURPS 4th Edition - Campaigns",
+ "show-notes-in-roll-template-label": "Show notes in roll template",
+ "cutting-label": "Cutting",
+ "impaling-label": "Impaling",
+ "crushing-label": "Crushing",
+ "abbreviation-piercing-label": "PI",
+ "afflication-label": "Affliction",
+ "burn-label": "Burn",
+ "corrosion-label": "Corrosion",
+ "fatigue-label": "Fatigue",
+ "toxic-label": "Toxic",
+ "special-label": "Special",
+ "gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page",
+ "gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1",
+ "abbreviation-book-reference-label": "Ref",
+ "minimum-label": "Minimum",
+ "rolltemplate-minimum-damage-description": "Applied to Target's DRPenalty for each spell ON: Penalty for each spell Concentrated On:
See B378 Damage Roll",
+ "roll-label": "Roll:",
+ "target-label": "Target",
+ "recoil-label": "Recoil",
+ "abbreviation-malfunction-label": "Malf",
+ "resisted-by-label": "Resisted by",
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)",
+ "rolltemplate-tool-modifiers-label": "Tool Modifiers",
+ "maneuver-label": "Maneuver",
+ "all-out-attack-label": "All-Out Attack",
+ "alert-label": "Alert",
+ "rolltemplate-max-9-description": "Max effective skill is 9",
+ "traits-label": "Traits",
+ "summary-label": "Summary",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79.
",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
NOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382.",
+ "defense-label": "Defense",
+ "attack-label": "Attack",
+ "melee-label": "Melee",
+ "ranged-label": "Ranged",
+ "tools-label": "Tools",
+ "hit-location-armor-title": "Hit Location & Armor Table",
+ "layers-label": "Layers",
+ "back-armor-label": "Back",
+ "back-armor-tooltip": "Show back armor for each layer.",
+ "layer-1-label": "Layer 1",
+ "layer-2-label": "Layer 2",
+ "layer-3-label": "Layer 3",
+ "layer-4-label": "Layer 4",
+ "abbreviation-penalty-label": "Pen",
+ "front-label": "Front",
+ "back-label": "Back",
+ "abbreviation-defense-bonus-label": "DB",
+ "abbreviation-crippled-label": "CRIP",
+ "abbreviation-disabled-label": "DIS",
+ "wounds-label": "Wounds",
+ "template-label": "Template",
+ "character-armor-type-tooltip": "Select the hit location template and click the Apply button.
ALERT: This will delete the current hit locations!",
+ "armor-layers-tooltip": "Select the number of armor layers to display.",
+ "armor-penalty-tooltip": "Penalty to hit this location.
NOTE: Size Modifier is factored in when Applying location type or changing Size Modifier.",
+ "armor-layor-tooltip": "Enter DR for this location.
Pattern: [H#] BASE-DR(/SPLIT-DR)* pi, cut
[H#] # is the hardened level of armor. This will NOT be placed on the summary tab.
BASE-DR is the primary DR of the armor, it should always be first.
SPLIT-DR is the armor that have different values based on damage type.
* = flexible armor
Example:[H1] 4/12* pi, cut
H1 = One level hardened. Flexible armor with base DR of 4, but DR 12 against piercing and cutting.
Damage Types: pi, burn, cor, cr, fat, toxic, cut, imp (see B379.)
IMPORTANT: To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.
NOTE: Only one layer per row may have split armor.",
+ "armor-layor1-tooltip": "Layer 1 (Inner most) is good for natural DR or concealable armor, such as cloth armor under a breastplate.",
+ "armor-layor2-tooltip": "Layer 2 is good for your primary armor, like helmet, leather armor, gloves, etc.",
+ "armor-layor3-tooltip": "Layer 3 is good for force shields, magic DR, etc.",
+ "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.",
+ "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
* = flexible armor.
Alert: Only one layer per row may have split armor.",
+ "hitlocation-damage-tooltip": "Enter the amount of damage this location has taken.
NOTE: The damage will note affect the current Hit Points.",
+ "hitlocation-divisor-tooltip": "Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.",
+ "hitlocation-disabled-tooltip": "Disabled/Crippled Threshold.
If a single injury meets or exceeds this value, the extremity or structure is disabled.
NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
See B421",
+ "hitlocation-wounds-tooltip": "Enter individual wounds here, if limb is crippled, bleeding, etc.
Example: -6 pi (major wound), -2 burn.",
+ "abbreviation-major-label": "MAJ",
+ "major-wounds-tooltip": "Major wound threshold. Any single injury greater than 1/2 your HP.
If using hit location, any injury that disables a limb is a Major Wound.
Roll HT to avoid Knockdown and Stunning or use the K Down trait on the general tab. See B420.",
+ "hit-location-notes-tooltip": "Enter notes and traits here.
You could damage notes for Unliving, Homogenous, Diffuse, Unbreakable Bones, Damage Reduction see B380 and Powers 52."
+}
diff --git a/GURPS/translations/hu.json b/GURPS/translations/hu.json
new file mode 100644
index 0000000000..830ad3cc91
--- /dev/null
+++ b/GURPS/translations/hu.json
@@ -0,0 +1,1033 @@
+{
+ "sheet-roll-modifier-option": "Roll Modifier Option",
+ "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.",
+ "sheet-chat-roll-display-option": "Chat Roll Display",
+ "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.",
+ "sheet-basic-speed-button-option": "Basic Speed Button Option",
+ "sheet-basic-speed-button-option-desc": "Select how the basic speed button is displayed in chat window.",
+ "sheet-enter-unspent-points": "Enter unspent points",
+ "sheet-enter-unspent-points-desc": "If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.",
+ "sheet-use-malfunction": "Use malfunction",
+ "sheet-use-malfunction-desc": "If checked, rolltable will check for malfunction.",
+ "sheet-damage-dice-icon": "Damage Dice Icon",
+ "sheet-damage-dice-icon-desc": "Select icon to use for damage dice.",
+ "sheet-attribute-mods-option": "Attribute Modifications",
+ "sheet-attribute-mods-option-desc": "Select option on how to apply modifications to attributes.",
+ "sheet-critical-successes-option": "Critical Successes",
+ "sheet-critical-successes-option-desc": "Select option to determine critical success on a skill roll on rolltemplates.",
+ "sheet-show-minimum-damage-type-notes": "Show Minimum Damage Type Notes",
+ "sheet-show-minimum-damage-type-notes-desc": "If checked, minimum damage type notes will be added to the damage roll table.",
+ "sheet-show-damage-type-notes": "Show Damage Type Notes",
+ "sheet-show-damage-type-notes-desc": "If checked, damage type notes will be added to the damage roll table.",
+ "sheet-damage-type-note-spec": "Damage Type Note Special",
+ "sheet-damage-type-note-spec-desc": "Enter notes for Special damage type.",
+ "sheet-penalty-per-spell-on": "Penalty for each spell ON",
+ "sheet-penalty-per-spell-on-desc": "Enter a negative integer for the penalty.",
+ "sheet-penalty-per-spell-maintained": "Penalty for each spell MAINTAINED",
+ "sheet-penalty-per-spell-maintained-desc": "Recoil for Fragmentation Damage.",
+ "sheet-fragmentation-recoil": "Fragmentation Recoil",
+ "sheet-point-summary-layout-option": "Point Summary Layout",
+ "sheet-point-summary-layout-option-desc": "Select option on how to display the Point Summary Table.",
+ "sheet-show-old-techniques": "Show Original Techniques Table",
+ "sheet-show-old-techniques-desc": "If checked, original techniques table will be visible.",
+ "sheet-show-new-techniques": "Show Revised Techniques Table",
+ "sheet-show-new-techniques-desc": "If checked, revised techniques table will be visible.",
+ "sheet-show-raw-defense=notes": "Show Active Defense Notes",
+ "sheet-show-raw-defense=notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.",
+ "sheet-style-option": "Sheet Style",
+ "sheet-style-desc": "Select a visual style for the character sheet.",
+ "roll-modifiers-heading": "Roll Modifiers",
+ "total-roll-modifier-label": "Total Modifier",
+ "max-skill-9-label": "* Max skill of 9",
+ "max-skill-9-tooltip": "The effective skill cannot exceed 9. Such as a wild swing or not being able to see your target.",
+ "shock-label": "Shock",
+ "custom-modifier-label": "Custom Mod",
+ "reason-for-mod-label": "Reason for Mod:",
+ "night-vision-label": "Night Vision",
+ "night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "dark-vision-label": "Dark Vision",
+ "dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
+ "high-pain-threshold-label": "High Pain Thresh.",
+ "high-pain-threshold-tooltip": "If checked, High Pain Threshold negates all shock penalties and reduces pain penalties. See B59.",
+ "low-pain-threshold-label": "Low Pain Thresh.",
+ "low-pain-threshold-tooltip": "If checked, Low Pain Threshold doubles shock and pain penalties. See B142.",
+ "attack-type-label": "Attack Type",
+ "hit-location-type-tooltip": "Use the drop-downs to select a hit location or enter a value manually. See B552-555.
Humanoid Low Tech, see LT100-103.
Martial Arts, see MA137.",
+ "location-tooltip": "Select a location.",
+ "grapple-label": "Grapple",
+ "grapple-tooltip": "Grapple halves to-hit penalty. See B370 for more information.",
+ "has-shield-label": "Has Shield",
+ "has-shield-tooltip": "If limb is behind a sheild, double the hit location penalty. See B552.
Can be applied to arm, leg, foot, pincer, wing, or tail.",
+ "chinks-in-armor-label": "Chinks in armor",
+ "chinks-in-armor-tooltip": "Target chinks in the armor for the hit location. See B400.
-8 to torso, -10 to other locations. DR is halved.
NOTE: will not be applied if grappling.",
+ "light-cover-label": "Light Cover: -2",
+ "light-cover-tooltip": "Shooting through light cover is -2 to hit. See B548",
+ "target-prone-label": "Target Prone: -2",
+ "target-prone-tooltip": "If target is crouching, kneeling, sitting, or lying down, apply -2 to hit torso, groin, or legs. See B548",
+ "cover-title": "Cover",
+ "partly-exposed-label": "Partly Exposed: -2",
+ "partly-exposed-tooltip": "Target or hit location is partly exposed, add an additional -2 to hit. See B548",
+ "intervening-figures-label": "Intervening figures: -4 each",
+ "intervening-figures-tooltip": "Enter the number of intervening figures between you and your target, penalty is -4 per figure. See B548",
+ "maneuvers-posture-title": "Maneuvers and Posture",
+ "maneuver-title": "Maneuver",
+ "handedness-title": "Handedness",
+ "all-out-attack-title": "All-Out Attack",
+ "step-attack-label": "Step/Attack: +0",
+ "step-attack-tooltip": "Attack, see B365.
Movement: Step
Active Defense: Any",
+ "step-feint-label": "Step/Feint: +0",
+ "step-feint-tooltip": "Feint. Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!
Movement: Step
Active Defense: Any, but if you parry with unbalanced, you may not attack.
See B365",
+ "move-attack-label": "Move/Attack: -4 *",
+ "move-attack-tooltip": "During or after your move, make a single, poorly aimed attack – either unarmed or with a ready weapon.
Max skill of 9.
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B365-366",
+ "move-wild-label": "Move/Wild: -5 *",
+ "move-wild-tooltip": "Move and Wild Swing! During or after your move, make a single, wild swing/thrust – either unarmed or with a ready weapon.
Max skill of 9.
Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Roll hit location randomly! See B388-389
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B365-366",
+ "move-slam-label": "Move/Slam: +0",
+ "move-slam-tooltip": "End your move with a slam. If using shield, add your shield's Defense Bonus to your damage roll.
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B371-372",
+ "flying-tackle-label": "Tackle: +4",
+ "flying-tackle-tooltip": "End your move with a flying tackle, get 1 yard of extra movement and you become prone. At least two legs and one free arm. Can use Jumping to hit target.
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B371-372",
+ "pounce-label": "Pounce: +4",
+ "pounce-tooltip": "As slam, get 1 yard of extra movement. Roll DX, Acrobatics, or Jumping to avoid falling prone. Must have at least four legs.
If a mount, rider must roll Riding-4 or fall off!
Movement: normal, but -2 to avoid obstacles
Active Defense: Dodge or Block
See B371-372",
+ "none-label": "None",
+ "no-all-out-attack-tooltip": "No All-Out Attack, select this to clear all-out attack option.",
+ "all-out-attack-determined-label": "Determined: +4",
+ "all-out-attack-determined-tooltip": "Determined: Make a single attack at +4 to hit!
Movement: half-move, forward only
Defense: None. See B365",
+ "all-out-attack-double-label": "Double: +0",
+ "all-out-attack-double-tooltip": "Two attacks against a single foe! Two ready weapons or one weapon that doesn't need to be readied after an attack. Apply handedness for 2nd weapon.
Movement: half-move, forward only
Defense: None
See B365",
+ "all-out-attack-feint-label": "Feint: +0",
+ "all-out-attack-feint-tooltip": "Feint and attack a single foe! Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!
Movement: half-move, forward only
Defense: None
See B365",
+ "all-out-attack-strong-label": "Strong: +0",
+ "all-out-attack-strong-tooltip": "Single attack with +2 to damage or +1 damage per die for ST-based weapons!
Movement: half-move, forward only
Defense: None
See B365",
+ "posture-label": "Posture",
+ "posture-tooltip": "Your posture when attack was made. See B547.",
+ "evaluate-label": "Evaluate",
+ "evaluate-tooltip": "Evaluate a visible target that you can melee attack.
+1 to hit per turn.
Movement: Any
Defense: Any, doesn't spoil evaluate
See B364-365.",
+ "deceptive-strike-label": "Deceptive Strike",
+ "deceptive-strike-tooltip": "Deceptive strike. Every -2 to hit defender is at -1 to active defenses.
NOTE: Effective skill can't go below 10! See B369-370.",
+ "wild-swing-label": "Wild Swing: -5 *",
+ "wild-swing-tooltip": "Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Max skill of 9. Roll hit location randomly! See B388-389",
+ "rapid-strike-label": "Rapid Strike: -6",
+ "rapid-strike-tooltip": "Make two attacks at -6 each, you may attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace one of the attacks with rapid strike. See B370",
+ "rapid-strike-master-label": "Rapid Strike Master: -3",
+ "rapid-strike-master-tooltip": "Trained by a Master or Weapon Master. Make two attacks at -3 each, you may attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace one of the attacks with rapid strike. See B370 and B547",
+ "attack-from-above-label": "Attack from above: -2",
+ "attack-from-above-tooltip": "Roll contest of Stealth vs Vision (-2 if not looking up).
If you win, target is surprised and gets No defense and may freeze.
If you lose, target is at -2 defense.
If target is aware they could use stop-thrust.
You suffer falling damage, but can use skills to offset distance.
Optional attack: do falling damage to target.
See B400",
+ "height-difference-label": "Height Difference",
+ "height-difference-tooltip": "If you and your foe are at different levels, the vertical distance affects combat. See B402",
+ "improvised-weapon-label": "Improvised Weapon",
+ "improvised-weapon-tooltip": "Improvised weapon, See B404.",
+ "defense-improvised-abbreviate-weapon-label": "Improvised Wpn",
+ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37",
+ "hidden-weapon-label": "Hidden Weapon: -2",
+ "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58",
+ "backstab-label": "Backstab: +4",
+ "backstab-tooltip": "NOTE! from Dungeon Fantasy. At start of combat, make Stealth roll. If successful, get backstab bonus. See DF Exploits 57-58",
+ "tactics-label": "Tactics",
+ "tactics-tooltip": "NOTE! from Dungeon Fantasy. A teammate spends turn to observe and advise you. If accepted, roll friends tactics.
Success: +1 hit
Critical Success: +2
Fail: -1 hit
Critical Fail: -2 hit
See DF Exploits 57.",
+ "single-dual-weapon-label": "Single/Dual Weapon",
+ "single-dual-weapon-tooltip": "Select your hand and if you're using a dual weapon attack (see B417).
NOTE: Don't use off-hand if you have ambidexterity.",
+ "off-hand-training-label": "Off-Hand training",
+ "abbreviated-off-hand-training-label": "Off-Hand train.",
+ "off-hand-training-tooltip": "Off-Hand weapon training. Negates the penalty for using an off-hand weapon.
NOTE: A better approach is adding off-hand attacks to your combat table.
See B232",
+ "dual-weapon-training-label": "Dual-Weapon training",
+ "dual-training-label": "Dual Training",
+ "dual-weapon-training-tooltip": "Dual-Weapon training. Negates the penalty for using a dual-weapon.
NOTE: A better approach is adding dual-weapon attacks to your combat table.
See B230",
+ "mounted-title": "Mounted",
+ "mounted-description": "When mounted, use lower value of Weapon or Riding Skill. See B397",
+ "skill-difference-label": "Skill Difference",
+ "riding-skill-difference-tooltip": "The difference between your riding skill and weapon skill.
NOTE: You could place an attack on the melee table and use riding skill instead of melee weapon skill.",
+ "mount-attacked-label": "Mount attacked: -2",
+ "mount-attacked-tooltip": "If mount attacked on its last turn, you're at -2 to hit. See B397",
+ "mount-velocity-label": "Mount Velocity 7+: -1",
+ "mount-velocity-tooltip": "If mount's relative velocity to target is 7, apply +1 damage, -1 to hit.
NOTE: Lances have special damage rules.
See B397",
+ "ranged-move-attack-label": "Move/Attack: -2 or bulk",
+ "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366",
+ "ranged-all-out-attack-determined-label": "Determined: +1",
+ "ranged-all-out-attack-determined-tooltip": "All-Out Atttack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365",
+ "ranged-all-out-attack-suppression-fire-label": "Suppression Fire",
+ "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire. Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365",
+ "situation-title": "Situation",
+ "in-close-combat-label": "Close Combat",
+ "in-close-combat-tooltip": "If using ranged weapon in close combat, apply a penalty equal to the weapon's bulk rating. See B391",
+ "damaged-weapon-label": "Damaged",
+ "damaged-weapon-tooltip": "Penalty to hit based on amount of damage done to weapon last turn. See B548",
+ "strength-difference-label": "Strength Diff",
+ "strength-difference-tooltip": "Strength is below that required for weapon, -1 per point of deficit. See B548",
+ "moving-mount-vehicle-label": "Moving Mount/Vehicle",
+ "moving-mount-vehicle-tooltip": "Attacking from moving mount or vehicle.
NOTE:If not stabilized, the total of Accuracy, Aim, Bracing, and Targeting systems can't exceed vehicle's stability rating (SR). See B469 and B548",
+ "conditions-label": "Conditions",
+ "vehicle-conditions-tooltip": "What conditions is the vehicle experiencing. See B548.",
+ "over-under-mount-label": "Over/Under Mount: -6",
+ "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.",
+ "vehicle-dodged-label": "Dodge: -2",
+ "air-vehicle-dodged-label": "Air Dodge: -4",
+ "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator. See B548",
+ "failed-control-roll-label": "Fail Control Roll",
+ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548",
+ "other-actions-title": "Other Actions",
+ "check-target-label": "Check Target: -2",
+ "check-target-tooltip": "Opportunity Fire, check target before shooting. See B390.",
+ "watch-area-label": "Opportunity, Watch Area",
+ "watch-area-tooltip": "Oppurtunity fire, watch hexes in an area or line of hexes in your line of sight.
Watched area must be within your arc of vision.
NOTE: You can Aim and Wait on a single hex! Aiming is not allowed for more more than 1 hex watched.
See B548",
+ "accuracy-bonus-label": "Accuracy Bonus",
+ "accuracy-bonus-tooltip": "Enter Accuracy Bonus of weapon. Only apply if aimed for 1 turn OR you're a gunslinger (see B58). See B364.",
+ "aim-bonus-label": "Aim Bonus",
+ "aiming-bonus-tooltip": "After the initial aim, you can get an additional aim bonus. See B364",
+ "braced-label": "Braced: +1",
+ "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
Firearm/crossbow must rest on a sandbag, low wall, car, etc.
One-handed firearm is braced if using two hands.
Two-handed is braced if you're prone and using a bipod. See B364.",
+ "pop-up-label": "Pop-up: -2",
+ "pop-up-tooltip": "Allows you to emerge from cover, move no more than one hex, make a ranged attack, and return cover.
Possible with thrown weapon, firearm, or crossbow.
You are susceptible to opportunity fire, only dodge is allowed. See B390.",
+ "targeting-systems-title": "Targeting Systems",
+ "targeting-systems-description": "Combined totals from all targeting systems can't exceed weapon's base Accuracy. See B364
If an unstabilized weapon mount, max bonus can't exceed vehicle's Stability Rating. See B469.",
+ "laser-sight-label": "Laser: +1",
+ "laser-sight-tooltip": "Laser sight gives +1 to hit.
NOTE: If target can see aiming dot, they got +1 dodge! See B412",
+ "scope-label": "Scope",
+ "scope-bonus-tooltip": "If aiming, you get an additional hit bonus up to the scope's bonus level.
Fixed scopes, you must aim at least as many turns as the scope's bonus to get the bonus.
See B412",
+ "vehicle-targeting-label": "Vehicle Targeting",
+ "vehicle-targeting-tooltip": "Vehicle targeting system bonus if shooter took time to aim. See B469",
+ "abbreviation-stability-rating-label": "SR",
+ "stability-rating-tooltip": "Vehicle's stability rating. Affects Targeting Systems.",
+ "unstabilized-label": "Unstabilized",
+ "unstabilized-tooltip": "The vehicle's weapon is not stabilized. The max bonus from Targeting Systems can't exceed Stability Rating of the vehicle. See B469",
+ "aiming-stats-label": "Aiming Stats",
+ "range-speed-label": "Range/Speed",
+ "range-speed-tooltip": "Enter the range of target and factor in relative speed if target crosses path of shooter. See B372.",
+ "used-to-blindness-label": "Used to blindess",
+ "used-to-blindness-tooltip": "If used to blindess, the max Visibility penalty is -6. See B124 and B394.",
+ "normal-defense-label": "Normal Defense",
+ "normal-defense-tooltip": "Using a normal active defense.",
+ "all-out-defense-increased-label": "All-Out Defense: +2",
+ "all-out-defense-increased-tooltip": "On your turn, you chose to do an all-out defense. Get +2 one active defense. See B366",
+ "all-out-defense-double-label": "All-Out Defense: Double",
+ "all-out-defense-double-tooltip": "Apply two different active defenses against the same attack. If you fail your defense, you may try a second, different defense against that attack. See B366",
+ "moved-attacked-label": "Moved and Attacked",
+ "moved-attacked-tooltip": "If you moved and attacked on your last turn, you can only dodge or block, parry is not allowed. See B366",
+ "defense-crawling-label": "Crawling/Lying: -3",
+ "defense-crawling-tooltip": "If you're crawling or lying down, -3 to defense. See B549",
+ "defense-kneeling-label": "Kneeling/Sitting: -2",
+ "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549",
+ "retreating-dodge-label": "Retreat Dodge: +3",
+ "retreating-dodge-tooltip": "Retreating defense, move away from attacker, at least one yard or up to your step. See B377",
+ "retreating-block-parry-label": "Retreat Blk/Prry: +1",
+ "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377",
+ "retreating-parry-label": "Retreating Parry: +3",
+ "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
Move away from attacker, at least one yard or up to your step. See B377",
+ "acrobatic-dodge-label": "Acrobatic Dodge",
+ "defense-nauseated-label": "Nauseated: -1",
+ "defense-nauseated-tooltip": "If nauseated, you're at -1 to defend. See B428",
+ "acrobatic-dodge-success-tooltip": "If you made a successful acrobatic/aerobatic roll, get +2 to dodge. See B375",
+ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375",
+ "dodge-drop-label": "Dodge & Drop: +3",
+ "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
Any cover you get does not count against the initial attack.
NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377",
+ "feverish-defense-label": "Feverish (1 FP): +2",
+ "feverish-defense-tooltip": "Feverish defense, spend 1 FP to increase active defense by 2. See B357",
+ "offhand-parry-label": "Off-Hand Parry: -2",
+ "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549",
+ "number-of-parries-label": "# of Parries",
+ "number-of-parries-tooltip": "You can more parry more than once per turn, but each additional parry is at a -4 penalty. See B376",
+ "number-of-parries-master-label": "Master Parries",
+ "number-of-parries-master-tooltip": "If you're Trained by a Master or a Weapon Master, penalties are halved. See B376",
+ "attack-from-behind-label": "Back Peripheral: -2",
+ "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391",
+ "runaround-attack-label": "Runaround: -2",
+ "runaround-attack-tooltip": "Runaround Attack! Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391",
+ "grappled-dodge-label": "Grappled: -1 Dodge",
+ "grappled-dodge-tooltip": "NOTE! from Dungeon Fantasy. If grappled, you're at -1 to dodge. See DF Exploits 41",
+ "grappled-block-label": "Grappled: -2 Block/Parry",
+ "grappled-block-tooltip": "NOTE! from Dungeon Fantasy. If grappled, you're at -2 to block/parry. A grappled limb can't use block/parry. See DF Exploits 41",
+ "stunned-label": "Stunned: -4",
+ "stunned-tooltip": "If you're stunned, defend at -4. See B420",
+ "encumbered-label": "Encumbered",
+ "encumbered-tooltip": "Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549",
+ "skill-encumbered-tooltip": "Penalty equal to your encumbrance is applied to your skill.
Example: Climbing, Judo, Karate, Fencing Weapons, Stealth.",
+ "cant-see-attacker-label": "Can't See Attacker: -4",
+ "cant-see-attacker-tooltip": "If you can't see the attacker you're at -4 to defend. A block or parry requires Hearing-2. See B549",
+ "defenders-equipment-label": "Defender's Equipment",
+ "attackers-equipment-label": "Attacker's Equipment",
+ "trident-dodge-label": "Trident: -1 Dodge",
+ "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97",
+ "trident-block-label": "Trident: +1 Block/Parry",
+ "trident-block-tooltip": "NOTE: From Dungeon Fantasy. +1 to block or parry a trident. See DF Exploits-97",
+ "parrying-knife-label": "Parry with Knife: -1",
+ "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
Suggestion: Add the modifier to your defense skill instead of using this checkbox.",
+ "parrying-kusari-label": "Parry with Kusari: -2",
+ "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
Suggestion: Add the modifier to your defense skill instead of using this checkbox.",
+ "parrying-staff-label": "Parry with Staff: +2",
+ "parrying-staff-tooltip": "If parrying with a staff you get +2. See B548
Suggestion: Add the modifier to your defense skill instead of using this checkbox.",
+ "defense-bonus-label": "Defense Bonus",
+ "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.",
+ "unarmed-parry-label": "Unarmed Parry: -3",
+ "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548",
+ "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548",
+ "against-deceptive-attack-label": "Deceptive",
+ "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369",
+ "against-dual-weapon-label": "Dual-Weapon: -1",
+ "against-dual-weapon-tooltip": "If both attacks hit you, you're at -1 to defend. See B548.",
+ "parry-flail-label": "Parry Flail: -4",
+ "parry-flail-tooltip": "If parrying against a flail, you're at -4 to defend. See B405.
NOTE: You can't parry flails with a fencing weapon.",
+ "parry-nunchaku-label": "Parry Nunchaku: -2",
+ "parry-nunchaku-tooltip": "If parrying against a nunchaku, you're at -2 to defend. See B405.
NOTE: You can't parry flails with a fencing weapon.",
+ "block-flail-label": "Block Flail: -2",
+ "block-flail-tooltip": "If blocking against a flail, you're at -2 to defend. See B405. ",
+ "block-nunchaku-label": "Block Nunchaku: -1",
+ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.",
+ "parry-thrown-weapon-label": "Parry thrown: -1",
+ "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549",
+ "parry-thrown-small-weapon-label": "Parry thrown, sm: -2",
+ "parry-thrown-small-weapon-tooltip": "If the thrown weapon is 1 pound or less, parry is -2. See B549",
+ "feint-attack-label": "Feint Attack",
+ "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365",
+ "defenders-posture-title": "Defender's Posture",
+ "attackers-action-title": "Attacker's Action",
+ "afflictions-conditions-title": "Afflictions & Conditions",
+ "coughing-sneezing-iq-label": "Coughing/Sneezing: -1 IQ",
+ "coughing-sneezing-iq-tooltip": "-1 to IQ and IQ-based skills. Can't use Stealth. See B428.",
+ "coughing-sneezing-dx-label": "Coughing/Sneezing: -3 DX",
+ "coughing-sneezing-dx-tooltip": "-3 to DX and DX-based skills. Can't use Stealth. See B428.",
+ "drowzy-label": "Drowzy: -2",
+ "drowzy-tooltip": "-2 to DX, IQ, and self-control rolls. Make a Will roll every two hours you're inactive to avoid falling asleep. See B428.",
+ "tipsy-label": "Tipsy: -1",
+ "tipsy-tooltip": "-2 to DX and IQ and -2 self-control rolls except to resist Cowardice. Reduce Shyness by one level. See B428.",
+ "drunk-label": "Drunk: -2",
+ "drunk-tooltip": "-2 to DX and IQ and -4 self-control rolls except to resist Cowardice. Reduce Shyness by two levels. See B428.",
+ "euphoria-label": "Euphoria: -3",
+ "euphoria-tooltip": "-3 to DX, IQ, and self-control rolls. See B428.",
+ "pain-level-label": "Pain Level",
+ "pain-level-tooltip": "Penalty to DX, IQ, and self-control rolls. Hight Pain Threshold halves the penalty while Low Pain Threshold doubles the penalty. See B428.",
+ "distraction-label": "Distraction",
+ "distraction-tooltip": "-1 for Bees in your face, -2 for part clothes on fire, -3 all clothes on fire, etc. See B548.",
+ "bad-footing-label": "Bad Footing",
+ "bad-footing-tooltip": "Skill penalty for bad footing. See B547-B549.",
+ "defense-bad-footing-tooltip": "Defensive penalty for bad footing. See B547-B549.",
+ "mounted-label": "Mounted",
+ "defense-mounted-tooltip": "If mounted, defensive penalty is equal to difference between 12 and Riding skill. See B388",
+ "retreating-flight-label": "Retreating Flight",
+ "retreating-flight-tooltip": "If flyer can hover, add +1 to defense to retreating defense if you can move 1 hex up or down. See B398",
+ "grappled-label": "You're grappled: -4",
+ "grappled-tooltip": "See Actions after being grappled for more information. See B371.",
+ "holding-large-shield-label": "Holding Large Shield: -2",
+ "holding-large-shield-tooltip": "See B547.",
+ "shield-close-combat-penalty-label": "Close combat with shield: -1 per DB",
+ "shield-close-combat-penalty-tooltip": "See Shields in Close Combat B392.",
+ "roll-modifier-label": "Roll modifier",
+ "visibility-roll-modifier-tooltip": "Combined total can't exceed -10 or -6 if used to blindness.",
+ "no-visiblity-condition-label": "No special effect",
+ "no-visiblity-condition-tooltip": "Only affected by darkness, smoke, fog, blur, or other.",
+ "cannot-see-anything-label": "Can't see anything: -10 *",
+ "cannot-see-anything-tooltip": "If used to blindess, penalty is -6. Max skill is 9. See B124 and B394.",
+ "cannot-see-target-label": "Can't see target: -6 *",
+ "cannot-see-target-tooltip": "Max Skill is 9. B394.",
+ "darkness-label": "Darkness",
+ "darkness-tooltip": "-10 is considered total darkness, no light available. See B394.",
+ "smoke-label": "Smoke",
+ "obscure-vision-tooltip": "-10 totally obscures vision. See Obscure B72.",
+ "know-location-label": "Know location: -4 *",
+ "know-location-tooltip": "If the foe is in a single smoke-filled hex or the like, no Hearing roll is required and the attack penalty is only -4. Roll for random hit location. Max Skill is 9. B394.",
+ "fog-label": "Fog",
+ "blur-label": "Blur",
+ "task-modifiers-title": "Task Modifiers",
+ "task-difficulty-label": "Task Difficulty",
+ "task-difficulty-tooltip": "See B345 for full description.",
+ "extra-time-label": "Extra Time",
+ "extra-time-tooltip": "Working slowly and deliberately on a noncombat task. See B346.",
+ "haste-label": "Haste",
+ "haste-tooltip": "Hurrying the noncombat task. See B346.",
+ "unfamiliar-culture-label": "Unfamiliar Culture: -3",
+ "unfamiliar-culture-tooltip": "-3 to skill with a significant cultural component; Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, etc. See B23.",
+ "language-modifier-label": "Language Modifier",
+ "language-modifier-tooltip": "Based on comprehension, use Task Difficulty for additional modifiers like bad phone connection. See B24.
Language skills: Fast-Talk, Public Speaking, Research, Speed-Reading, teaching, and Writing.
Artistic Skills: Poetry, Singing, etc.",
+ "iq-tech-level-modifier-label": "IQ Tech Level Modifier",
+ "iq-tech-level-modifier-tooltip": "IQ-Based skills. When you work with equipment or concepts of a TL different from your own skill, you suffer a penalty. See B168.",
+ "non-iq-tech-level-modifier-label": "Non IQ TL Modifier",
+ "non-iq-tech-level-modifier-tooltip": "Non IQ-Based skills. Flat penalty of -1 per TL difference. See B168.",
+ "equipment-modifiers-title": "Equipment Modifiers",
+ "available-equipment-label": "Available Equipment",
+ "available-equipment-tooltip": "Equipment modifiers for skills. See B345.",
+ "missing-items-label": "Missing Items",
+ "missing-items-tooltip": "-1 per item missing. See B346.",
+ "damaged-equipment-label": "Damaged Equipment",
+ "damaged-equipment-tooltip": "Damaged equipment modifier, such as -1 for first-aid kit salvaged from a wreck. See B346.",
+ "unfamiliar-equipment-label": "Unfamiliar Equipment: -2",
+ "unfamiliar-equipment-tooltip": "Any skill used to operate equipment like Driving/TL7 (Autommobile) takes a penalty when faced with an unfamiliar type of item. For instance, you're used to a compact car but you need to drive a van. See B169.",
+ "spell-modifiers-title": "Spell Modifiers",
+ "low-mana-label": "Low Mana: -5",
+ "low-mana-tooltip": "Only mages can cast spells and all spells are at -5. Critical failures have mild effects or no effect at all. See B235.",
+ "burn-abbreviate-hit-points-label": "Burn HP",
+ "burn-hit-points-tooltip": "Burn Hit Points instead of FP, but you're -1 to skill per HP. High Pain Threshold has no effect. See B237.",
+ "ceremonial-bonus-label": "Ceremonial",
+ "ceremonial-bonus-tooltip": "Ceremonial Magic involves a group of willing assistants. Receive a skill bonus based on how much extra energy you receive.
Add another +1 per additional 100% of required energy.
See B238.",
+ "spell-range-label": "Regular Spell Range",
+ "regular-spell-range-tooltip": "For regular and area spells apply a penalty of -1 per yard of distance. See B239.",
+ "cant-see-touch-label": "Can't See/Touch: -5",
+ "spell-cant-see-touch-tooltip": "For regular spells, if you can't see or touch your subject, you're at -5 to skill. See B239.",
+ "long-distance-label": "Long-Distance",
+ "long-distance-tooltip": "Use these modifiers for Information spells that work over long distances, such as Seek spells. Certain advantages use these ranges. If the distance falls between two values, use the higher value. See B241.",
+ "spells-on-label": "Spells On",
+ "concentration-label": "Concentration",
+ "natures-strength-title": "Nature's Strength",
+ "natures-strength-description": "From Dungeon Fantasy Spells. Page 2.",
+ "primeval-wilderness-label": "Primeval Wilderness",
+ "primeval-wilderness-tooltip": "Primeveal Wilderness for druidic spells.",
+ "announcements": "Announcements",
+ "sheet-version-title": "GURPS Character Sheet Version:",
+ "hide-until-next-update": "Hide until next update",
+ "view-all-updates": "View All Updates",
+ "tab-general": "General",
+ "tab-traits": "Traits",
+ "tab-bio-misc": "Bio\\Misc",
+ "tab-skills": "Skills",
+ "tab-combat": "Combat",
+ "tab-inventory": "Inventory",
+ "tab-grimoire": "Grimoire",
+ "tab-updates": "Updates",
+ "attributes-label": "Attributes",
+ "abbreviation-modifier-label": "MOD",
+ "attributes-modifier-tooltip": "A modifier that will be applied to your
attribute. All derived attributes draw their
base from your unmodified attributes.
Therefore this MOD will generally only
affect direct attribute rolls and skill rolls.",
+ "abbreviation-character-points-label": "Pts",
+ "abbreviation-strength": "ST",
+ "attributes-strength-tooltip": "Strength 10pts/level - Unmodified
Cost reduced by -10% (Max -80%) per SM+1 (B15)",
+ "abbreviation-dexterity": "DX",
+ "attributes-dexterity-tooltip": "Dexterity 20pts/level - Unmodified:",
+ "abbreviation-intelligence": "IQ",
+ "attributes-intelligence-tooltip": "Intelligence 20pts/level -Unmodified:",
+ "will-label": "WILL",
+ "abbreviation-health": "HT",
+ "attributes-health-tooltip": "Health 10pts/level - Unmodified:",
+ "abbreviation-perception": "Per",
+ "attributes-perception-tooltip": "Perception: Based on Intelligence
5pts/level
Check the box to whisper perception roll to GM.
Unmodified: ",
+ "attribute-vision": "Vision",
+ "attributes-vision-tooltip": "Visual Perception
Based on Perception
2pts/level
Unmodified: ",
+ "attribute-hearing": "Hearing",
+ "attribute-hearing-tooltip": "Audio Perception
Based on Perception
2pts/level
Unmodified: ",
+ "attribute-smell": "Smell",
+ "attribute-smell-tooltip": "Smell & Taste Perception (B35)
Based on Perception
2pts/level
Unmodified: ",
+ "attribute-touch": "Touch",
+ "attribute-touch-tooltip": "Touch Perception
Based on Perception
2pts/level
Unmodified: ",
+ "attribute-will": "Will",
+ "attribute-will-tooltip": "Willpower
Based on Intelligence
5pts/level
Unmodified: ",
+ "attribute-fright": "Fright",
+ "attribute-fright-tooltip": "Fright Check (B360)
Based on Willpower
2pts/level
Unmodified:
See extensive list of Modifiers B360 & GURPS Horror p139-142.",
+ "abbreviation-threshold": "Thresh",
+ "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
This means that a roll of 14 or more is automatically a failure.
This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
(Power Ups 2, p13).
Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
to be useful, of course!
Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
Confusion Check Table for failures. (Powers p85).",
+ "fright-check-label": "Fright Check",
+ "attribute-unstun": "Unstun",
+ "attribute-unstun-tooltip": "Recover from physical stun, based on Health.
Roll at the end of your turn after Do Nothing
High Pain Threshold +3 to check
Low Pain Threshold -3 to check",
+ "abbreviation-knock-down": "K Down",
+ "attribute-knock-down-tooltip": "Knockdown & Stunning Check, based on Health.
Roll:
Whenever you suffer a major wound. B420
Whenever you are struck in the head (skull, face, or eye) or
vitals for enough injury to cause a shock penalty,
You must make an immediate HT roll to avoid knockdown and stunning.
>Modifiers:
-5 for a major wound to the face or vitals (or to the groin, on a humanoid male).
-10 for a major wound to the skull or eye.
+3 High Pain Threshold
-4 Low Pain Threshold",
+ "abbreviation-unconscious": "Unc.",
+ "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
If HP zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check",
+ "abbreviation-death-check": "Death",
+ "attribute-death-check-tooltip": "Death Check, based on Health.
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check",
+ "speed-label": "Speed",
+ "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ",
+ "attribute-move": "Move",
+ "attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified:
Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
+ "abbreviation-enhanced": "Enhncd",
+ "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
10pts per half level. Can use up|down arrow keys
Level: ",
+ "attribute-dodge": "Dodge",
+ "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)",
+ "abbreviation-lifting-strength": "Lift ST",
+ "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
Based on Strength 3pts/level
Unmodified: ",
+ "attribute-lift": "Lift",
+ "attribute-basic-lift-tooltip": "Basic Lift Table B17, in pounds. (B15)",
+ "attribute-striking": "Striking",
+ "attribute-striking-strength-tooltip": "Striking Strength
Based on Strength
5pts/level
Unmodified: ",
+ "attribute-thrust": "Thrust",
+ "attribute-thrust-damage-table": "Thrust DamageStrength Thrust 1 1d6-6 2 1d6-6 3 1d6-5 4 1d6-5 5 1d6-4 6 1d6-4 7 1d6-3 8 1d6-3 9 1d6-2 10 1d6-2 11 1d6-1 12 1d6-1 13 1d6
",
+ "attribute-swing": "Swing",
+ "attribute-swing-damage-table": "Swing DamageStrength Thrust 14 1d6 15 1d6+1 16 1d6+1 17 1d6+2 18 1d6+2 19 2d6-1 20 2d6-1 21 2d6 22 2d6 23 2d6+1 24 2d6+1 25 2d6+2 26 2d6+2 Strength Swing 1 1d6-5 2 1d6-5 3 1d6-4 4 1d6-4 5 1d6-3 6 1d6-3 7 1d6-2 8 1d6-2 9 1d6-1 10 1d6 11 1d6+1 12 1d6+2 13 2d6-1
",
+ "stats-title": "Stats",
+ "value-title": "Value",
+ "abbreviation-maximum-hit-points": "Max HP",
+ "maximum-hit-poits-tooltip": "Hit Points - Based on Strength - 2pts/levelStrength Swing 14 2d6 15 2d6+1 16 2d6+2 17 3d6-1 18 3d6 19 3d6+1 20 3d6+2 21 4d6-1 22 4d6 23 4d6+1 24 4d6+2 25 5d6-1 26 5d6
Cost reduced by -10% per SM+1 (B15)",
+ "abbreviation-current-hit-points": "Current HP",
+ "abbreviation-hit-points": "HP",
+ "hit-points-label": "Hit Points",
+ "current-hit-points-tooltip": "Current Hit Points
When your HP is low, you take penalties. (B419)",
+ "current-hit-points-reeling": "Reeling: If your HP is less than",
+ "current-hit-points-reeling-description": "- Halve Move and Dodge (round up) (B419)
- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7
- Note: This sheet automatically calculates that for you and adjusts those values.",
+ "current-hit-points-collapse": "Verge of Collapse",
+ "current-hit-points-collaps-description": "- Roll every turn @{VS} HT or fall unconscious.
- Your HT roll is at -1 for every 1xHP you are below 0.
- If you do nothing, and don't defend, you don't have to roll.",
+ "current-hit-points-verge-of-death": "Verge of Death",
+ "current-hit-points-verge-of-death-description": "- Roll once @{VS} HT to stay alive.
- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)
- Roll again every time you take injury that puts you below
another multiple of your max HP.",
+ "current-hit-points-death": "Death",
+ "current-hit-points-death-description": "- You are dead.",
+ "current-hit-points-total-destruction": "Total Destruction",
+ "current-hit-points-total-destruction-description": "- Your body has been destroyed beyond recognition or resurrection.",
+ "hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.",
+ "hit-points-fatigue-quartered-move": "Move and Dodge is quartered due to hit point and fatigue loss. See B419.",
+ "abbreviation-maximum-fatigue-points": "Max FP",
+ "maximum-fatigue-points-tooltip": "Fatigue Points
Based on Health
3pts/level",
+ "abbreviation-current-fatigue-points": "Current FP",
+ "current-fatigue-points-tool-tip": "Current Fatigue Points
When your FP is low you take penalties. (B426)",
+ "fatigue-points-tired-label": "Tired: If your FP is less than",
+ "fatigue-points-tired-description": "- Halve your Move, Dodge, and ST (round up) (B426)
- These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7
- Note: This sheet automatically calculates that for you and adjusts
those values – This does not affect ST-based quantities,
such as HP and damage. (B426)",
+ "verge-of-collapse-label": "Verge of Collapse",
+ "verge-of-collapse-description": "- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426)
- Roll against Will to do anything besides rest or talk.
- If you fail your Will roll, you fall unconscious.
- On a critical failure, roll @{VS} HT or suffer a heart attack.",
+ "unconscious-label": "Unconscious: When your FP is",
+ "unconscious-description": "- Immediately fall unconscious
- FP can't drop any lower, but you still lose HP.
- You regain consciousness at 0 FP",
+ "abbreviation-move-strength": "MV/ST",
+ "half-move-strength-tooltip": "Move, Dodge, and ST are halved due to fatigue loss. See B426.
Affects ST roll and using weapons with minimum ST.",
+ "half-strength-tooltip": "ST is halved due to fatigue loss. See B426.
Affects ST roll and using weapons with minimum ST.",
+ "abbreviation-maximum-energy-reserve": "Max ER",
+ "maximum-energy-reserve-tooltip": "Energy Reserve
See Dungeon Fantasy 3, pg39 - Introduced
See Powers, pg119 – More detailed
",
+ "abbreviation-current-energy-reserve": "Current ER",
+ "current-energy-reserve-tooltip": "Current Energy Reserve
See Dungeon Fantasy 3, pg39 - Introduced
See Powers, pg119 – More detailed",
+ "custom-pools-heading": "Custom Pools",
+ "custom-pools-tooltip": "Add additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.
Examples include:
RP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.
LFP (Long Term Fatigue Points), see After the End 1, p24.",
+ "custom-pool-current-points-label": "Current",
+ "lifting-moving-label": "Lifting & Moving",
+ "lifting-moving-tooltip": "For more information see B14.",
+ "weight-label": "Weight",
+ "simple-lift-label": "Simple Lift",
+ "simple-lift-heading-tooltip": "The weight the character can lift overhead
with one hand in one second.",
+ "one-handed-lift-label": "One-Handed Lift",
+ "one-handed-lift-tooltip": "The weight the character can lift overhead
with one hand in two seconds.",
+ "two-handed-lift-label": "Two-Handed Lift",
+ "two-handed-lift-tooltip": "The weight the character can lift overhead
with both hands in four seconds.",
+ "shove-and-knock-over-label": "Shove & Knock Over",
+ "shove-and-knock-over-tooltip": "The weight of an object the character can
shove and knock over.",
+ "abbreviation-running-shove-knock-over": "Running Shove & KO",
+ "running-shove-knock-over-tooltip": "The weight of an object the character can
shove and knock over with a running start.",
+ "carry-on-back-label": "Carry On Back",
+ "carry-on-back-tooltip": "The weight the character can carry slung
over his/her back.",
+ "shift-slightly-label": "Shift Slightly",
+ "shift-slightly-tooltip": "The weight of an object that the character
can shift slightly on a floor.",
+ "notes-label": "Notes",
+ "encumbrance-label": "Encumbrance",
+ "load-label": "Load",
+ "load-tooltip": "Amount of weight you're currently carrying.",
+ "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426)
STEP: The number in parentheses is the step distance.",
+ "abbreviation-enhanced-move-label": "ENH MOVE",
+ "enhanced-move-tooltip": "Enhanced ground move.
STEP: The number in parentheses is the step distance.",
+ "air-label": "Air",
+ "air-tooltip": "Air/Flying move.
STEP: The number in parentheses is the step distance.",
+ "water-label": "Water",
+ "water-tooltip": "Water/Swimming move.
STEP: The number in parentheses is the step distance.",
+ "encumbrance-dodge-tooltip": "Note: The Dodge score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426)",
+ "encumbrance-none-0-label": "None (0)",
+ "encumbrance-light-1-label": "Light (1)",
+ "encumbrance-medium-2-label": "Medium (2)",
+ "encumbrance-heavy-3-label": "Heavy (3)",
+ "encumbrance-extra-heavy-4-label": "X-Heavy (4)",
+ "encumbrance-maximum-load-label": "MAX Load*",
+ "encumbrance-maximum-load-tooltip": "Carry on Back (B353) 15xBL. Thus, you can carry
more than you can lift by yourself . . . but
every second that your encumbrance is over 10xBL
(that is Extra-Heavy encumbrance), you lose 1 FP.
",
+ "current-label": "Current",
+ "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers",
+ "movement-label": "Movement",
+ "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.",
+ "abbreviation-start-velocity-label": "Start Vel.",
+ "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.",
+ "change-in-velocity-label": "Change",
+ "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn. See B395.
NOTE: Max deceleration is 2 times your basic move.",
+ "abbreviation-final-velocity-label": "Final Vel.",
+ "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.",
+ "abbreviation-deceleration-penalty-label": "Decel. Pen.",
+ "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.
Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
Can safely decelerate up to base move, no roll needed.
If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
Apply the appropriate skill penalty from the input forms to the right.
How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
NOTE: make an additional roll if you're also turning.
Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
Driving Skill: 12, Handling: 0.
Total Deceleration = 16 - 6 = 10.
Can safely decelerate to 16 - 3 (base move) = 13.
Penalty = 13 - 6 (goal speed) / 2 = -3.
Making Driving Skill 12 - 3 to succeed.
see B395.",
+ "turn-radius-label": "Turn Radius",
+ "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Final Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
See B394.",
+ "tight-turn-label": "Tight Turn",
+ "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.
120° facing change instead of 60°.
Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
See B395.",
+ "movement-feats-label": "Movement Feats",
+ "flying-label": "Flying",
+ "flight-label": "Flight",
+ "flight-tooltip": "Check the box to add Flight (B56) to the character.
This will update the Air movement column for the encumbrance table.
Use the text box to enter the number of character points used for Flight",
+ "abbreviation-air-move-label": "Air Mv",
+ "air-move-tooltip": "Base Air Move = Basic Speed * 2 =
2pts/level, you can use up and down arrows",
+ "enhanced-air-move-tooltip": "Enhanced Air Move
Modifier box: steps of .5, you can use up and down arrows.
Points box: 10 points per half-level, you can use up and down arrows.
Each level doubles top air move. Half-level is a multiple of 1.5.
Level: ",
+ "swimming-label": "Swimming",
+ "abbreviation-amphibious-label": "Amphib",
+ "amphibious-tooltip": "Amphibious: Check the box to apply Amphibious (B40) to character
This will update the swimming movement on the encumbrance table.",
+ "abbreviation-water-move-label": "Wtr Mv",
+ "water-move-tooltip": "Basic Move =
Formula = Basic Move / 5 or Basic Move if amphibious.
5pts/level, you can use up and down arrows.
NOTE: Max +2 water move if you have swimming skill.",
+ "enhanced-water-move-tooltip": "Enhanced Water Move
Modifier box: steps of .5, you can use up and down arrows.
Points box: 10 points per half-level, you can use up and down arrows.
Each level doubles top water move. Half-level is a multiple of 1.5.
Level: ",
+ "jumping-label": "Jumping",
+ "skill-label": "Skill",
+ "jump-skill-tooltip": "Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)instead of Basic Move to calculate jumping distances. B352",
+ "abbreviation-use-strength": "Use ST",
+ "jumping-use-strength-tooltip": "Check this box if using this Optional Rule B352.
If Basic Lift () > body weight, use ST/4 instead of Move or Jump skill.",
+ "super-label": "Super",
+ "super-jump-tooltip": "Super Jump: use this if you have the Super Jump as an Advantage. B89
1st column will show your modifier based on the entries for the 2nd and 3rd columns.
2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value.
3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.",
+ "abbreviation-encumbrance-label": "Enc",
+ "encumbrance-tooltip": "Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, ar any fencing Parry. See B549",
+ "jump-encumbrance-penalty-tooltip": "Apply encumbrance penalty. See B352
1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.",
+ "abbreviation-preparation": "Prep",
+ "jump-preparation-tooltip": "Check this box if you took 2 consecutive Concentration maneuvers to prepare.
Leave unchecked otherwise, in which case you will halve all jump distances. B352",
+ "feet-measurement-label": "feet",
+ "yards-measurement-label": "yards",
+ "standing-broad-jump-label": "Broad",
+ "standing-broad-jump-tooltip": "Standing Broad Jump Distance. B352
1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down).
2nd column shows you how many feet you may jump.
3rd column shows you how many yards you jump.
Formula = (2 x Stat To use) - 3 feet
Stat to use: ",
+ "running-broad-jump-label": "Run",
+ "running-broad-jump-tooltip": "Running Broad Jump Distance, under Broad Jump description. B352
1st column enter how may yards you ran this turn.
2nd column shows you how many feet you may jump.
3rd column shows you how many yard you jump.
Formula = (2 x Stat To use) - 3 feet
Stat to use:
Max running broad jump distance is twice standing broad jump distance.",
+ "high-jump-label": "High",
+ "high-jump-tooltip": "High Jump Distance. B352
1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down).
2nd column shows you how many feet you may jump.
3rd column shows you how many yard you jump.
Formula = (6 x Stat To use) - 10 inches
Stat to use: ",
+ "run-high-jump-label": "Run",
+ "running-high-jump-tooltip": "Running High Jump Distance, under High Jump. B352.
1st column enter in your (6 x Stat To use) plus how may yards you ran this turn.
2nd column shows how many feet you may jump straight up.
3rd column shows how many yards you jump straight up.
Formula = (6 x Stat To use) - 10 inches
Stat to use:
Max running high jump distance is twice standing high jump distance.",
+ "abbreviation-jump-move-label": "JMP MV",
+ "jump-move-tooltip": "Jump move. This is actually the ‘Super Jump’ value for that Advantage. See B89
Greater of Broad Jump Yards / 5 OR Normal Ground Move.
",
+ "abbreviation-point-summary-label": "Point Sum",
+ "point-summary-tooltip": "Total: Manual input: Represents total value of the
PC in Character Points (spent & unspent combined).
Spent: Automatic total of Spent points:
Attributes + Traits + Skills + Other.
Unspent: Has the option of being Manual or
Automatic, depending on an option selected on the
Settings page entitled ‘Enter Unspent Points’.
Manual Mode (Blue color): You manually enter your
Unspent points.
Automatic mode (Black color): It calculates the
point total difference between Total and Spent.",
+ "total-label": "Total",
+ "point-total-tooltip": "Total: Manual input: Represents total value of the
PC in Character Points (spent and unspent combined).",
+ "spent-label": "Spent",
+ "unspent-label": "Unspent",
+ "gca-format-label": "GCA Format",
+ "gca-format-tooltip": "GURPS Character Assistant (GCA) Format
To change to GCS or Detailed go to options tab
and change the radio button for Point Summary Layout",
+ "gcs-format-label": "GCS Format",
+ "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
To change to GCA or Detailed go to options tab
and change the radio button for Point Summary Layout",
+ "detailed-format-label": "Detailed Format",
+ "detailed-format-tooltip": "To change to GCA or GCS go to options tab
and change the radio button for Point Summary Layout",
+ "race-label": "Race",
+ "race-point-summary-tooltip": "Point Summary for Racial Traits.",
+ "points-summary-for-attributes-tooltip": "Point Summary for:
ST, DX, IQ, HT,
HP, FP, Energy Reserve One, Two, and Three,
Per, Vision, Hearing, Smell, Touch,
Will, Fright, Unconsciousness, Death,
Speed, Move, Lift ST, Striking ST,
Flying, Air Move, Enhanced Air Move, Super Jump",
+ "abbreviation-advantages-label": "Adv.",
+ "gca-point-summary-for-advantages-tooltip": "Point Summary for:
Languages, Tech Level, Cultural Familiarities,
Advantages, and Racial traits.",
+ "gcs-point-summary-for-advantages-tooltip": "Point Summary for:
Languages, Tech Level, Cultural Familiarities,
Advantages, and Perks.",
+ "detailed-point-summary-for-advantages-tooltip": "Point Summary for:
Languages, Tech Level, Cultural Familiarities,
and Advantages.",
+ "perks-label": "Perks",
+ "abbreviation-disadvantages-label": "Disadv.",
+ "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages",
+ "quirks-label": "Quirks",
+ "skills-label": "Skills",
+ "abbreviation-techniques-label": "Tech.",
+ "point-summary-techniques-tooltip": "Techniques",
+ "abbreviation-techniques-revised-label": "Tech. (r)",
+ "point-summary-for-techniques-revised-tooltip": "Techniques Revised",
+ "spells-label": "Spells",
+ "other-label": "Other",
+ "native-language-label": "Native Language",
+ "spoken-label": "Spoken",
+ "written-label": "Written",
+ "learned-language-label": "Learned Languages",
+ "miscellaneous-label": "Miscellaneous",
+ "technology-level-label": "Tech Level",
+ "technology-level-tooltip": "This is the technology level that your character is familiar with.
It costs 5 points to raise this above or below the campaign's
normal TL.
",
+ "cultural-familiarities-label": "Cultural Familiarities",
+ "advantages-label": "Advantages",
+ "abbreviation-frequency-of-appearance-label": "FOA",
+ "frequency-of-appearance-tooltip": "Frequency of AppearanceTL0 Stone Age (Prehistory and later). TL1 Bronze Age (3500 B.C.+). TL2 Iron Age (1200 B.C.+). TL3 Medieval (600 A.D.+). TL4 Age of Sail (1450+). TL5 Industrial Revolution (1730+). TL6 Mechanized Age (1880+). TL7 Nuclear Age (1940+). TL8 Digital Age (1980+). TL9 Microtech Age (2025+?). TL10 Robotic Age (2070+?). TL11 Age of Exotic Matter. TL12+ Whatever the GM likes!
",
+ "abbreviation-booke-reference-label": "Ref",
+ "book-reference-tooltip": "Reference to book and page numbers.15 or less> 12 or less> 9 or less> 6 or less>
Examples:
B238 = GURPS Basic, Page 238
PU2:126 = Power-Ups 2. Page 126
",
+ "modifier-label": "Modifier:",
+ "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
Use the pencil/paper icon to select modifiers.
NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.",
+ "select-skill-modifiers-button": "Select Skill Modifiers",
+ "show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
+ "abbreviation-self-control-number-label": "SCN",
+ "self-control-number-tooltip": "Self-control Number OR
Frequency of Appearance
",
+ "disadvantages-label": "Disadvantages",
+ "racial-traits-label": "Racial Traits",
+ "general-information-label": "General Information",
+ "full-name-label": "Full name",
+ "nickname-label": "Nickname",
+ "gender-label": "Gender",
+ "size-modifier-label": "Size Modifier",
+ "size-modifier-tooltip": "This sheet does NOT auto adjust the cost values for STand Extra HP for a SM15 or less 12 or less 9 or less 6 or less
that is greater than 0. To do that you can use a combination of Points and
MOD entries to get the desired value. (B15, B16, B19)",
+ "reach-modifier-label": "Reach Mod",
+ "reach-modifier-tooltip": "Reach Modifier.
See Size Modifier and Reach, B402
When grappling, you get +1 To Hit per size modifier difference.",
+ "main-hand-label": "Main Hand",
+ "reactions-label": "Reactions",
+ "physical-description-label": "Physical Description",
+ "age-label": "Age",
+ "height-label": "Height",
+ "weight-heading": "Weight",
+ "character-weight-tooltip": "Enter a Numerical Value only.
Do not enter any type of indicator like lbs, pounds, kilos, etc.
This is because the weight is added to your Inventory’s Grand Total
Weight and thus needs to be numerical.",
+ "eyes-label": "Eyes",
+ "build-label": "Build",
+ "hair-label": "Hair",
+ "physical-appearance-label": "Appearance",
+ "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost onthe Traits tab under Advantages or Disadvantages.",
+ "tattoos-scars-etc-label": "Tattoos, scars, etc.",
+ "scars-tattooe-etc-tooltip": "Scars, tattoos, distinguishing marks or features.",
+ "background-information-label": "Background Information",
+ "birth-date-label": "Birth Date",
+ "birth-place-label": "Birth Place",
+ "status-label": "Status",
+ "wealth-label": "Wealth",
+ "income-label": "Income",
+ "cost-of-living": "Cost of Living",
+ "stash-money-location-label": "Stash",
+ "stash-money-location-tooltip": "Total available cash stashed in banks, vaults, mattresses, etc.",
+ "affiliations": "Affiliations",
+ "home-base-label": "Home Base",
+ "family-label": "Family",
+ "background-history-label": "Background History & Notes",
+ "training-label": "Training",
+ "training-tooltip": "Training rules can be found at ‘Improvement
Through Study’ B292.
Advanced rules can be found in Social
Engineering: Back to School.",
+ "abbreviation-technology-level-label": "TL",
+ "skill-level-label": "Level",
+ "talent-level-label": "Talent Level:",
+ "formula-level-label": "Formula Level:",
+ "formula-label": "Formula:",
+ "active-defense-formula-tooltip": "Formula is based upon the active defense type.",
+ "formula-as-is-description": "Enter a value or use the linked item value as is.",
+ "formula-parry-description": "3 + (Skill or DX)/2, rounded down.",
+ "formula-block-description": "3 + (Shield or Cloak skill)/2, rounded down.",
+ "power-dodge-description": "Basic Speed + 3 + Talent/2, rounded down.",
+ "power-parry-description": "3 + (Innate Attack Skill + Talent)/2, rounded down.",
+ "power-block-physical-description": "3 + (HT + Talent)/2, rounded down.",
+ "power-block-mental-description": "3 + (WILL + Talent)/2, rounded down.",
+ "abbreviation-attribute-label": "Attr",
+ "abbreviation-difficulty-label": "Diff",
+ "skill-difficulty-tooltip": "WC = Wildcard Skill.
PTS = 3, 6, 12, 24, 36, etc.",
+ "skill-modifier-tooltip": "Modifier applied to skill level.
Can be a positive or a negative number.
Examples include a bonus from a Talent,
default from another Skill or Technique,
a piece of equipment, or a Perk.",
+ "row-id-label": "Row ID:",
+ "row-id-tooltip": "The row id can be used with macros.
NOTE: Future use for linking to techniques
and combat skills.
Example field name: repeating_skills_[the row id]_level
This example would represent the skill level on that row.",
+ "abbrevation-miscellaneous-label": "Misc:",
+ "reason-for-modifier-label": "Reason for MOD (Modifier):",
+ "reason-for-modifiers-skills-tooltip": "Examples:
+1 from Talent...
+1 from Default Skill...
+1 from Enchanted Item with...",
+ "custom-success-fail-notes-tooltip": "Success, critical success, fail, and critical fail
notes will be added to roll results.
You can add macros to these notes.
The width of these note boxes are set to help you
visualize what it will look like in chat.",
+ "success-note-label": "Success Note:",
+ "critical-success-note-label": "Critical Success Note:",
+ "fail-note-label": "Fail Note:",
+ "critical-fail-note-label": "Critical Fail Note:",
+ "techniques-legacy-label": "TECHNIQUES (LEGACY).",
+ "techniques-legacy-tooltip": "New Optional Feature Available.
A revised techniques table is available by setting the options on the character sheet.
This revised techniques is not final, we'll make adjustments based upon feedback.
New Legacy and Revised Technique Tables. Options to show/hide the Legacy
Techniques table and the new Revised Techniques table.
Show both tables if you want to transfer your current techniques to the new table.
If old technique table has no rows, then hide old table, show new table.
",
+ "parent-label": "Parent",
+ "abbreviation-minimum-label": "Min",
+ "abbreviation-maximum-label": "Max",
+ "cost-label": "Cost",
+ "techniques-revised-label": "Techniques (Revised)",
+ "base-level-label": "Base",
+ "base-skill-level-tooltip": "Base skill level of technique, usually
based on Parent Skill.
see Techniques B229",
+ "abbreviation-default-label": "DFLT",
+ "techniques-revised-default-tooltip": "Default modifier to apply to the base skill.
For example, Kicking is -2 from Brawling or Karate Skill.
Enter 0 if there is no modifier.
see Techniques B229",
+ "techniques-revised-maximum-modifier-tooltip": "Maximum modifier allowed for the technique.
This is relative to the parent skill.
For example, Kicking cannot exceed Brawling + 0
or Karate + 0.
see Techniques B229",
+ "technique-difficulty-tooltip": "Difficulty of technique.
Feats with severe consequences on a failure
or allow only one attempt are Hard.
see Techniques B229",
+ "row-id-repeating-tooltip": "The row id can be used with macros.
Example field name: repeating_techniquesrevised_[the row id]_level
This example would represent the skill level on that row.",
+ "link-label": "Link:",
+ "link-to-row-id-tooltip": "Link this row to another row item.",
+ "copy-paste-row-id-tooltip": "Copy/paste the Skill or Spell Row ID to link that skill to this technique.
When the skill/spell is updated, the technique's parent name and base skill level
will be updated.
Once entered, this will change the Skill/Spell for this particular attack to match
the skill/spell level of the Base Skill. Do not change this skill Level number manually.",
+ "name-label": "Name:",
+ "hit-location-label": "Hit Location",
+ "hit-location-tooltip": "Basic Table B552.
Optinal: Rules
New Hit Locations
LT100-103, MA137",
+ "where-label": "Where",
+ "penalty-label": "Pen",
+ "hit-location-penalty-tooltip": "This is the Penalty
applied to attack the
specific location.",
+ "abbreviation-damage-resistance-label": "DR",
+ "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except
this specific Type of attack.
Example: Enter as 3/2cr* means DR3 vs all attacks
except cr which uses DR2. * means it is Flexible
armor (B379).
High-Tech and Ultra-Tech #/# usually mean against
these Type Attacks / All other Attack Types.
Example: Enter as 5imp, cr /2 means DR5 vs imp and
cr type of attacks and DR2 against all other types
of attacks.",
+ "user-created-label": "User Created",
+ "active-defenses-label": "Active Defenses",
+ "activate-custom-roll-modifier-tooltip": "You can turn on the custom modifiers by going to
Sheet Options Tab then to Skill Modifier Tools
and checking the tools to use.",
+ "type-label": "Type",
+ "active-defense-type-tooltip": "Changing the Type will also update success/fail notes
for that active defense.
Parry, Block, and Block have default notes that can be
changed on the options page.
NOTE Changing the Type will clear any previous notes
you entered.",
+ "abbreviation-information-label": "Info",
+ "active-defense-information-tooltip": "F: this is a fencing weapon.
U: the weapon is unbalanced. You cannot use it to
parry if you've already attacked with it this turn
(and vice versa).",
+ "base-defense-skill-tooltip": "Base defense skill.",
+ "defense-modifiers-tooltip": "Modifiers to the defense skill.",
+ "half-dodge-tooltip": "Dodge is halved due to hit points or fatigue loss. See B418 or B426.",
+ "quarter-dodge-tooltip": "Dodge is quartered due to hit points and fatigue loss. See B418 or B426.",
+ "displayed-on-rolltemplate-tooltip": "Displayed on the rolltemplate.",
+ "custom-notes-label": "Custom Notes:",
+ "custom-notes-active-defense-tooltip": "Add custom notes for this active defense.",
+ "dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)",
+ "dodge-retreat-versus-melee-tooltip": "Against a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks.
Optional Rules for Retreat can be found in MA123.",
+ "dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)",
+ "dodge-drop-ranged-tooltip": "Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').
It is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377)",
+ "knockback-label": "Knockback save vs crushing or cutting attacks",
+ "knockback-tooltip": "A crushing attack can cause knockback regardless of whether it penetrates DR.
A cutting attack can cause knockback only if it fails to penetrate DR.
For every full ST-2 damage (BEFORE subtracting DR) target is moved yard away from attacker.
NOTE: If target has no ST score (like a wall) or is not resisting, use HP instead.
If knocked back, Roll against DX, Acrobatics, or Judo.
-1 per yard of knockback AFTER the first yard.
+4 for Perfect Balance. see B378.
If target collides with an object, use yards knocked back to calculate Collisions and Falls (see Combat Tools).",
+ "knockback-calculation-description": "1 yard per points",
+ "knockback-hitpoints-modifier-label": "HP per yard Modifier: ",
+ "knockback-hitpoints-modifier-tooltip": "Modify the number of hit points required for knockback.
For skinny, special rules, etc.",
+ "abbreviation-information-notes": "INFO Notes",
+ "fencing-unbalanced-tooltip": "If you enter F or U under the INFO column, the notes
below will be replaced with appropriate notes.
Any other value, and the text box will get cleared out.
",
+ "apply-combat-reflexes-label": "Apply Combat Reflexes",
+ "apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43)",
+ "defense-bonus-notes-label": "Defense Bonus (DB) Notes",
+ "defense-bonus-notes-tooltip": "Examples:
+2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.
+1 DB SHIELD SIDE (Left): from Small Shield.
+1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.",
+ "melee-attacks-label": "Melee Attacks",
+ "damage-label": "Damage",
+ "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
the damage - eg. (2) - is an armor divisor.
Enter this number in the Damage Notes as AD(#) or as
Armor Divisor(#).
ex: indicates the attack causes an explosion.
See B269. Enter in the Damage Notes
Tip: You can enter @{thrust} or @{swing} into the damage field.
You can do simple math with this macro.
Example: @{thrust}+1",
+ "damage-type-tooltip": "
",
+ "reach-label": "Reach",
+ "melee-reach-tooltip": "The distance in yards that the weapon can reach.Abbr Name aff Affliction burn Burning cor Corrosion cr Crushing cut Cutting fat Fatigue imp Impaling pi- Small Piercing pi Piercing pi+ Large Piercing pi++ Huge Piercing spec Special tox Toxic
C: this weapon can be used in close combat.
*: the weapon is awkward, and requires a Ready
maneuver to switch between different reaches.",
+ "close-reach-label": "Has C Reach",
+ "close-reach-tooltip": "A reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402",
+ "modifier-tooltip": "Enter the net value of all modifiers combined.
Can be a positive or a negative number.
Example: Enter 2 for Weapon’s Bond (+1) plus Magic (Accuracy: +1).
Once entered, this will change the Skill/Spell Level for this particular
weapon to match the Base Skill/Spell level plus this MOD (Modifier).
Do not change this level number manually.",
+ "weapon-notes-label": "Weapon Notes",
+ "melee-weapon-notes-tooltip": "Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Select Location: ?{Location|Head|Torso}",
+ "damage-notes-label": "Damage Notes",
+ "melee-damage-notes-tooltip": "Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.",
+ "ranged-attacks-label": "Ranged Attacks",
+ "firing-upward-tooltip": "For firing Upward or Downward - See B407.",
+ "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
the damage - eg. (2) - is an armor divisor.
Enter this number in the Damage Notes as AD(#) or as
Armor Divisor(#).
ex: indicates the attack causes an explosion.
[#d]: indicates the attack causes fragmentation.
See B269. Enter in the Damage Notes
Tip: You can enter @{thrust} or @{swing} into the damage field.
You can do simple math with this macro.
Example: @{thrust}+1",
+ "abbreviation-accuracy-label": "Acc",
+ "abbreviation-range-label": "RNG",
+ "range-tooltip": "Range. See B269.",
+ "abbreviation-rate-of-fire-label": "RoF",
+ "rate-of-fire-tooltip": "Rate of Fire
The maximum number of shots that can be fired in
one turn (by a regular person).
The minimum number of shots is 1.
!: minimum RoF is 1/4 of the maximum, rounded up.
mxn: fires the first number of shots, which each then
split into the second number (eg. shotguns)
Jet: shoots a continuous stream of fluid. See page 106.",
+ "shots-label": "Shots",
+ "shots-tooltip": "The number of shots that can be fired before the
weapon must be reloaded.
The parenthetical number indicates the number of 1
second ready maneuvers required to reload the
weapon.
T: the weapon is thrown. To \"reload\" it, pick it up.
i: you must load the shots individually. the listed
time is for each shot.",
+ "bulk-label": "Bulk",
+ "bulk-tooltip": "Move and Attack: If you are making a ranged attack,
you have a penalty of -2 or the weapon’s Bulk rating,
whichever is worse (B365, B469, B548).
Close Combat: If using a ranged weapon, ignore the usual
speed/range penalty and apply the weapon’s Bulk
statistic as a penalty to hit. B391
It also serves as a penalty to Holdout skill when you
attempt to conceal the weapon. B370
",
+ "abbreviation-recoil-label": "RCL",
+ "recoil-tooltip": "When firing at RoF 2+, every full multiple of Rcl
by which you make your attack roll means you score
one extra hit, to a maximum number of hits equal
to total shots fired. See page 373.",
+ "malfunction-label": "Malfunction",
+ "malfunction-tooltip": "Malfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is
checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.
Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.",
+ "verify-label": "Verify",
+ "verify-malfunction-tooltip": "If Verify is checked, then roll again to verify the malfunction. see HT79",
+ "ranged-weapon-notes-tooltip": "Hint: Enter inline rolls for additional results. To show the selected arrow.
Example: Arrow: ?{Arrow Type|Bodkin|Normal}",
+ "ranged-damage-notes-tooltip": "Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.",
+ "combat-tools-label": "Combat Tools",
+ "abbreviation-thrown-pounds-label": "Thrown (lbs)",
+ "thrown-strength-tooltip": "Based on Striking ST
Note: future versions will add ability to choose ST source or enter ST.",
+ "thrown-modifier-tooltip": "Bonus or penalty per die
Throwing Art at DX Level = +1 per die
Throwing Art at DX+1 Level = +2 per die",
+ "thrown-super-tooltip": "Super Throw Level
Each level of Super Throw, double range.
Each level of Super Throw increases damage by +2 per die.",
+ "thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.",
+ "throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula",
+ "range-calculator-label": "Range Calculator",
+ "range-label": "Range",
+ "firing-up-down-range-tooltip": "Distance between shooter and target.
See B372-373",
+ "firing-up-down-speed-tooltip": "(2 mph = 1 yard/second).
Ignore if human like target moving 10 yards or less.
See B372-373",
+ "abbreviation-size-modifier-label": "Size Mod",
+ "two-letter-abbreviation-size-modifier-label": "SM",
+ "target-size-modifier-tooltip": "Size Modifier of target. The modifier is applied AFTER location, grapple, shield, chinks in armor have been applied.",
+ "position-label": "Position",
+ "firing-up-down-position-tooltipo": "Your vertical position relative to the target.
Ignore up/down for beam type weapons like lasers.
See FIRING UPWARD AND DOWNWARD B407.
Firing downward decreases distance.
For every 2 yards above your target, subtract 1 from distance.
Firing upward increases distance.
Example: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards.
For every 1 yard below> your target, add 1 to distance.
Example: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards.
",
+ "elevation-label": "Elevation",
+ "abbreviation-elevation-label": "Elev",
+ "firing-up-down-elevation-tooltip": "The number of yards you are above or below the target.",
+ "ranged-elevation-label": "If you're above the target, enter a positive number of hexes.
If you're below the target, enter a negative number of hexes.
See B407.",
+ "speed-range-label": "Speed/Range",
+ "abbreviation-effective-label": "EFF",
+ "effective-speed-range-tooltip": "Effective speed/range based on range, speed, and elevation.",
+ "abbreviation-hit-modifier-label": "Hit Mod",
+ "reset-label": "Reset",
+ "help-label": "Help",
+ "apply-firing-tooltip": "Apply this modifier to the ranged Modifier box and Roll Modifiers tool.
Important This will replace any current modifiers.",
+ "apply-label": "Apply",
+ "falling-collision-label": "Falling and Collision",
+ "abbreviation-yards-fallen-label": "Yds Fallen",
+ "gravity-label": "Gravity",
+ "abbreviation-atmosphere-label": "Atm.",
+ "atmosphere-tooltip": "Atmosphere",
+ "velocity-label": "Velocity",
+ "falling-velocity-tooltip": "If collision, use relative velocity.
Head-on collision = Add velocity of both objects
Rearend collision = Faster object - slower object
Side collision = Speed of object causing collision
",
+ "abbreviation-hit-points-label": "HP",
+ "falling-hit-points-tooltip": "Hit Points of falling object or object initiating
collision.
If hitting immovable object, use HP*2
NOTE: If collision, if the other object is moving
it will inflict its own damage to object that initiated
the collision.
See B430",
+ "falling-label": "Falling",
+ "collision-label": "Collision",
+ "demolition-label": "Demolition",
+ "select-label": "Select",
+ "demolition-select-tooltip": "Select an explosion type to use. This will populate Type and REF fields.",
+ "demolition-type-tooltip": "Type
Refer to the REF table B415.",
+ "abbreviation-relative-explosive-force-label": "REF",
+ "relative-explosive-force-tooltip": "Relative Explosive Force, equivalence in pounds of TNT.
TNT = 1.0. See B415.",
+ "abbreviation-pounds-label": "lbs",
+ "demolition-pounds-tooltip": "Weight in pounds required by its REF.",
+ "demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.",
+ "abbreviation-multiplier-label": "Multi",
+ "damage-multiplier-tooltip": "Damage Multiplier:
Enter the number to multiply 6d6 by.
An explosion doing 6dxn damage takes (nxn)/4 pounds of TNT.
NOTE: Anyone caught in a blast may attempt an active defense
roll to dive for cover from the explosion’s collateral damage and
fragmentation; see Dodge and Drop B377.",
+ "abbreviation-radius-label": "Rad",
+ "radius-collateral-damage-tooltip": "Radius of collateral damage. See B414
For instance, if an explosion does 6dx2 damage,
everyone within 24 yards is vulnerable.
For fragmentation damage, the radius is
5 x dice of fragmentation damage.",
+ "abbreviation-divisor-label": "Div",
+ "demolition-armor-devisor-tooltip": "Divisor. Amount to divide damage by based on
distance from blast. See B414
You can enter: 3 (default), 2, or 1.
Default: Damage rolled / (3 x distance blast).
Damage Modifiers Explosion, see B104.
Exp. +100% = Damage rolled / (2 x distance from blast).
Exp. +150% = Damage rolled / (1 x distance from blast).
",
+ "abbreviation-target-label": "TGT",
+ "demolition-target-tooltip": "Target's distance from center of blast.
Damage / (3 x distance from blast). Round down.
See B414",
+ "how-much-label": "How Much?",
+ "demolition-how-much-tooltip": "Determine how much explosive to use based on damage. TNT = 1.0
See B415.",
+ "how-big-label": "How Big?",
+ "demolition-how-big-tooltip": "Determine how big the explosion is based on weight.
See B415.",
+ "fragmentation-label": "Fragmentation",
+ "fragmentation-damage-tooltip": "Fragmentation damage.
See B415.",
+ "fragmentation-skill-tooltip": "Base skill level for a fragmentation damage to hit a target.
A hit is automatic if the explosive attack actually strikes the target.
Only three modifiers apply: the range modifier for the distance from the center
of the blast to the target, the modifier for the target’s posture (prone, etc.),
and the target’s Size Modifier. It is possible for several fragments to hit! For
every three points by which the attack roll succeeds, one additional fragment
strikes the target.",
+ "close-range-shotgun-label": "Close Range Shotgun Damage Tool",
+ "abbreviation-damage-label": "DMG",
+ "shotgun-half-damage-tooltip": "Enter half-damage range of shotgun.",
+ "close-label": "Close",
+ "shotgun-close-range-tooltip": "Close range.",
+ "shotgun-new-rate-of-fire-tooltip": "New Rate of Fire",
+ "shotgun-new-damage-tooltip": "New Damage",
+ "abbreviation-damage-resistance-multiplier-label": "DR Mult.",
+ "shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
+ "shotgun-notes-description": "Enter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how close you need to be with the shotgun, the RoF, close range damage, and DR multiplier.For more information, see B409.",
+ "quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
+ "inventory-label": "Inventory",
+ "abbreviation-legality-class-label": "LC",
+ "legality-class-tooltip": "Legality Class B267.",
+ "on-label": "On",
+ "inventory-carried-tooltip": "Carried
Is the item being carried at the moment?",
+ "gravity-tooltip": "Standard gravity is based on 1G, earth normal. See B350.
If gravity is over 1G, then add your weight and encumberance then multiply by Gravity - 1. Add this value to your encumbrance.
If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance.
Important: For accurate results please enter your weight on the Bio\\Misc tab.
Note: This modifier will be applied to the Total Inventory Weight which affects Encumbrance Level,
it will not be applied to Grand Total Weight since that weight is applied to another person/transport.",
+ "abbreviation-gravity-label": "Grav",
+ "gravity-thrown-tooltip": "Gravity, affects throwing distance. See B350.",
+ "jump-gravity-tooltip": "Affects jumping distance. See B350.",
+ "inventory-totals-label": "TOTALS:",
+ "inventory-totals-tooltip": "Totals for all fields.",
+ "total-inventory-value-label": "Total Inventory Value:",
+ "total-inventory-value-tooltip": "Total monetary value of all items (carried or not).",
+ "total-inventory-weight-label": "Total Inventory Weight:",
+ "total-inventory-weight-tooltip": "Total weight of all items carried.
Note: Gravity will be factored into final weight.",
+ "grand-total-weight-label": "Grand Total Weight:",
+ "grand-total-weight-tooltip": "Grand total of PC's weight: , and all items carried.
Note:Does not include gravity modifier.",
+ "spells-based-on-label": "Spells Based on:",
+ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:",
+ "cencentration-penalty-label": "Concentration Penalty",
+ "cocentration-penalty-tooltip": "Concentration spell penalty
Number of spells: .
NOTE: Use options tab to adjust the penalty.",
+ "spell-label": "Spell",
+ "spell-tooltip": "Name of spell",
+ "abbreviation-level-label": "LVL",
+ "trait-level-tooltip": "Level of the trait.",
+ "spell-skill-level-tooltip": "Skill level with spell",
+ "spell-difficulty-tooltip": "Difficulty",
+ "spell-skill-level-modifier-tooltip": "Modifier applied to skill level.
Can be a positive or a negative number.
Examples include a bonus from a Talent,
default from another Skill or Technique,
a piece of equipment, or a Perk.",
+ "points-tooltip": "Points",
+ "spell-is-on-tooltip": "Enter a 1 or more to mark as ON
skill penalty for each spell that is ON.
See B238 or M10.
Click one at a time, wait until each penalty is applied before clicking the next one.",
+ "abbreviation-concentration-label": "CT",
+ "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as Under Concentration.
skill penalty for each spell.
See B238 or M10.
Click one at a time, wait until each penalty is applied before clicking the next one.",
+ "abbreviation-resisted-by-label": "RESIST",
+ "spell-resisted-by-tooltip": "Resisted By",
+ "duration-label": "Duration",
+ "spell-duration-tooltip": "Duration of Spell",
+ "spell-energy-cost-tooltip": "Energy cost for casting the spell.",
+ "time-label": "Time",
+ "spell-casting-time-tooltip": "Amount of time to cast the spell.",
+ "maintain-label": "Maintain",
+ "spell-cost-to-maintain-tooltip": "Energy cost to maintain the spell.",
+ "class-label": "Class",
+ "spell-class-tooltip": "Spell class; Area, Blocking, Information, Melee,
Missile, Regular, Regular (Jet), Resisted, Special",
+ "colleges-label": "Primary College:",
+ "colleges-secondary-label": "Secondary College:",
+ "show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
+ "latest-changes-updated-label": "Latest Changes: Updated",
+ "critical-roll-options-label": "Critical Roll Options",
+ "user-rules-as-written-label": "Use rules as written",
+ "only-on-3-or-4-label": "Only on a 3 or 4",
+ "turn-off-label": "Turn Off",
+ "skill-modifier-options-label": "Skill Modifier Options",
+ "no-modifier-prompt-label": "No Modifier Prompt",
+ "no-modifier-prompt-tooltip": "Rolls will be made immediately with no prompt.",
+ "single-modifier-prompt-label": "Single Modifier Prompt",
+ "single-modifier-prompt-tooltip": "Ask for a bonus or penalty to be added to dice rolls.
This will not affect damage rolls.",
+ "extended-modifier-prompt-label": "Extended Modifier Prompts",
+ "extended-modifier-prompt-tooltip": "Instead of a single modifier, rolls will ask for a series of modifiers,
to remind you about potential bonuses/penalties.
This will not affect damage rolls.",
+ "skill-modifier-tools-label": "Skill Modifier Tools",
+ "use-skill-modifier-tool-label": "Use Skill Modifier Tool",
+ "use-skill-modifier-tool-tooltip": "Displays a modifier text box, a button to open a tool to modify effective skill, and to check off Max skill of 9.",
+ "use-technique-modifier-tool-label": "Use Technique Modifier Tool",
+ "use-defense-modifier-tool-label": "Use Defense Modifier Tool",
+ "use-melee-modifier-tool-label": "Use Melee Attack Modifier Tool",
+ "use-ranged-modifier-tool-label": "Use Ranged Attack Modifier Tool",
+ "use-spell-modifier-tool-label": "Use Spell Modifier Tool",
+ "public-or-private-rolls-label": "Public or Private Rolls",
+ "public-rolls-label": "Public Rolls",
+ "public-rolls-tooltip": "All players will be able to see
your skill level, roll and results.",
+ "private-skill-levels-label": "Private Skill Levels deprecated",
+ "private-skill-levels-tooltip": "Only the GM will be able to see
your skill level, but all players
will see the result.
NOTE: This now behaves just like Private Rolls",
+ "private-rols-label": "Private Rolls",
+ "private-rolls-tooltip": "Only the GM will see your skill
level and the result.",
+ "repeating-technique-tables-label": "Repeating Technique Tables",
+ "show-original-label": "Show Original",
+ "show-original-tooltip": "Show the original techniques table.",
+ "show-revised-label": "Show Revised",
+ "show-revised-tooltip": "Show the revised techniques table.",
+ "point-summary-layout-label": "Point Summary Layout",
+ "abbreviation-gurps-character-assistant-label": "GCA",
+ "gurps-character-assistant-tooltip": "GURPS Character Assistant.",
+ "abbreviation-gurps-character-sheet-label": "GCS",
+ "gurps-character-sheet-tooltip": "GURPS Character Sheet.",
+ "detailed-label": "Detailed",
+ "point-summary-detailed-tooltip": "Custom view displaying each section total.
Including the deprecated Misc. Points box.",
+ "enter-unspent-points-label": "Enter Unspent Points",
+ "enter-unspent-points-tooltip": "Check if you would like to manually track your unspent points",
+ "add-to-combat-tracker-label": "Add to combat tracker",
+ "public-speed-tracker-label": "Public Speed Tracker",
+ "public-speed-tracker-tooltip": "Show basic speed and add to Chat message to public.",
+ "private-speed-tracker-label": "Private Speed Tracker",
+ "private-speed-tracker-tooltip": "Show basic speed and add to Chat message to GM.",
+ "spell-options-label": "Spell Options (See B238, M10)",
+ "spell-options-table": "
",
+ "abbreviation-show-rules-as-written-notes-label": "Show Active Defenses RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
+ "abbreviation-show-rules-as-written-notes-tooltip": "Show Rules as Written Success/Fail notes",
+ "damage-dice-icon": "Damage Dice Icon",
+ "use-malfunction-label": "Use Malfunction",
+ "use-malfunction-tooltip": "If checked, roll results will check for malfunction.",
+ "stat-modifier-options-label": "Stat Modifier Options",
+ "modifiers-to-attributes-increase-all-label": "Mods to attributes increase all derived stats (including HP, FP)",
+ "modifiers-to-attributes-increase-most-label": "Mods to attributes increase most derived stats (not HP, FP)",
+ "modifiers-to-attributes-increase-none-label": "Mods to attributes do not increase derived stats",
+ "sheet-style-label": "Sheet Style",
+ "sheet-style-description": "Selects a visual style for the character sheet",
+ "falling-collision-damage-notes-label": "Falling & Collision Damage Notes",
+ "demolition-damage-notes-label": "Demolition Damage Notes",
+ "fragmentation-skill-notes-label": "Fragmentation Skill Notes",
+ "fragmentation-damage-notes-label": "Fragmentation Damage Notes",
+ "fragmentation-recoil-label": "Fragmentation Recoil:",
+ "spell-critical-success-notes-label": "Spell Critical Success Notes",
+ "spell-fail-notes-label": "Spell Fail Notes",
+ "spell-critical-failure-notes-label": "Spell Critical Failure Notes",
+ "minimum-damage-notes-label": "Minimum Damage Notes",
+ "editable-wound-modifier-notes-label": "Editable Wound Modifier Notes",
+ "editable-wound-modifier-notes-description": "Initial wound modifier notes based on GURPS 4th Edition - Campaigns",
+ "show-notes-in-roll-template-label": "Show notes in roll template",
+ "cutting-label": "Cutting",
+ "impaling-label": "Impaling",
+ "crushing-label": "Crushing",
+ "abbreviation-piercing-label": "PI",
+ "afflication-label": "Affliction",
+ "burn-label": "Burn",
+ "corrosion-label": "Corrosion",
+ "fatigue-label": "Fatigue",
+ "toxic-label": "Toxic",
+ "special-label": "Special",
+ "gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page",
+ "gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1",
+ "abbreviation-book-reference-label": "Ref",
+ "minimum-label": "Minimum",
+ "rolltemplate-minimum-damage-description": "Applied to Target's DRPenalty for each spell ON: Penalty for each spell Concentrated On:
See B378 Damage Roll",
+ "roll-label": "Roll:",
+ "target-label": "Target",
+ "recoil-label": "Recoil",
+ "abbreviation-malfunction-label": "Malf",
+ "resisted-by-label": "Resisted by",
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)",
+ "rolltemplate-tool-modifiers-label": "Tool Modifiers",
+ "maneuver-label": "Maneuver",
+ "all-out-attack-label": "All-Out Attack",
+ "alert-label": "Alert",
+ "rolltemplate-max-9-description": "Max effective skill is 9",
+ "traits-label": "Traits",
+ "summary-label": "Summary",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79.
",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
NOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382.",
+ "defense-label": "Defense",
+ "attack-label": "Attack",
+ "melee-label": "Melee",
+ "ranged-label": "Ranged",
+ "tools-label": "Tools",
+ "hit-location-armor-title": "Hit Location & Armor Table",
+ "layers-label": "Layers",
+ "back-armor-label": "Back",
+ "back-armor-tooltip": "Show back armor for each layer.",
+ "layer-1-label": "Layer 1",
+ "layer-2-label": "Layer 2",
+ "layer-3-label": "Layer 3",
+ "layer-4-label": "Layer 4",
+ "abbreviation-penalty-label": "Pen",
+ "front-label": "Front",
+ "back-label": "Back",
+ "abbreviation-defense-bonus-label": "DB",
+ "abbreviation-crippled-label": "CRIP",
+ "abbreviation-disabled-label": "DIS",
+ "wounds-label": "Wounds",
+ "template-label": "Template",
+ "character-armor-type-tooltip": "Select the hit location template and click the Apply button.
ALERT: This will delete the current hit locations!",
+ "armor-layers-tooltip": "Select the number of armor layers to display.",
+ "armor-penalty-tooltip": "Penalty to hit this location.
NOTE: Size Modifier is factored in when Applying location type or changing Size Modifier.",
+ "armor-layor-tooltip": "Enter DR for this location.
Pattern: [H#] BASE-DR(/SPLIT-DR)* pi, cut
[H#] # is the hardened level of armor. This will NOT be placed on the summary tab.
BASE-DR is the primary DR of the armor, it should always be first.
SPLIT-DR is the armor that have different values based on damage type.
* = flexible armor
Example:[H1] 4/12* pi, cut
H1 = One level hardened. Flexible armor with base DR of 4, but DR 12 against piercing and cutting.
Damage Types: pi, burn, cor, cr, fat, toxic, cut, imp (see B379.)
IMPORTANT: To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.
NOTE: Only one layer per row may have split armor.",
+ "armor-layor1-tooltip": "Layer 1 (Inner most) is good for natural DR or concealable armor, such as cloth armor under a breastplate.",
+ "armor-layor2-tooltip": "Layer 2 is good for your primary armor, like helmet, leather armor, gloves, etc.",
+ "armor-layor3-tooltip": "Layer 3 is good for force shields, magic DR, etc.",
+ "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.",
+ "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
* = flexible armor.
Alert: Only one layer per row may have split armor.",
+ "hitlocation-damage-tooltip": "Enter the amount of damage this location has taken.
NOTE: The damage will note affect the current Hit Points.",
+ "hitlocation-divisor-tooltip": "Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.",
+ "hitlocation-disabled-tooltip": "Disabled/Crippled Threshold.
If a single injury meets or exceeds this value, the extremity or structure is disabled.
NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
See B421",
+ "hitlocation-wounds-tooltip": "Enter individual wounds here, if limb is crippled, bleeding, etc.
Example: -6 pi (major wound), -2 burn.",
+ "abbreviation-major-label": "MAJ",
+ "major-wounds-tooltip": "Major wound threshold. Any single injury greater than 1/2 your HP.
If using hit location, any injury that disables a limb is a Major Wound.
Roll HT to avoid Knockdown and Stunning or use the K Down trait on the general tab. See B420.",
+ "hit-location-notes-tooltip": "Enter notes and traits here.
You could damage notes for Unliving, Homogenous, Diffuse, Unbreakable Bones, Damage Reduction see B380 and Powers 52."
+}
diff --git a/Genefunk 2090/translations/ca.json b/Genefunk 2090/translations/ca.json
new file mode 100644
index 0000000000..174647b4ea
--- /dev/null
+++ b/Genefunk 2090/translations/ca.json
@@ -0,0 +1,179 @@
+{
+ "core": "core",
+ "character name": "character name",
+ "class and level": "class and level",
+ "genome": "genome",
+ "cadre": "cadre",
+ "experience points": "xp",
+ "backgrounds": "backgrounds",
+ "appearance": "appearance",
+ "strength abbreviation": "str",
+ "score": "score",
+ "mod": "mod",
+ "save": "save",
+ "proficiency abbreviation": "prof",
+ "dexterity abbreviation": "dex",
+ "constitution abbreviation": "con",
+ "intelligence abbreviation": "int",
+ "wisdom abbreviation": "wis",
+ "charisma abbreviation": "cha",
+ "proficiency bonus": "Proficiency Bonus",
+ "strength skills": "strength skills",
+ "expertise abbreviation": "exp",
+ "athletics": "athletics",
+ "dexterity skills": "dexterity skills",
+ "acrobatics": "acrobatics",
+ "drive": "drive",
+ "sleight of hand": "sleight of hand",
+ "stealth": "stealth",
+ "intelligence skills": "intelligence skills",
+ "bureaucracy": "bureaucracy",
+ "computers": "computers",
+ "investigation": "investigation",
+ "life science": "life science",
+ "mechanics": "mechanics",
+ "physical science": "physical science",
+ "social science": "social science",
+ "streetwise": "streetwise",
+ "insight": "insight",
+ "perception": "perception",
+ "survival": "survival",
+ "deception": "deception",
+ "intimidation": "intimidation",
+ "performance": "performance",
+ "persuasion": "persuasion",
+ "wisdom skills": "wisdom skills",
+ "charisma skills": "charisma skills",
+ "passive perception": "passive perception",
+ "passive insight": "passive insight",
+ "senses": "Senses",
+ "acute olfaction": "acute olfaction",
+ "darkvision": "darkvision",
+ "macrovision": "macrovision",
+ "microvision": "microvision",
+ "penetration": "penetration",
+ "spectrum": "spectrum",
+ "initiative": "initiative",
+ "damage reduction": "damage reduction",
+ "speed": "speed",
+ "armor class": "armor class",
+ "current hit points": "current hit points",
+ "hit dice": "hit dice",
+ "d8": "d8",
+ "d10": "d10",
+ "d12": "d12",
+ "death saves": "death saves",
+ "death save": "death save",
+ "Successes": "Successes",
+ "Failures": "Failures",
+ "maximum hit points": "maximum hit points",
+ "temporary hit points": "temp. hit points",
+ "resistances": "resistances",
+ "strength": "strength",
+ "dexterity": "dexterity",
+ "constitution": "constitution",
+ "intelligence": "intelligence",
+ "wisdom": "wisdom",
+ "charisma": "charisma",
+ "str check": "str check",
+ "dex check": "dex check",
+ "con check": "con check",
+ "int check": "int check",
+ "wis check": "wis check",
+ "cha check": "cha check",
+ "str save": "str save",
+ "dex save": "dex save",
+ "con save": "con save",
+ "int save": "int save",
+ "wis save": "wis save",
+ "cha save": "cha save",
+ "name": "name",
+ "attack": "attack",
+ "attack ability": "attack ability",
+ "attack bonus": "attack bonus",
+ "range": "range",
+ "save ability": "save ability",
+ "properties": "properties",
+ "description": "description",
+ "damage 1": "damage 1",
+ "damage type 1": "damage type 1",
+ "damage ability 1": "damage ability 1",
+ "critical damage 1": "critical damage 1",
+ "damage 2": "damage 2",
+ "damage type 2": "damage type 2",
+ "damage ability 2": "damage ability 2",
+ "critical damage 2": "critical damage 2",
+ "dc bonus": "dc bonus",
+ "id": "id",
+ "damage": "damage",
+ "actions": "actions",
+ "mosaic score": "mosaic score",
+ "satoshi": "satoshi",
+ "equipment": "equipment",
+ "cost": "cost",
+ "weight": "weight",
+ "quantity": "quantity",
+ "mods": "mods",
+ "source": "source",
+ "features & traits": "features & traits",
+ "dc": "dc",
+ "roll": "roll",
+ "advantage": "advantage",
+ "normal": "normal",
+ "disadvantage": "disadvantage",
+ "query": "query",
+ "hacks": "hacks",
+ "proficiency": "proficiency",
+ "attack proficiency": "attack proficiency",
+ "save proficiency": "save proficiency",
+ "save type": "save type",
+ "1st level": "1st level",
+ "2nd level": "2nd level",
+ "3rd level": "3rd level",
+ "4th level": "4th level",
+ "5th level": "5th level",
+ "1st level slots": "1st level slots",
+ "2nd level slots": "2nd level slots",
+ "3rd level slots": "3rd level slots",
+ "4th level slots": "4th level slots",
+ "5th level slots": "5th level slots",
+ "level": "level",
+ "launch time": "launch time",
+ "duration": "duration",
+ "hack type": "hack type",
+ "injection": "injection",
+ "gadget": "gadget",
+ "craft tech": "craft tech",
+ "craft explosive": "craft explosive",
+ "bot": "bot",
+ "mind": "mind",
+ "software": "software",
+ "none": "none",
+ "pc": "pc",
+ "npc": "npc",
+ "never": "never",
+ "always": "always",
+ "yes": "yes",
+ "no": "no",
+ "auto damage roll": "auto damage roll",
+ "show character name in templates": "show character name in templates",
+ "add initiative tiebreaker": "add initiative tiebreaker",
+ "whisper rolls to gm": "whisper rolls to gm",
+ "carrying capacity modifier": "carrying capacity modifier",
+ "character type": "character type",
+ "size": "size",
+ "modification": "modification",
+ "ac": "ac",
+ "hit points": "hit points",
+ "skill notes": "skill notes",
+ "languages": "languages",
+ "challenge": "challenge",
+ "hacker level": "hacker level",
+ "hacking ability": "hacking ability",
+ "hack dc": "hack dc",
+ "hack attack": "hack attack",
+ "xp": "xp",
+ "skills": "skills",
+ "current": "current",
+ "max": "max"
+}
\ No newline at end of file
diff --git a/Genefunk 2090/translations/hu.json b/Genefunk 2090/translations/hu.json
new file mode 100644
index 0000000000..174647b4ea
--- /dev/null
+++ b/Genefunk 2090/translations/hu.json
@@ -0,0 +1,179 @@
+{
+ "core": "core",
+ "character name": "character name",
+ "class and level": "class and level",
+ "genome": "genome",
+ "cadre": "cadre",
+ "experience points": "xp",
+ "backgrounds": "backgrounds",
+ "appearance": "appearance",
+ "strength abbreviation": "str",
+ "score": "score",
+ "mod": "mod",
+ "save": "save",
+ "proficiency abbreviation": "prof",
+ "dexterity abbreviation": "dex",
+ "constitution abbreviation": "con",
+ "intelligence abbreviation": "int",
+ "wisdom abbreviation": "wis",
+ "charisma abbreviation": "cha",
+ "proficiency bonus": "Proficiency Bonus",
+ "strength skills": "strength skills",
+ "expertise abbreviation": "exp",
+ "athletics": "athletics",
+ "dexterity skills": "dexterity skills",
+ "acrobatics": "acrobatics",
+ "drive": "drive",
+ "sleight of hand": "sleight of hand",
+ "stealth": "stealth",
+ "intelligence skills": "intelligence skills",
+ "bureaucracy": "bureaucracy",
+ "computers": "computers",
+ "investigation": "investigation",
+ "life science": "life science",
+ "mechanics": "mechanics",
+ "physical science": "physical science",
+ "social science": "social science",
+ "streetwise": "streetwise",
+ "insight": "insight",
+ "perception": "perception",
+ "survival": "survival",
+ "deception": "deception",
+ "intimidation": "intimidation",
+ "performance": "performance",
+ "persuasion": "persuasion",
+ "wisdom skills": "wisdom skills",
+ "charisma skills": "charisma skills",
+ "passive perception": "passive perception",
+ "passive insight": "passive insight",
+ "senses": "Senses",
+ "acute olfaction": "acute olfaction",
+ "darkvision": "darkvision",
+ "macrovision": "macrovision",
+ "microvision": "microvision",
+ "penetration": "penetration",
+ "spectrum": "spectrum",
+ "initiative": "initiative",
+ "damage reduction": "damage reduction",
+ "speed": "speed",
+ "armor class": "armor class",
+ "current hit points": "current hit points",
+ "hit dice": "hit dice",
+ "d8": "d8",
+ "d10": "d10",
+ "d12": "d12",
+ "death saves": "death saves",
+ "death save": "death save",
+ "Successes": "Successes",
+ "Failures": "Failures",
+ "maximum hit points": "maximum hit points",
+ "temporary hit points": "temp. hit points",
+ "resistances": "resistances",
+ "strength": "strength",
+ "dexterity": "dexterity",
+ "constitution": "constitution",
+ "intelligence": "intelligence",
+ "wisdom": "wisdom",
+ "charisma": "charisma",
+ "str check": "str check",
+ "dex check": "dex check",
+ "con check": "con check",
+ "int check": "int check",
+ "wis check": "wis check",
+ "cha check": "cha check",
+ "str save": "str save",
+ "dex save": "dex save",
+ "con save": "con save",
+ "int save": "int save",
+ "wis save": "wis save",
+ "cha save": "cha save",
+ "name": "name",
+ "attack": "attack",
+ "attack ability": "attack ability",
+ "attack bonus": "attack bonus",
+ "range": "range",
+ "save ability": "save ability",
+ "properties": "properties",
+ "description": "description",
+ "damage 1": "damage 1",
+ "damage type 1": "damage type 1",
+ "damage ability 1": "damage ability 1",
+ "critical damage 1": "critical damage 1",
+ "damage 2": "damage 2",
+ "damage type 2": "damage type 2",
+ "damage ability 2": "damage ability 2",
+ "critical damage 2": "critical damage 2",
+ "dc bonus": "dc bonus",
+ "id": "id",
+ "damage": "damage",
+ "actions": "actions",
+ "mosaic score": "mosaic score",
+ "satoshi": "satoshi",
+ "equipment": "equipment",
+ "cost": "cost",
+ "weight": "weight",
+ "quantity": "quantity",
+ "mods": "mods",
+ "source": "source",
+ "features & traits": "features & traits",
+ "dc": "dc",
+ "roll": "roll",
+ "advantage": "advantage",
+ "normal": "normal",
+ "disadvantage": "disadvantage",
+ "query": "query",
+ "hacks": "hacks",
+ "proficiency": "proficiency",
+ "attack proficiency": "attack proficiency",
+ "save proficiency": "save proficiency",
+ "save type": "save type",
+ "1st level": "1st level",
+ "2nd level": "2nd level",
+ "3rd level": "3rd level",
+ "4th level": "4th level",
+ "5th level": "5th level",
+ "1st level slots": "1st level slots",
+ "2nd level slots": "2nd level slots",
+ "3rd level slots": "3rd level slots",
+ "4th level slots": "4th level slots",
+ "5th level slots": "5th level slots",
+ "level": "level",
+ "launch time": "launch time",
+ "duration": "duration",
+ "hack type": "hack type",
+ "injection": "injection",
+ "gadget": "gadget",
+ "craft tech": "craft tech",
+ "craft explosive": "craft explosive",
+ "bot": "bot",
+ "mind": "mind",
+ "software": "software",
+ "none": "none",
+ "pc": "pc",
+ "npc": "npc",
+ "never": "never",
+ "always": "always",
+ "yes": "yes",
+ "no": "no",
+ "auto damage roll": "auto damage roll",
+ "show character name in templates": "show character name in templates",
+ "add initiative tiebreaker": "add initiative tiebreaker",
+ "whisper rolls to gm": "whisper rolls to gm",
+ "carrying capacity modifier": "carrying capacity modifier",
+ "character type": "character type",
+ "size": "size",
+ "modification": "modification",
+ "ac": "ac",
+ "hit points": "hit points",
+ "skill notes": "skill notes",
+ "languages": "languages",
+ "challenge": "challenge",
+ "hacker level": "hacker level",
+ "hacking ability": "hacking ability",
+ "hack dc": "hack dc",
+ "hack attack": "hack attack",
+ "xp": "xp",
+ "skills": "skills",
+ "current": "current",
+ "max": "max"
+}
\ No newline at end of file
diff --git a/Genesys-RPG-ShadowOfTheBeanstalk/translations/ca.json b/Genesys-RPG-ShadowOfTheBeanstalk/translations/ca.json
new file mode 100644
index 0000000000..62d4805b4f
--- /dev/null
+++ b/Genesys-RPG-ShadowOfTheBeanstalk/translations/ca.json
@@ -0,0 +1,574 @@
+{
+ "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance",
+ "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy",
+ "social-skills-list": "charm,coercion,deception,leadership,negotiation",
+ "knowledge-skills-list": "knowledge",
+ "abilities": "Abilities",
+ "abilityname": "Ability Name",
+ "abilitysummary": "Ability Summary",
+ "active": "Active",
+ "actualtocomplete:": "Actual sessions to complete:",
+ "addcritical": "Add Critical",
+ "addingdice": "Adding Dice",
+ "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.",
+ "advantage": "Advantage",
+ "aft": "Aft",
+ "age:": "Age:",
+ "aggressor": "Aggressor",
+ "agility": "Agility",
+ "agitator": "Agitator",
+ "alchemy": "Alchemy",
+ "alchemyint": "Alchemy (Int)",
+ "all": "Personnage",
+ "arc": "Arc",
+ "archaeologist": "Archaeologist",
+ "armor": "Armor",
+ "assetsnresources": "Assets & Resources",
+ "assignedby:": "Assigned By:",
+ "assignment": "Assignment",
+ "assignmentsandtasks": "Assignments and Tasks",
+ "Alchemy": "Alchemy",
+ "astrocartography": "Astrocartography",
+ "Astrogation": "Astrocartography",
+ "astrogation": "Astrocartography",
+ "astrogationint": "Astrocartography (Int)",
+ "atarustriker": "Ataru Striker",
+ "Athletics": "Athletics",
+ "athletics": "Athletics",
+ "athleticsbr": "Athletics (Br)",
+ "attachmentname": "Attachment Name",
+ "attachments": "Attachments",
+ "attacks": "Attacks",
+ "availablexp": "Available XP:",
+ "bardottan": "Bardottan",
+ "basemodifiers": "Base Modifiers",
+ "baseofoperations": " Base of Operations ",
+ "basesetting:": "Base Setting/Genre:",
+ "basexp:": "Base XP:",
+ "beast": " Riding Animal ",
+ "beastcriticalinjuries": "Beast Critical Injuries",
+ "bonus": "Bonus",
+ "bonusdescription": "Bonus/Description",
+ "bonusxpmotivation:": "Bonus XP (Motivation):",
+ "bonusxproleplaying:": "Bonus XP (Role Playing):",
+ "booknpage": "Book & Page",
+ "booknpage:": "Book & Page:",
+ "brawl": "Brawl",
+ "Brawl": "Brawl",
+ "brawlbr": "Brawl (Br)",
+ "brawn": "Brawn",
+ "build:": "Build:",
+ "business": "Business",
+ "businessname:": "Business Name:",
+ "campaigndetails": " Campaign Details ",
+ "capacity": "Capacity",
+ "career": "Career",
+ "career:": "Career:",
+ "cargohold": "Cargo Hold",
+ "cargotype": "Cargo Type",
+ "category:": "Category:",
+ "categorydesire:": "Desire:",
+ "categoryfear:": "Fear:",
+ "categorystrength:": "Strength:",
+ "categoryflaw:": "Flaw:",
+ "char": "Char",
+ "characinfo": " Character Info ",
+ "character": "Character",
+ "character:": "Character:",
+ "characterduties": "Character Duties",
+ "charactergroupobligations": "Character/Group Obligations",
+ "characteristics": "Characteristics",
+ "charactermoralities": "Character Moralities",
+ "charactermotivation": "Character Motivations",
+ "charactername": "Character Name",
+ "charactersheet": "Character Sheet",
+ "charm": "Charm",
+ "Charm": "Charm",
+ "charmpr": "Charm (Pr)",
+ "city:": "City:",
+ "clearpool": "Clear Pool",
+ "close": "Close",
+ "Coercion": "Coercion",
+ "coercion": "Coercion",
+ "coercionwill": "Coercion (Will)",
+ "combat": " Weapons, Talents, & Powers ",
+ "combatskills": "Combat Skills",
+ "commited": "Committed",
+ "companion": "Companion",
+ "companioninfo": " Companion Info ",
+ "companionsheet": "Companion Sheet",
+ "completed:": "Completed?:",
+ "computerint": "Computers (Int)",
+ "Computers": "Computers",
+ "computers": "Computers",
+ "condition:": "Condition:",
+ "conflict:": "Conflict:",
+ "consumables:": "Consumables:",
+ "continent:": "Continent:",
+ "contributionrank:": "Contribution Rank:",
+ "cool": "Cool",
+ "Cool": "Cool",
+ "coolifprepared": "Cool (if prepared):",
+ "coolpr": "Cool (Pr)",
+ "coordination": "Coordination",
+ "Coordination": "Coordination",
+ "coordinationag": "Coordination (Ag)",
+ "coretype:": "Core Type:",
+ "correllianhuman": "Corellian Human",
+ "cost:": "Cost:",
+ "credits:": "Money:",
+ "crew:": "Crew:",
+ "crewroles": "Crew Roles",
+ "crit": "Crit",
+ "critical": "Critical",
+ "criticalhits": " Critical Hits ",
+ "criticalinjuries": "Critical Injuries",
+ "criticalnumber:": "Critical number:",
+ "criticalrolloffset:": "Critical roll offset:",
+ "critinj": " Critical Injuries ",
+ "cunning": "Cunning",
+ "current": "Current",
+ "currentencumbrance": "Current Encumbrance",
+ "currentlocation:": "Current Location:",
+ "custom": "Custom",
+ "customskill1": "Custom Skill 1",
+ "customskill2": "Custom Skill 2",
+ "customskill3": "Custom Skill 3",
+ "customskill4": "Custom Skill 4",
+ "customskill5": "Custom Skill 5",
+ "customskills": "Custom Skills",
+ "cybernetics": "Cybernetics",
+ "damage": "Damage",
+ "dark": "GM",
+ "deception": "Deception",
+ "Deception": "Deception",
+ "deceptioncun": "Deception (Cun)",
+ "defense": "Defense",
+ "demolitionist": "Demolitionist",
+ "description": "Description",
+ "description:": "Description:",
+ "desire:": "Desire:",
+ "despair": "Despair",
+ "destination": "Destination",
+ "details": "Details",
+ "details:": "Details:",
+ "dice": "Dice",
+ "dice:": "Dice:",
+ "dicendesitnypool": "Dice & Story Point Pool",
+ "dicepool": "Dice Pool",
+ "diceroll": "Dice Roll",
+ "discipline": "Discipline",
+ "Discipline": "Discipline",
+ "disciplinewill": "Discipline (Will)",
+ "displayinskill": "Display in Skill",
+ "divine": "Divine",
+ "divinewill": "Divine (Will)",
+ "dmg": "Dmg",
+ "downgrade": ":Downgrade",
+ "dresselliannp": "Dressellian (Non-Primitive)",
+ "dressellianp": "Dressellian (Primitive)",
+ "driver": "Driver",
+ "driving": "Driving",
+ "drivingag": "Driving (Ag)",
+ "dropoff": "Dropoff",
+ "effect:": "Effect:",
+ "enablecombatsuggestions": "Enable Combat Suggestions?",
+ "enablegeneralsuggestions": "Enable General Suggestions?",
+ "encum": "Encum",
+ "encumbrance": "Encumbrance",
+ "encumbrancecapacity": "Encumbrance Capacity",
+ "engaged": "Engaged",
+ "entertainment": "Entertainment",
+ "equipment": "Equipment",
+ "example:": "Example: 1b 1g",
+ "exampletext": "b -> Blue = Boost,
blk -> BLacK = Setback,
g -> Green = Ability,
y -> Yellow = Proficiency,
p-> Purple = Difficulty,
r -> Red = Challenge,
s = Success, f = Failure,
a = Advantage, t = Threat",
+ "expectedsessionstocomplete:": "Expected sessions to complete:",
+ "extreme": "Extreme",
+ "eyes:": "Eyes:",
+ "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:",
+ "failure": "Failure",
+ "farm": "Farm",
+ "fear:": "Fear:",
+ "fearcheck": "Fear Check?",
+ "features:": "Features:",
+ "flaw:": "Flaw:",
+ "foodstuffs": "Foodstuffs",
+ "forceplayerupdate": "Force Player Update",
+ "fore": "Fore",
+ "gender:": "Gender:",
+ "generalinfo": "General Info",
+ "generalinformation": " General Information ",
+ "generalskills": "General Skills",
+ "genesysrpg": "Genesys RPG System",
+ "gmdicepool": "GM Dice Pool",
+ "gmresources": "GM Resources",
+ "groupcontacts": "Group Contacts",
+ "groupcredits:": "Group Money:",
+ "groupdetails": "Group Details",
+ "groupdetailstitle": " Group Motivations ",
+ "groupexpenses:": "Group Expenses:",
+ "groupname:": "Group Name:",
+ "groupobligations": "Group Obligations",
+ "grouppossessions": "Group Possessions",
+ "groupresources": "Group Resources",
+ "groupsavings:": "Group Savings:",
+ "groupsheet": "Group Sheet",
+ "grouptasks": "Group Tasks",
+ "gunnery": "Gunnery",
+ "Gunnery": "Gunnery",
+ "gunneryagi": "Gunnery (Agi)",
+ "hackingint": "Computers - Hacking (Int)",
+ "Hacking": "Computers - Hacking",
+ "hacking": "Computers - Hacking",
+ "hair:": "Hair:",
+ "handling": "Handling",
+ "hardpoints": "Hard Points",
+ "hardpoints:": "Hard Points:",
+ "heal": "Heal",
+ "height:": "Height:",
+ "hermit": "Hermit",
+ "hide": "Hide",
+ "homestead": "Homestead",
+ "homesteadname:": "Homestead Name:",
+ "hook:": "Hook:",
+ "hp": "HP",
+ "hulltrauma": "Hull Trauma",
+ "hulltypeclass:": "Hull Type/Class:",
+ "hyperdriveprimclass:": "Hyperdrive Primary Class:",
+ "hyperdrivesecondclass:": "Hyperdrive Backup Class:",
+ "ifknown": "(if known)",
+ "illicitmaterials": "Illicit Materials",
+ "infiltrator": "Infiltrator",
+ "initiative": "Initiative",
+ "instructor": "Instructor",
+ "intellect": "Intellect",
+ "isitcareer": "Is it in your Career?",
+ "iteminventory": " Item Inventory ",
+ "itemss:": "Item(s):",
+ "keyitems:": "Key Items:",
+ "knowledge": "Knowledge",
+ "knowledgeint": "Knowledge (Int)",
+ "knowledgeskills": "Knowledge Skills",
+ "leadership": "Leadership",
+ "Leadership": "Leadership",
+ "leadershippre": "Leadership (Pr)",
+ "legal": "Legal?",
+ "light": "Players",
+ "location": "Location",
+ "location:": "Location:",
+ "long": "Long",
+ "lore": "Lore",
+ "Lore": "Lore",
+ "loreint": "Lore (Int)",
+ "lowtech": "Low Tech",
+ "magnitude:": "Magnitude:",
+ "major": "Major",
+ "makemodel": "Make / Model",
+ "makemodel:": "Make / Model:",
+ "manufacturer:": "Manufacturer:",
+ "max": "Max",
+ "maxaltitude:": "Maximum Altitude:",
+ "maybe": "Maybe?",
+ "Mechanics": "Mechanics",
+ "mechanics": "Mechanics",
+ "mechanicsint": "Mechanics (Int)",
+ "medecine": "Medecine",
+ "Medecine": "Medecine",
+ "medecineint": "Medicine (Int)",
+ "medic": "Medic",
+ "medium": "Medium",
+ "meetingcenter": "Meeting Center",
+ "melee": "Melee",
+ "Melee": "Melee",
+ "meleelight": "Melee - Light (Br)",
+ "MeleeLight": "Melee - Light (Br)",
+ "meleeheavy": "Melee - Heavy (Br)",
+ "MeleeHeavy": "Melee - Heavy (Br)",
+ "meleeshort": "Melee",
+ "meleebr": "Melee (Br)",
+ "meleelightbr": "Melee (Light) (Br)",
+ "meleeheavybr": "Melee (Heavy) (Br)",
+ "mercenarysoldier": "Mercenary Soldier",
+ "metals": "Metals",
+ "midtech": "Mid Tech",
+ "mine": "Mine",
+ "minerals": "Minerals",
+ "minion": "Minion",
+ "miniongroupsize:": "Minion Group Size:",
+ "minionrivalnemesis": "(Minion, Rival, or Nemesis)",
+ "minor": "Minor",
+ "miscinfo": "Misc Info",
+ "missioncontacts:": "Mission Contacts:",
+ "missiondetails": "Mission Details",
+ "missionobjectives:": "Mission Objectives:",
+ "missiontasknumber:": "Mission/Task Number:",
+ "missiontype:": "Mission Type:",
+ "modder": "Modder",
+ "moderate": "Moderate",
+ "modifications": "Modifications",
+ "modifiers": "Modifiers",
+ "modifiers:": "Modifiers:",
+ "mods": "Mods",
+ "money:": "Money:",
+ "morality": "Morality",
+ "morality:": "Morality:",
+ "moreinfo": "For more information on this version visit:",
+ "motivations": "Motivations",
+ "name": "Name",
+ "name:": "Name:",
+ "navicomputer:": "Navicomputer:",
+ "navigator": "Navigator",
+ "needhelp": "Need Help?",
+ "negotiation": "Negotiation",
+ "Negotiation": "Negotiation",
+ "negotiationpr": "Negotiation (Pr)",
+ "nemesis": "Nemesis",
+ "new": "New",
+ "no": "No",
+ "noinprogress": "No - In Progress",
+ "none": "None",
+ "nonostarted": "No - Not Started",
+ "noskill": "No Skill",
+ "notablefeatures": "Notable Features",
+ "notes": " Notes ",
+ "notes:": "Notes:",
+ "npc": "NPC",
+ "npcinfo": "NPC Info",
+ "npclist": "NPC List",
+ "npcname": "NPC Name",
+ "npcroll:": "NPC Roll:",
+ "npcs": "NPCs",
+ "npcsheet": "NPC Sheet",
+ "npctitle": " NPC ",
+ "npctype:": "NPC Type:",
+ "number": "Number",
+ "numberofupgrades:": "Number of Upgrades:",
+ "off": "Off",
+ "on": "On",
+ "operating": "Operating",
+ "operatingint": "Operating (Int)",
+ "option": "Option",
+ "other": "Other",
+ "othergear": "Other Gear",
+ "otherinformations": "Other Information",
+ "otherskills": "Other Skills",
+ "overview:": "Overview:",
+ "page:": "Page:",
+ "partycareerskill:": "Party Career Skill:",
+ "passengername": "Passenger Name",
+ "passengers": "Passengers",
+ "passive": "Passive",
+ "pc": "PC",
+ "peacekeeper": "Peace Keeper",
+ "perception": "Perception",
+ "Perception": "Perception",
+ "perceptioncun": "Perception (Cun)",
+ "performer": "Performer",
+ "personalarmor": "Armor",
+ "personalgear": "Personal Gear",
+ "pettycash:": "Petty Cash:",
+ "pickup": "Pickup",
+ "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)",
+ "Piloting": "Piloting",
+ "piloting": "Piloting",
+ "pilotingag": "Piloting (Ag)",
+ "planet:": "Planet:",
+ "planetary": " Vehicle ",
+ "planetaryvehiculecritical": "Vehicle Critical",
+ "planetaryvehiculedetails": "Vehicle Details",
+ "player:": "Player:",
+ "playergroupsheet": " Group Information ",
+ "playername": "Player Name:",
+ "port": "Port",
+ "positionrole:": "Position/Role:",
+ "powers": "Powers",
+ "powername": "Power Name",
+ "powersummary": "Power Summary",
+ "presence": "Presence",
+ "primal": "Primal",
+ "primalcun": "Primal (Cun)",
+ "qualities:": "Qualities:",
+ "quantity": "Quantity",
+ "ranch": "Ranch",
+ "range": "Range",
+ "range:": "Range:",
+ "ranged": "Ranged",
+ "rangedheavy": "Ranged - Heavy",
+ "rangedag": "Ranged (Ag)",
+ "Ranged - Heavy": "Ranged - Heavy",
+ "rangedheavyag": "Ranged - Heavy (Ag)",
+ "rangedlight": "Ranged - Light",
+ "Ranged - Light": "Ranged - Light",
+ "rangedlightag": "Ranged - Light (Ag)",
+ "rangeskill": "Range/Skill",
+ "rank": "Rank",
+ "rank:": "Rank:",
+ "rarity": "Rarity",
+ "rarity:": "Rarity:",
+ "rebelbase": "Base Info",
+ "rebelbasename:": "Base Name:",
+ "recruit": "Recruit",
+ "repair": "Repair",
+ "resilience": "Resilience",
+ "Resilience": "Resilience",
+ "resiliencebr": "Resilience (Br)",
+ "restricted:": "Restricted:",
+ "results": "Results",
+ "retail": "Retail",
+ "rewardgiven:": "Rewards Given:",
+ "rewards": "Rewards",
+ "rewardss": "Reward(s)",
+ "ridingag": "Riding (Ag)",
+ "riding": "Riding",
+ "Riding": "Riding",
+ "ridingbeastdetails": "Riding Beast Details",
+ "rival": "Rival",
+ "role": "Role",
+ "rollcritical": "Roll Critical",
+ "rolldestiny": "Roll Destiny",
+ "safehouse": "Safe House",
+ "scienceint": "Science (Int)",
+ "Science": "Knowledge (Science)",
+ "science": "Knowledge (Science)",
+ "sensorrange:": "Sensor Range:",
+ "service": "Service",
+ "setting": "Setting",
+ "setting:": "Setting:",
+ "settings": " Settings ",
+ "setting-speciesdescription:": "Description",
+ "setting-speciesname:": "Name",
+ "settinginfo": "Genre/Setting Tropes and Themes",
+ "settingtitle": "Setting Worksheet",
+ "settingtitle2": " Setting Worksheet ",
+ "settingtitle-setting": "Setting",
+ "settingtitle-faction": "Factions and Organizations",
+ "settingtitle-genre": "Genre/Setting Tropes and Themes",
+ "settingtitle-movers": "Movers and Shakers",
+ "settingtitle-skills": "Setting Specific Skills",
+ "settingtitle-species": "Major Species Types",
+ "setting-speciesdescription": "Description",
+ "settingtitle-tech": "Tech Level",
+ "setup:": "Setup:",
+ "shadow": "Shadow",
+ "shakers:": "Who are the major personalities in the setting, and what are their objectives?:",
+ "sharedresources": " Shared Resources ",
+ "shipscomplement:": "Ship's Complement:",
+ "short": "Short",
+ "showskillhide": "Show Hide Skill Options",
+ "showsuggestionsbutton": "Show Suggestions Button",
+ "signatureablities": "Signature Abilities",
+ "silhouette": "Silhouette",
+ "skill": "Skill",
+ "skill:": "Skill:",
+ "skilllist": "Skill List",
+ "skillname": "Skill Name",
+ "skills": "Skills",
+ "skillstitle": " Skills ",
+ "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ",
+ "skillsuggestions": "Skill Suggestions",
+ "skillsuggestionsdisplay": "Skill Suggestions Display",
+ "skulduggery": "Skulduggery",
+ "Skulduggery": "Skulduggery",
+ "skulduggerycun": "Skulduggery (Cun)",
+ "soak": "Soak",
+ "socialskills": "Social Skills",
+ "societyint": "Society (Int)",
+ "Society": "Knowledge (Society)",
+ "society": "Knowledge (Society)",
+ "soldier": "Soldier",
+ "spacestation": "Space Station",
+ "spacevehiculedetails": "Space Vehicle Details",
+ "special:": "Special:",
+ "specialization": "Specialization",
+ "specializationattached": "Specialization attached?",
+ "species:": "Archetype/Species:",
+ "specificdetails": "Specific Details",
+ "speed": "Speed",
+ "spendingsuggestions": "Spending Suggestions",
+ "spy": "Spy",
+ "starboard": "Starboard",
+ "starfighterace": "Starfighter Ace",
+ "starship": " Spaceship ",
+ "starshipcritical": "Starship Critical",
+ "stats": "Stats",
+ "stealth": "Stealth",
+ "Stealth": "Stealth",
+ "stealthag": "Stealth (Ag)",
+ "storypointpool": "Story Point Pool",
+ "strain": "Strain",
+ "streetwise": "Streetwise",
+ "Streetwise": "Streetwise",
+ "streetwisecun": "Streetwise (Cun)",
+ "strength:": "Strength:",
+ "strenghdetails:": "Strength Details:",
+ "success": "Success",
+ "summary": "Summary",
+ "survival": "Survival",
+ "Survival": "Survival",
+ "survivalcun": "Survival (Cun)",
+ "survivalist": "Survivalist",
+ "syncpoolgm": "Sync Pool with GM",
+ "sysopsint": "Computers - Sysops (Int)",
+ "Sysops": "Computers - Sysops",
+ "sysops": "Computers - Sysops",
+ "sysstrain": "Sys Strain",
+ "talentsandabilities": "Talents & Abilities",
+ "talentsandspecialabilities": "Talents and Special Abilities",
+ "task:": "Task:",
+ "thenetint": "The Net (Int)",
+ "TheNet": "Knowledge (The Net)",
+ "thenet": "Knowledge (The Net)",
+ "terrain:": "Terrain:",
+ "threshold": "Threshold",
+ "tier": "Tier",
+ "tier:": "Tier:",
+ "timeshandled:": "Times Handled:",
+ "timeshandledstrengh:": "Times Handled (Strength):",
+ "timeshandledweakness:": "Times Handled (Weakness):",
+ "timestriggered:": "Times Triggered:",
+ "threat": "Threat",
+ "tone:": "Tone:",
+ "toolname": "Tool Name",
+ "tools": "Tools",
+ "totalxp": "Total XP:",
+ "trainingcamp": "Training Camp",
+ "triumph": "Triumph",
+ "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:",
+ "tropesexclude:": "What Tropes/Themes are you excluding?:",
+ "tropessubvert:": "What Tropes/Themes are you subverting?:",
+ "type": "Type",
+ "type:": "Type:",
+ "upgrade": " Upgrade:",
+ "upgrades": "Upgrades",
+ "upgradetype:": "Upgrade Type:",
+ "usedarkside": "Use GM Story Point →",
+ "uselight": "← Use Player Story Point",
+ "value": "Value",
+ "value:": "Value:",
+ "vehiculesheet": "Vehicle Sheet",
+ "vehiculetypemodel:": "Vehicle Type/Model:",
+ "viewattachments": "View Attachments",
+ "viewupgrades": "View Upgrades",
+ "vigilance": "Vigilance",
+ "Vigilance": "Vigilance",
+ "vigilanceifunexpected": "Vigilance (if unexpected):",
+ "vigilancewill": "Vigilance (Will)",
+ "visitforum:": "Visit the forum:",
+ "visitwiki:": "Visit the wiki:",
+ "wanted": "Wanted?",
+ "weaknessdetails:": "Weakness Details:",
+ "weapon": "Weapon",
+ "weaponname": "Weapon Name",
+ "weapons": "Weapons",
+ "weapontype:": "Weapon Type:",
+ "whatkindofslot": "What kind of Initiative Slot?",
+ "whispergm": "Whisper GM",
+ "willpower": "Willpower",
+ "wounds": "Wounds",
+ "world:": "World:",
+ "xpcost": "XP Cost",
+ "xpcost:": "XP Cost:",
+ "yes": "Yes",
+ "yescompleted": "Yes - Completed",
+ "yesfailed": "Yes - Failed"
+}
\ No newline at end of file
diff --git a/Genesys-RPG-ShadowOfTheBeanstalk/translations/hu.json b/Genesys-RPG-ShadowOfTheBeanstalk/translations/hu.json
new file mode 100644
index 0000000000..62d4805b4f
--- /dev/null
+++ b/Genesys-RPG-ShadowOfTheBeanstalk/translations/hu.json
@@ -0,0 +1,574 @@
+{
+ "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance",
+ "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy",
+ "social-skills-list": "charm,coercion,deception,leadership,negotiation",
+ "knowledge-skills-list": "knowledge",
+ "abilities": "Abilities",
+ "abilityname": "Ability Name",
+ "abilitysummary": "Ability Summary",
+ "active": "Active",
+ "actualtocomplete:": "Actual sessions to complete:",
+ "addcritical": "Add Critical",
+ "addingdice": "Adding Dice",
+ "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.",
+ "advantage": "Advantage",
+ "aft": "Aft",
+ "age:": "Age:",
+ "aggressor": "Aggressor",
+ "agility": "Agility",
+ "agitator": "Agitator",
+ "alchemy": "Alchemy",
+ "alchemyint": "Alchemy (Int)",
+ "all": "Personnage",
+ "arc": "Arc",
+ "archaeologist": "Archaeologist",
+ "armor": "Armor",
+ "assetsnresources": "Assets & Resources",
+ "assignedby:": "Assigned By:",
+ "assignment": "Assignment",
+ "assignmentsandtasks": "Assignments and Tasks",
+ "Alchemy": "Alchemy",
+ "astrocartography": "Astrocartography",
+ "Astrogation": "Astrocartography",
+ "astrogation": "Astrocartography",
+ "astrogationint": "Astrocartography (Int)",
+ "atarustriker": "Ataru Striker",
+ "Athletics": "Athletics",
+ "athletics": "Athletics",
+ "athleticsbr": "Athletics (Br)",
+ "attachmentname": "Attachment Name",
+ "attachments": "Attachments",
+ "attacks": "Attacks",
+ "availablexp": "Available XP:",
+ "bardottan": "Bardottan",
+ "basemodifiers": "Base Modifiers",
+ "baseofoperations": " Base of Operations ",
+ "basesetting:": "Base Setting/Genre:",
+ "basexp:": "Base XP:",
+ "beast": " Riding Animal ",
+ "beastcriticalinjuries": "Beast Critical Injuries",
+ "bonus": "Bonus",
+ "bonusdescription": "Bonus/Description",
+ "bonusxpmotivation:": "Bonus XP (Motivation):",
+ "bonusxproleplaying:": "Bonus XP (Role Playing):",
+ "booknpage": "Book & Page",
+ "booknpage:": "Book & Page:",
+ "brawl": "Brawl",
+ "Brawl": "Brawl",
+ "brawlbr": "Brawl (Br)",
+ "brawn": "Brawn",
+ "build:": "Build:",
+ "business": "Business",
+ "businessname:": "Business Name:",
+ "campaigndetails": " Campaign Details ",
+ "capacity": "Capacity",
+ "career": "Career",
+ "career:": "Career:",
+ "cargohold": "Cargo Hold",
+ "cargotype": "Cargo Type",
+ "category:": "Category:",
+ "categorydesire:": "Desire:",
+ "categoryfear:": "Fear:",
+ "categorystrength:": "Strength:",
+ "categoryflaw:": "Flaw:",
+ "char": "Char",
+ "characinfo": " Character Info ",
+ "character": "Character",
+ "character:": "Character:",
+ "characterduties": "Character Duties",
+ "charactergroupobligations": "Character/Group Obligations",
+ "characteristics": "Characteristics",
+ "charactermoralities": "Character Moralities",
+ "charactermotivation": "Character Motivations",
+ "charactername": "Character Name",
+ "charactersheet": "Character Sheet",
+ "charm": "Charm",
+ "Charm": "Charm",
+ "charmpr": "Charm (Pr)",
+ "city:": "City:",
+ "clearpool": "Clear Pool",
+ "close": "Close",
+ "Coercion": "Coercion",
+ "coercion": "Coercion",
+ "coercionwill": "Coercion (Will)",
+ "combat": " Weapons, Talents, & Powers ",
+ "combatskills": "Combat Skills",
+ "commited": "Committed",
+ "companion": "Companion",
+ "companioninfo": " Companion Info ",
+ "companionsheet": "Companion Sheet",
+ "completed:": "Completed?:",
+ "computerint": "Computers (Int)",
+ "Computers": "Computers",
+ "computers": "Computers",
+ "condition:": "Condition:",
+ "conflict:": "Conflict:",
+ "consumables:": "Consumables:",
+ "continent:": "Continent:",
+ "contributionrank:": "Contribution Rank:",
+ "cool": "Cool",
+ "Cool": "Cool",
+ "coolifprepared": "Cool (if prepared):",
+ "coolpr": "Cool (Pr)",
+ "coordination": "Coordination",
+ "Coordination": "Coordination",
+ "coordinationag": "Coordination (Ag)",
+ "coretype:": "Core Type:",
+ "correllianhuman": "Corellian Human",
+ "cost:": "Cost:",
+ "credits:": "Money:",
+ "crew:": "Crew:",
+ "crewroles": "Crew Roles",
+ "crit": "Crit",
+ "critical": "Critical",
+ "criticalhits": " Critical Hits ",
+ "criticalinjuries": "Critical Injuries",
+ "criticalnumber:": "Critical number:",
+ "criticalrolloffset:": "Critical roll offset:",
+ "critinj": " Critical Injuries ",
+ "cunning": "Cunning",
+ "current": "Current",
+ "currentencumbrance": "Current Encumbrance",
+ "currentlocation:": "Current Location:",
+ "custom": "Custom",
+ "customskill1": "Custom Skill 1",
+ "customskill2": "Custom Skill 2",
+ "customskill3": "Custom Skill 3",
+ "customskill4": "Custom Skill 4",
+ "customskill5": "Custom Skill 5",
+ "customskills": "Custom Skills",
+ "cybernetics": "Cybernetics",
+ "damage": "Damage",
+ "dark": "GM",
+ "deception": "Deception",
+ "Deception": "Deception",
+ "deceptioncun": "Deception (Cun)",
+ "defense": "Defense",
+ "demolitionist": "Demolitionist",
+ "description": "Description",
+ "description:": "Description:",
+ "desire:": "Desire:",
+ "despair": "Despair",
+ "destination": "Destination",
+ "details": "Details",
+ "details:": "Details:",
+ "dice": "Dice",
+ "dice:": "Dice:",
+ "dicendesitnypool": "Dice & Story Point Pool",
+ "dicepool": "Dice Pool",
+ "diceroll": "Dice Roll",
+ "discipline": "Discipline",
+ "Discipline": "Discipline",
+ "disciplinewill": "Discipline (Will)",
+ "displayinskill": "Display in Skill",
+ "divine": "Divine",
+ "divinewill": "Divine (Will)",
+ "dmg": "Dmg",
+ "downgrade": ":Downgrade",
+ "dresselliannp": "Dressellian (Non-Primitive)",
+ "dressellianp": "Dressellian (Primitive)",
+ "driver": "Driver",
+ "driving": "Driving",
+ "drivingag": "Driving (Ag)",
+ "dropoff": "Dropoff",
+ "effect:": "Effect:",
+ "enablecombatsuggestions": "Enable Combat Suggestions?",
+ "enablegeneralsuggestions": "Enable General Suggestions?",
+ "encum": "Encum",
+ "encumbrance": "Encumbrance",
+ "encumbrancecapacity": "Encumbrance Capacity",
+ "engaged": "Engaged",
+ "entertainment": "Entertainment",
+ "equipment": "Equipment",
+ "example:": "Example: 1b 1g",
+ "exampletext": "b -> Blue = Boost,
blk -> BLacK = Setback,
g -> Green = Ability,
y -> Yellow = Proficiency,
p-> Purple = Difficulty,
r -> Red = Challenge,
s = Success, f = Failure,
a = Advantage, t = Threat",
+ "expectedsessionstocomplete:": "Expected sessions to complete:",
+ "extreme": "Extreme",
+ "eyes:": "Eyes:",
+ "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:",
+ "failure": "Failure",
+ "farm": "Farm",
+ "fear:": "Fear:",
+ "fearcheck": "Fear Check?",
+ "features:": "Features:",
+ "flaw:": "Flaw:",
+ "foodstuffs": "Foodstuffs",
+ "forceplayerupdate": "Force Player Update",
+ "fore": "Fore",
+ "gender:": "Gender:",
+ "generalinfo": "General Info",
+ "generalinformation": " General Information ",
+ "generalskills": "General Skills",
+ "genesysrpg": "Genesys RPG System",
+ "gmdicepool": "GM Dice Pool",
+ "gmresources": "GM Resources",
+ "groupcontacts": "Group Contacts",
+ "groupcredits:": "Group Money:",
+ "groupdetails": "Group Details",
+ "groupdetailstitle": " Group Motivations ",
+ "groupexpenses:": "Group Expenses:",
+ "groupname:": "Group Name:",
+ "groupobligations": "Group Obligations",
+ "grouppossessions": "Group Possessions",
+ "groupresources": "Group Resources",
+ "groupsavings:": "Group Savings:",
+ "groupsheet": "Group Sheet",
+ "grouptasks": "Group Tasks",
+ "gunnery": "Gunnery",
+ "Gunnery": "Gunnery",
+ "gunneryagi": "Gunnery (Agi)",
+ "hackingint": "Computers - Hacking (Int)",
+ "Hacking": "Computers - Hacking",
+ "hacking": "Computers - Hacking",
+ "hair:": "Hair:",
+ "handling": "Handling",
+ "hardpoints": "Hard Points",
+ "hardpoints:": "Hard Points:",
+ "heal": "Heal",
+ "height:": "Height:",
+ "hermit": "Hermit",
+ "hide": "Hide",
+ "homestead": "Homestead",
+ "homesteadname:": "Homestead Name:",
+ "hook:": "Hook:",
+ "hp": "HP",
+ "hulltrauma": "Hull Trauma",
+ "hulltypeclass:": "Hull Type/Class:",
+ "hyperdriveprimclass:": "Hyperdrive Primary Class:",
+ "hyperdrivesecondclass:": "Hyperdrive Backup Class:",
+ "ifknown": "(if known)",
+ "illicitmaterials": "Illicit Materials",
+ "infiltrator": "Infiltrator",
+ "initiative": "Initiative",
+ "instructor": "Instructor",
+ "intellect": "Intellect",
+ "isitcareer": "Is it in your Career?",
+ "iteminventory": " Item Inventory ",
+ "itemss:": "Item(s):",
+ "keyitems:": "Key Items:",
+ "knowledge": "Knowledge",
+ "knowledgeint": "Knowledge (Int)",
+ "knowledgeskills": "Knowledge Skills",
+ "leadership": "Leadership",
+ "Leadership": "Leadership",
+ "leadershippre": "Leadership (Pr)",
+ "legal": "Legal?",
+ "light": "Players",
+ "location": "Location",
+ "location:": "Location:",
+ "long": "Long",
+ "lore": "Lore",
+ "Lore": "Lore",
+ "loreint": "Lore (Int)",
+ "lowtech": "Low Tech",
+ "magnitude:": "Magnitude:",
+ "major": "Major",
+ "makemodel": "Make / Model",
+ "makemodel:": "Make / Model:",
+ "manufacturer:": "Manufacturer:",
+ "max": "Max",
+ "maxaltitude:": "Maximum Altitude:",
+ "maybe": "Maybe?",
+ "Mechanics": "Mechanics",
+ "mechanics": "Mechanics",
+ "mechanicsint": "Mechanics (Int)",
+ "medecine": "Medecine",
+ "Medecine": "Medecine",
+ "medecineint": "Medicine (Int)",
+ "medic": "Medic",
+ "medium": "Medium",
+ "meetingcenter": "Meeting Center",
+ "melee": "Melee",
+ "Melee": "Melee",
+ "meleelight": "Melee - Light (Br)",
+ "MeleeLight": "Melee - Light (Br)",
+ "meleeheavy": "Melee - Heavy (Br)",
+ "MeleeHeavy": "Melee - Heavy (Br)",
+ "meleeshort": "Melee",
+ "meleebr": "Melee (Br)",
+ "meleelightbr": "Melee (Light) (Br)",
+ "meleeheavybr": "Melee (Heavy) (Br)",
+ "mercenarysoldier": "Mercenary Soldier",
+ "metals": "Metals",
+ "midtech": "Mid Tech",
+ "mine": "Mine",
+ "minerals": "Minerals",
+ "minion": "Minion",
+ "miniongroupsize:": "Minion Group Size:",
+ "minionrivalnemesis": "(Minion, Rival, or Nemesis)",
+ "minor": "Minor",
+ "miscinfo": "Misc Info",
+ "missioncontacts:": "Mission Contacts:",
+ "missiondetails": "Mission Details",
+ "missionobjectives:": "Mission Objectives:",
+ "missiontasknumber:": "Mission/Task Number:",
+ "missiontype:": "Mission Type:",
+ "modder": "Modder",
+ "moderate": "Moderate",
+ "modifications": "Modifications",
+ "modifiers": "Modifiers",
+ "modifiers:": "Modifiers:",
+ "mods": "Mods",
+ "money:": "Money:",
+ "morality": "Morality",
+ "morality:": "Morality:",
+ "moreinfo": "For more information on this version visit:",
+ "motivations": "Motivations",
+ "name": "Name",
+ "name:": "Name:",
+ "navicomputer:": "Navicomputer:",
+ "navigator": "Navigator",
+ "needhelp": "Need Help?",
+ "negotiation": "Negotiation",
+ "Negotiation": "Negotiation",
+ "negotiationpr": "Negotiation (Pr)",
+ "nemesis": "Nemesis",
+ "new": "New",
+ "no": "No",
+ "noinprogress": "No - In Progress",
+ "none": "None",
+ "nonostarted": "No - Not Started",
+ "noskill": "No Skill",
+ "notablefeatures": "Notable Features",
+ "notes": " Notes ",
+ "notes:": "Notes:",
+ "npc": "NPC",
+ "npcinfo": "NPC Info",
+ "npclist": "NPC List",
+ "npcname": "NPC Name",
+ "npcroll:": "NPC Roll:",
+ "npcs": "NPCs",
+ "npcsheet": "NPC Sheet",
+ "npctitle": " NPC ",
+ "npctype:": "NPC Type:",
+ "number": "Number",
+ "numberofupgrades:": "Number of Upgrades:",
+ "off": "Off",
+ "on": "On",
+ "operating": "Operating",
+ "operatingint": "Operating (Int)",
+ "option": "Option",
+ "other": "Other",
+ "othergear": "Other Gear",
+ "otherinformations": "Other Information",
+ "otherskills": "Other Skills",
+ "overview:": "Overview:",
+ "page:": "Page:",
+ "partycareerskill:": "Party Career Skill:",
+ "passengername": "Passenger Name",
+ "passengers": "Passengers",
+ "passive": "Passive",
+ "pc": "PC",
+ "peacekeeper": "Peace Keeper",
+ "perception": "Perception",
+ "Perception": "Perception",
+ "perceptioncun": "Perception (Cun)",
+ "performer": "Performer",
+ "personalarmor": "Armor",
+ "personalgear": "Personal Gear",
+ "pettycash:": "Petty Cash:",
+ "pickup": "Pickup",
+ "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)",
+ "Piloting": "Piloting",
+ "piloting": "Piloting",
+ "pilotingag": "Piloting (Ag)",
+ "planet:": "Planet:",
+ "planetary": " Vehicle ",
+ "planetaryvehiculecritical": "Vehicle Critical",
+ "planetaryvehiculedetails": "Vehicle Details",
+ "player:": "Player:",
+ "playergroupsheet": " Group Information ",
+ "playername": "Player Name:",
+ "port": "Port",
+ "positionrole:": "Position/Role:",
+ "powers": "Powers",
+ "powername": "Power Name",
+ "powersummary": "Power Summary",
+ "presence": "Presence",
+ "primal": "Primal",
+ "primalcun": "Primal (Cun)",
+ "qualities:": "Qualities:",
+ "quantity": "Quantity",
+ "ranch": "Ranch",
+ "range": "Range",
+ "range:": "Range:",
+ "ranged": "Ranged",
+ "rangedheavy": "Ranged - Heavy",
+ "rangedag": "Ranged (Ag)",
+ "Ranged - Heavy": "Ranged - Heavy",
+ "rangedheavyag": "Ranged - Heavy (Ag)",
+ "rangedlight": "Ranged - Light",
+ "Ranged - Light": "Ranged - Light",
+ "rangedlightag": "Ranged - Light (Ag)",
+ "rangeskill": "Range/Skill",
+ "rank": "Rank",
+ "rank:": "Rank:",
+ "rarity": "Rarity",
+ "rarity:": "Rarity:",
+ "rebelbase": "Base Info",
+ "rebelbasename:": "Base Name:",
+ "recruit": "Recruit",
+ "repair": "Repair",
+ "resilience": "Resilience",
+ "Resilience": "Resilience",
+ "resiliencebr": "Resilience (Br)",
+ "restricted:": "Restricted:",
+ "results": "Results",
+ "retail": "Retail",
+ "rewardgiven:": "Rewards Given:",
+ "rewards": "Rewards",
+ "rewardss": "Reward(s)",
+ "ridingag": "Riding (Ag)",
+ "riding": "Riding",
+ "Riding": "Riding",
+ "ridingbeastdetails": "Riding Beast Details",
+ "rival": "Rival",
+ "role": "Role",
+ "rollcritical": "Roll Critical",
+ "rolldestiny": "Roll Destiny",
+ "safehouse": "Safe House",
+ "scienceint": "Science (Int)",
+ "Science": "Knowledge (Science)",
+ "science": "Knowledge (Science)",
+ "sensorrange:": "Sensor Range:",
+ "service": "Service",
+ "setting": "Setting",
+ "setting:": "Setting:",
+ "settings": " Settings ",
+ "setting-speciesdescription:": "Description",
+ "setting-speciesname:": "Name",
+ "settinginfo": "Genre/Setting Tropes and Themes",
+ "settingtitle": "Setting Worksheet",
+ "settingtitle2": " Setting Worksheet ",
+ "settingtitle-setting": "Setting",
+ "settingtitle-faction": "Factions and Organizations",
+ "settingtitle-genre": "Genre/Setting Tropes and Themes",
+ "settingtitle-movers": "Movers and Shakers",
+ "settingtitle-skills": "Setting Specific Skills",
+ "settingtitle-species": "Major Species Types",
+ "setting-speciesdescription": "Description",
+ "settingtitle-tech": "Tech Level",
+ "setup:": "Setup:",
+ "shadow": "Shadow",
+ "shakers:": "Who are the major personalities in the setting, and what are their objectives?:",
+ "sharedresources": " Shared Resources ",
+ "shipscomplement:": "Ship's Complement:",
+ "short": "Short",
+ "showskillhide": "Show Hide Skill Options",
+ "showsuggestionsbutton": "Show Suggestions Button",
+ "signatureablities": "Signature Abilities",
+ "silhouette": "Silhouette",
+ "skill": "Skill",
+ "skill:": "Skill:",
+ "skilllist": "Skill List",
+ "skillname": "Skill Name",
+ "skills": "Skills",
+ "skillstitle": " Skills ",
+ "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ",
+ "skillsuggestions": "Skill Suggestions",
+ "skillsuggestionsdisplay": "Skill Suggestions Display",
+ "skulduggery": "Skulduggery",
+ "Skulduggery": "Skulduggery",
+ "skulduggerycun": "Skulduggery (Cun)",
+ "soak": "Soak",
+ "socialskills": "Social Skills",
+ "societyint": "Society (Int)",
+ "Society": "Knowledge (Society)",
+ "society": "Knowledge (Society)",
+ "soldier": "Soldier",
+ "spacestation": "Space Station",
+ "spacevehiculedetails": "Space Vehicle Details",
+ "special:": "Special:",
+ "specialization": "Specialization",
+ "specializationattached": "Specialization attached?",
+ "species:": "Archetype/Species:",
+ "specificdetails": "Specific Details",
+ "speed": "Speed",
+ "spendingsuggestions": "Spending Suggestions",
+ "spy": "Spy",
+ "starboard": "Starboard",
+ "starfighterace": "Starfighter Ace",
+ "starship": " Spaceship ",
+ "starshipcritical": "Starship Critical",
+ "stats": "Stats",
+ "stealth": "Stealth",
+ "Stealth": "Stealth",
+ "stealthag": "Stealth (Ag)",
+ "storypointpool": "Story Point Pool",
+ "strain": "Strain",
+ "streetwise": "Streetwise",
+ "Streetwise": "Streetwise",
+ "streetwisecun": "Streetwise (Cun)",
+ "strength:": "Strength:",
+ "strenghdetails:": "Strength Details:",
+ "success": "Success",
+ "summary": "Summary",
+ "survival": "Survival",
+ "Survival": "Survival",
+ "survivalcun": "Survival (Cun)",
+ "survivalist": "Survivalist",
+ "syncpoolgm": "Sync Pool with GM",
+ "sysopsint": "Computers - Sysops (Int)",
+ "Sysops": "Computers - Sysops",
+ "sysops": "Computers - Sysops",
+ "sysstrain": "Sys Strain",
+ "talentsandabilities": "Talents & Abilities",
+ "talentsandspecialabilities": "Talents and Special Abilities",
+ "task:": "Task:",
+ "thenetint": "The Net (Int)",
+ "TheNet": "Knowledge (The Net)",
+ "thenet": "Knowledge (The Net)",
+ "terrain:": "Terrain:",
+ "threshold": "Threshold",
+ "tier": "Tier",
+ "tier:": "Tier:",
+ "timeshandled:": "Times Handled:",
+ "timeshandledstrengh:": "Times Handled (Strength):",
+ "timeshandledweakness:": "Times Handled (Weakness):",
+ "timestriggered:": "Times Triggered:",
+ "threat": "Threat",
+ "tone:": "Tone:",
+ "toolname": "Tool Name",
+ "tools": "Tools",
+ "totalxp": "Total XP:",
+ "trainingcamp": "Training Camp",
+ "triumph": "Triumph",
+ "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:",
+ "tropesexclude:": "What Tropes/Themes are you excluding?:",
+ "tropessubvert:": "What Tropes/Themes are you subverting?:",
+ "type": "Type",
+ "type:": "Type:",
+ "upgrade": " Upgrade:",
+ "upgrades": "Upgrades",
+ "upgradetype:": "Upgrade Type:",
+ "usedarkside": "Use GM Story Point →",
+ "uselight": "← Use Player Story Point",
+ "value": "Value",
+ "value:": "Value:",
+ "vehiculesheet": "Vehicle Sheet",
+ "vehiculetypemodel:": "Vehicle Type/Model:",
+ "viewattachments": "View Attachments",
+ "viewupgrades": "View Upgrades",
+ "vigilance": "Vigilance",
+ "Vigilance": "Vigilance",
+ "vigilanceifunexpected": "Vigilance (if unexpected):",
+ "vigilancewill": "Vigilance (Will)",
+ "visitforum:": "Visit the forum:",
+ "visitwiki:": "Visit the wiki:",
+ "wanted": "Wanted?",
+ "weaknessdetails:": "Weakness Details:",
+ "weapon": "Weapon",
+ "weaponname": "Weapon Name",
+ "weapons": "Weapons",
+ "weapontype:": "Weapon Type:",
+ "whatkindofslot": "What kind of Initiative Slot?",
+ "whispergm": "Whisper GM",
+ "willpower": "Willpower",
+ "wounds": "Wounds",
+ "world:": "World:",
+ "xpcost": "XP Cost",
+ "xpcost:": "XP Cost:",
+ "yes": "Yes",
+ "yescompleted": "Yes - Completed",
+ "yesfailed": "Yes - Failed"
+}
\ No newline at end of file
diff --git a/Genesys-RPG-nonAPI/translations/ca.json b/Genesys-RPG-nonAPI/translations/ca.json
new file mode 100644
index 0000000000..a2b7f14210
--- /dev/null
+++ b/Genesys-RPG-nonAPI/translations/ca.json
@@ -0,0 +1,569 @@
+{
+ "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance",
+ "magic-skills-list": "arcane,divine,primal",
+ "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy",
+ "social-skills-list": "charm,coercion,deception,leadership,negotiation",
+ "knowledge-skills-list": "knowledge",
+ "abilities": "Abilities",
+ "abilityname": "Ability Name",
+ "abilitysummary": "Ability Summary",
+ "active": "Active",
+ "actualtocomplete:": "Actual sessions to complete:",
+ "addcritical": "Add Critical",
+ "addingdice": "Adding Dice",
+ "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.",
+ "advantage": "Advantage",
+ "aft": "Aft",
+ "age:": "Age:",
+ "aggressor": "Aggressor",
+ "agility": "Agility",
+ "agitator": "Agitator",
+ "alchemy": "Alchemy",
+ "alchemyint": "Alchemy (Int)",
+ "all": "Personnage",
+ "arc": "Arc",
+ "Arcana": "Arcana",
+ "arcana": "Arcana",
+ "arcanaint": "Arcana (Int)",
+ "Arcanaint": "Arcana (Int)",
+ "archaeologist": "Archaeologist",
+ "armor": "Armor",
+ "assetsnresources": "Assets & Resources",
+ "assignedby:": "Assigned By:",
+ "assignment": "Assignment",
+ "assignmentsandtasks": "Assignments and Tasks",
+ "Alchemy": "Alchemy",
+ "astrocartography": "Astrocartography",
+ "Astrogation": "Astrocartography",
+ "astrogation": "Astrocartography",
+ "astrogationint": "Astrocartography (Int)",
+ "atarustriker": "Ataru Striker",
+ "Athletics": "Athletics",
+ "athletics": "Athletics",
+ "athleticsbr": "Athletics (Br)",
+ "attachmentname": "Attachment Name",
+ "attachments": "Attachments",
+ "attacks": "Attacks",
+ "availablexp": "Available XP:",
+ "bardottan": "Bardottan",
+ "basemodifiers": "Base Modifiers",
+ "baseofoperations": " Base of Operations ",
+ "basesetting:": "Base Setting/Genre:",
+ "basexp:": "Base XP:",
+ "beast": " Riding Animal ",
+ "beastcriticalinjuries": "Beast Critical Injuries",
+ "bonus": "Bonus",
+ "bonusdescription": "Bonus/Description",
+ "bonusxpmotivation:": "Bonus XP (Motivation):",
+ "bonusxproleplaying:": "Bonus XP (Role Playing):",
+ "booknpage": "Book & Page",
+ "booknpage:": "Book & Page:",
+ "brawl": "Brawl",
+ "Brawl": "Brawl",
+ "brawlbr": "Brawl (Br)",
+ "brawn": "Brawn",
+ "build:": "Build:",
+ "business": "Business",
+ "businessname:": "Business Name:",
+ "campaigndetails": " Campaign Details ",
+ "capacity": "Capacity",
+ "career": "Career",
+ "career:": "Career:",
+ "cargohold": "Cargo Hold",
+ "cargotype": "Cargo Type",
+ "category:": "Category:",
+ "categorydesire:": "Desire:",
+ "categoryfear:": "Fear:",
+ "categorystrength:": "Strength:",
+ "categoryflaw:": "Flaw:",
+ "char": "Char",
+ "characinfo": " Character Info ",
+ "character": "Character",
+ "character:": "Character:",
+ "characterduties": "Character Duties",
+ "charactergroupobligations": "Character/Group Obligations",
+ "characteristics": "Characteristics",
+ "charactermoralities": "Character Moralities",
+ "charactermotivation": "Character Motivations",
+ "charactername": "Character Name",
+ "charactersheet": "Character Sheet",
+ "charm": "Charm",
+ "Charm": "Charm",
+ "charmpr": "Charm (Pr)",
+ "city:": "City:",
+ "clearpool": "Clear Pool",
+ "close": "Close",
+ "Coercion": "Coercion",
+ "coercion": "Coercion",
+ "coercionwill": "Coercion (Will)",
+ "combat": " Weapons, Talents, & Powers ",
+ "combatskills": "Combat Skills",
+ "commited": "Committed",
+ "companion": "Companion",
+ "companioninfo": " Companion Info ",
+ "companionsheet": "Companion Sheet",
+ "completed:": "Completed?:",
+ "computerint": "Computers (Int)",
+ "Computers": "Computers",
+ "computers": "Computers",
+ "condition:": "Condition:",
+ "conflict:": "Conflict:",
+ "consumables:": "Consumables:",
+ "continent:": "Continent:",
+ "contributionrank:": "Contribution Rank:",
+ "cool": "Cool",
+ "Cool": "Cool",
+ "coolifprepared": "Cool (if prepared):",
+ "coolpr": "Cool (Pr)",
+ "coordination": "Coordination",
+ "Coordination": "Coordination",
+ "coordinationag": "Coordination (Ag)",
+ "coretype:": "Core Type:",
+ "correllianhuman": "Corellian Human",
+ "cost:": "Cost:",
+ "credits:": "Money:",
+ "crew:": "Crew:",
+ "crewroles": "Crew Roles",
+ "crit": "Crit",
+ "critical": "Critical",
+ "criticalhits": " Critical Hits ",
+ "criticalinjuries": "Critical Injuries",
+ "criticalnumber:": "Critical number:",
+ "criticalrolloffset:": "Critical roll offset:",
+ "critinj": " Critical Injuries ",
+ "cunning": "Cunning",
+ "current": "Current",
+ "currentencumbrance": "Current Encumbrance",
+ "currentlocation:": "Current Location:",
+ "custom": "Custom",
+ "customskill1": "Custom Skill 1",
+ "customskill2": "Custom Skill 2",
+ "customskill3": "Custom Skill 3",
+ "customskill4": "Custom Skill 4",
+ "customskill5": "Custom Skill 5",
+ "customskills": "Custom Skills",
+ "cybernetics": "Cybernetics",
+ "damage": "Damage",
+ "dark": "GM",
+ "deception": "Deception",
+ "Deception": "Deception",
+ "deceptioncun": "Deception (Cun)",
+ "defense": "Defense",
+ "demolitionist": "Demolitionist",
+ "description": "Description",
+ "description:": "Description:",
+ "desire:": "Desire:",
+ "despair": "Despair",
+ "destination": "Destination",
+ "details": "Details",
+ "details:": "Details:",
+ "dice": "Dice",
+ "dice:": "Dice:",
+ "dicendesitnypool": "Dice & Story Point Pool",
+ "dicepool": "Dice Pool",
+ "diceroll": "Dice Roll",
+ "discipline": "Discipline",
+ "Discipline": "Discipline",
+ "disciplinewill": "Discipline (Will)",
+ "displayinskill": "Display in Skill",
+ "divine": "Divine",
+ "divinewill": "Divine (Will)",
+ "dmg": "Dmg",
+ "downgrade": ":Downgrade",
+ "dresselliannp": "Dressellian (Non-Primitive)",
+ "dressellianp": "Dressellian (Primitive)",
+ "driver": "Driver",
+ "driving": "Driving",
+ "drivingag": "Driving (Ag)",
+ "dropoff": "Dropoff",
+ "effect:": "Effect:",
+ "enablecombatsuggestions": "Enable Combat Suggestions?",
+ "enablegeneralsuggestions": "Enable General Suggestions?",
+ "encum": "Encum",
+ "encumbrance": "Encumbrance",
+ "encumbrancecapacity": "Encumbrance Capacity",
+ "engaged": "Engaged",
+ "entertainment": "Entertainment",
+ "equipment": "Equipment",
+ "example:": "Example: 1b 1g",
+ "exampletext": "b -> Blue = Boost,
blk -> BLacK = Setback,
g -> Green = Ability,
y -> Yellow = Proficiency,
p-> Purple = Difficulty,
r -> Red = Challenge,
s = Success, f = Failure,
a = Advantage, t = Threat",
+ "expectedsessionstocomplete:": "Expected sessions to complete:",
+ "extreme": "Extreme",
+ "eyes:": "Eyes:",
+ "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:",
+ "failure": "Failure",
+ "farm": "Farm",
+ "fear:": "Fear:",
+ "fearcheck": "Fear Check?",
+ "features:": "Features:",
+ "flaw:": "Flaw:",
+ "foodstuffs": "Foodstuffs",
+ "forceplayerupdate": "Force Player Update",
+ "fore": "Fore",
+ "gender:": "Gender:",
+ "generalinfo": "General Info",
+ "generalinformation": " General Information ",
+ "generalskills": "General Skills",
+ "genesysrpg": "Genesys RPG System",
+ "gmdicepool": "GM Dice Pool",
+ "gmresources": "GM Resources",
+ "groupcontacts": "Group Contacts",
+ "groupcredits:": "Group Money:",
+ "groupdetails": "Group Details",
+ "groupdetailstitle": " Group Motivations ",
+ "groupexpenses:": "Group Expenses:",
+ "groupname:": "Group Name:",
+ "groupobligations": "Group Obligations",
+ "grouppossessions": "Group Possessions",
+ "groupresources": "Group Resources",
+ "groupsavings:": "Group Savings:",
+ "groupsheet": "Group Sheet",
+ "grouptasks": "Group Tasks",
+ "gunnery": "Gunnery",
+ "Gunnery": "Gunnery",
+ "gunneryagi": "Gunnery (Agi)",
+ "hair:": "Hair:",
+ "handling": "Handling",
+ "hardpoints": "Hard Points",
+ "hardpoints:": "Hard Points:",
+ "heal": "Heal",
+ "height:": "Height:",
+ "hermit": "Hermit",
+ "hide": "Hide",
+ "homestead": "Homestead",
+ "homesteadname:": "Homestead Name:",
+ "hook:": "Hook:",
+ "hp": "HP",
+ "hulltrauma": "Hull Trauma",
+ "hulltypeclass:": "Hull Type/Class:",
+ "hyperdriveprimclass:": "Hyperdrive Primary Class:",
+ "hyperdrivesecondclass:": "Hyperdrive Backup Class:",
+ "ifknown": "(if known)",
+ "illicitmaterials": "Illicit Materials",
+ "infiltrator": "Infiltrator",
+ "initiative": "Initiative",
+ "instructor": "Instructor",
+ "intellect": "Intellect",
+ "isitcareer": "Is it in your Career?",
+ "iteminventory": " Item Inventory ",
+ "itemss:": "Item(s):",
+ "keyitems:": "Key Items:",
+ "knowledge": "Knowledge",
+ "knowledgeint": "Knowledge (Int)",
+ "knowledgeskills": "Knowledge Skills",
+ "leadership": "Leadership",
+ "Leadership": "Leadership",
+ "leadershippre": "Leadership (Pr)",
+ "legal": "Legal?",
+ "light": "Players",
+ "location": "Location",
+ "location:": "Location:",
+ "long": "Long",
+ "lore": "Lore",
+ "Lore": "Lore",
+ "loreint": "Lore (Int)",
+ "lowtech": "Low Tech",
+ "magicskills": "Magic Skills",
+ "magnitude:": "Magnitude:",
+ "major": "Major",
+ "makemodel": "Make / Model",
+ "makemodel:": "Make / Model:",
+ "manufacturer:": "Manufacturer:",
+ "max": "Max",
+ "maxaltitude:": "Maximum Altitude:",
+ "maybe": "Maybe?",
+ "Mechanics": "Mechanics",
+ "mechanics": "Mechanics",
+ "mechanicsint": "Mechanics (Int)",
+ "medecine": "Medecine",
+ "Medecine": "Medecine",
+ "medecineint": "Medicine (Int)",
+ "medic": "Medic",
+ "medium": "Medium",
+ "meetingcenter": "Meeting Center",
+ "melee": "Melee",
+ "Melee": "Melee",
+ "meleelight": "Melee - Light (Br)",
+ "MeleeLight": "Melee - Light (Br)",
+ "meleeheavy": "Melee - Heavy (Br)",
+ "MeleeHeavy": "Melee - Heavy (Br)",
+ "meleeshort": "Melee",
+ "meleebr": "Melee (Br)",
+ "meleelightbr": "Melee (Light) (Br)",
+ "meleeheavybr": "Melee (Heavy) (Br)",
+ "mercenarysoldier": "Mercenary Soldier",
+ "metals": "Metals",
+ "midtech": "Mid Tech",
+ "mine": "Mine",
+ "minerals": "Minerals",
+ "minion": "Minion",
+ "miniongroupsize:": "Minion Group Size:",
+ "minionrivalnemesis": "(Minion, Rival, or Nemesis)",
+ "minor": "Minor",
+ "miscinfo": "Misc Info",
+ "missioncontacts:": "Mission Contacts:",
+ "missiondetails": "Mission Details",
+ "missionobjectives:": "Mission Objectives:",
+ "missiontasknumber:": "Mission/Task Number:",
+ "missiontype:": "Mission Type:",
+ "modder": "Modder",
+ "moderate": "Moderate",
+ "modifications": "Modifications",
+ "modifiers": "Modifiers",
+ "modifiers:": "Modifiers:",
+ "mods": "Mods",
+ "money:": "Money:",
+ "morality": "Morality",
+ "morality:": "Morality:",
+ "moreinfo": "For more information on this version visit:",
+ "motivations": "Motivations",
+ "name": "Name",
+ "name:": "Name:",
+ "navicomputer:": "Navicomputer:",
+ "navigator": "Navigator",
+ "needhelp": "Need Help?",
+ "negotiation": "Negotiation",
+ "Negotiation": "Negotiation",
+ "negotiationpr": "Negotiation (Pr)",
+ "nemesis": "Nemesis",
+ "new": "New",
+ "no": "No",
+ "noinprogress": "No - In Progress",
+ "none": "None",
+ "nonostarted": "No - Not Started",
+ "noskill": "No Skill",
+ "notablefeatures": "Notable Features",
+ "notes": " Notes ",
+ "notes:": "Notes:",
+ "npc": "NPC",
+ "npcinfo": "NPC Info",
+ "npclist": "NPC List",
+ "npcname": "NPC Name",
+ "npcroll:": "NPC Roll:",
+ "npcs": "NPCs",
+ "npcsheet": "NPC Sheet",
+ "npctitle": " NPC ",
+ "npctype:": "NPC Type:",
+ "number": "Number",
+ "numberofupgrades:": "Number of Upgrades:",
+ "off": "Off",
+ "on": "On",
+ "operating": "Operating",
+ "operatingint": "Operating (Int)",
+ "option": "Option",
+ "other": "Other",
+ "othergear": "Other Gear",
+ "otherinformations": "Other Information",
+ "otherskills": "Other Skills",
+ "overview:": "Overview:",
+ "page:": "Page:",
+ "partycareerskill:": "Party Career Skill:",
+ "passengername": "Passenger Name",
+ "passengers": "Passengers",
+ "passive": "Passive",
+ "pc": "PC",
+ "peacekeeper": "Peace Keeper",
+ "perception": "Perception",
+ "Perception": "Perception",
+ "perceptioncun": "Perception (Cun)",
+ "performer": "Performer",
+ "personalarmor": "Armor",
+ "personalgear": "Personal Gear",
+ "pettycash:": "Petty Cash:",
+ "pickup": "Pickup",
+ "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)",
+ "Piloting": "Piloting",
+ "piloting": "Piloting",
+ "pilotingag": "Piloting (Ag)",
+ "planet:": "Planet:",
+ "planetary": " Vehicle ",
+ "planetaryvehiculecritical": "Vehicle Critical",
+ "planetaryvehiculedetails": "Vehicle Details",
+ "player:": "Player:",
+ "playergroupsheet": " Group Information ",
+ "playername": "Player Name:",
+ "port": "Port",
+ "positionrole:": "Position/Role:",
+ "powers": "Powers",
+ "powername": "Power Name",
+ "powersummary": "Power Summary",
+ "presence": "Presence",
+ "primal": "Primal",
+ "primalcun": "Primal (Cun)",
+ "qualities:": "Qualities:",
+ "quantity": "Quantity",
+ "ranch": "Ranch",
+ "range": "Range",
+ "range:": "Range:",
+ "ranged": "Ranged",
+ "rangedheavy": "Ranged - Heavy",
+ "rangedag": "Ranged (Ag)",
+ "Ranged - Heavy": "Ranged - Heavy",
+ "rangedheavyag": "Ranged - Heavy (Ag)",
+ "rangedlight": "Ranged - Light",
+ "Ranged - Light": "Ranged - Light",
+ "rangedlightag": "Ranged - Light (Ag)",
+ "rangeskill": "Range/Skill",
+ "rank": "Rank",
+ "rank:": "Rank:",
+ "rarity": "Rarity",
+ "rarity:": "Rarity:",
+ "rebelbase": "Base Info",
+ "rebelbasename:": "Base Name:",
+ "recruit": "Recruit",
+ "repair": "Repair",
+ "resilience": "Resilience",
+ "Resilience": "Resilience",
+ "resiliencebr": "Resilience (Br)",
+ "restricted:": "Restricted:",
+ "results": "Results",
+ "retail": "Retail",
+ "rewardgiven:": "Rewards Given:",
+ "rewards": "Rewards",
+ "rewardss": "Reward(s)",
+ "ridingag": "Riding (Ag)",
+ "riding": "Riding",
+ "Riding": "Riding",
+ "ridingbeastdetails": "Riding Beast Details",
+ "rival": "Rival",
+ "role": "Role",
+ "rollcritical": "Roll Critical",
+ "rolldestiny": "Roll Destiny",
+ "rune": "Rune",
+ "runeint": "Rune (Int)",
+ "safehouse": "Safe House",
+ "sensorrange:": "Sensor Range:",
+ "service": "Service",
+ "setting": "Setting",
+ "setting:": "Setting:",
+ "settings": " Settings ",
+ "setting-speciesdescription:": "Description",
+ "setting-speciesname:": "Name",
+ "settinginfo": "Genre/Setting Tropes and Themes",
+ "settingtitle": "Setting Worksheet",
+ "settingtitle2": " Setting Worksheet ",
+ "settingtitle-setting": "Setting",
+ "settingtitle-faction": "Factions and Organizations",
+ "settingtitle-genre": "Genre/Setting Tropes and Themes",
+ "settingtitle-movers": "Movers and Shakers",
+ "settingtitle-skills": "Setting Specific Skills",
+ "settingtitle-species": "Major Species Types",
+ "setting-speciesdescription": "Description",
+ "settingtitle-tech": "Tech Level",
+ "setup:": "Setup:",
+ "shadow": "Shadow",
+ "shakers:": "Who are the major personalities in the setting, and what are their objectives?:",
+ "sharedresources": " Shared Resources ",
+ "shipscomplement:": "Ship's Complement:",
+ "short": "Short",
+ "showskillhide": "Show Hide Skill Options",
+ "showsuggestionsbutton": "Show Suggestions Button",
+ "signatureablities": "Signature Abilities",
+ "silhouette": "Silhouette",
+ "skill": "Skill",
+ "skill:": "Skill:",
+ "skilllist": "Skill List",
+ "skillname": "Skill Name",
+ "skills": "Skills",
+ "skillstitle": " Skills ",
+ "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ",
+ "skillsuggestions": "Skill Suggestions",
+ "skillsuggestionsdisplay": "Skill Suggestions Display",
+ "skulduggery": "Skulduggery",
+ "Skulduggery": "Skulduggery",
+ "skulduggerycun": "Skulduggery (Cun)",
+ "soak": "Soak",
+ "socialskills": "Social Skills",
+ "soldier": "Soldier",
+ "spacestation": "Space Station",
+ "spacevehiculedetails": "Space Vehicle Details",
+ "special:": "Special:",
+ "specialization": "Specialization",
+ "specializationattached": "Specialization attached?",
+ "species:": "Archetype/Species:",
+ "specificdetails": "Specific Details",
+ "speed": "Speed",
+ "spendingsuggestions": "Spending Suggestions",
+ "spy": "Spy",
+ "starboard": "Starboard",
+ "starfighterace": "Starfighter Ace",
+ "starship": " Spaceship ",
+ "starshipcritical": "Starship Critical",
+ "stats": "Stats",
+ "stealth": "Stealth",
+ "Stealth": "Stealth",
+ "stealthag": "Stealth (Ag)",
+ "storypointpool": "Story Point Pool",
+ "strain": "Strain",
+ "streetwise": "Streetwise",
+ "Streetwise": "Streetwise",
+ "streetwisecun": "Streetwise (Cun)",
+ "strength:": "Strength:",
+ "strenghdetails:": "Strength Details:",
+ "success": "Success",
+ "summary": "Summary",
+ "survival": "Survival",
+ "Survival": "Survival",
+ "survivalcun": "Survival (Cun)",
+ "survivalist": "Survivalist",
+ "syncpoolgm": "Sync Pool with GM",
+ "sysstrain": "Sys Strain",
+ "talentsandabilities": "Talents & Abilities",
+ "talentsandspecialabilities": "Talents and Special Abilities",
+ "task:": "Task:",
+ "terrain:": "Terrain:",
+ "threshold": "Threshold",
+ "tier": "Tier",
+ "tier:": "Tier:",
+ "timeshandled:": "Times Handled:",
+ "timeshandledstrengh:": "Times Handled (Strength):",
+ "timeshandledweakness:": "Times Handled (Weakness):",
+ "timestriggered:": "Times Triggered:",
+ "threat": "Threat",
+ "tone:": "Tone:",
+ "toolname": "Tool Name",
+ "tools": "Tools",
+ "totalxp": "Total XP:",
+ "trainingcamp": "Training Camp",
+ "triumph": "Triumph",
+ "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:",
+ "tropesexclude:": "What Tropes/Themes are you excluding?:",
+ "tropessubvert:": "What Tropes/Themes are you subverting?:",
+ "type": "Type",
+ "type:": "Type:",
+ "upgrade": " Upgrade:",
+ "upgrades": "Upgrades",
+ "upgradetype:": "Upgrade Type:",
+ "usedarkside": "Use GM Story Point →",
+ "uselight": "← Use Player Story Point",
+ "value": "Value",
+ "value:": "Value:",
+ "vehiculesheet": "Vehicle Sheet",
+ "vehiculetypemodel:": "Vehicle Type/Model:",
+ "verse": "Verse",
+ "versepre": "Verse (Pre)",
+ "viewattachments": "View Attachments",
+ "viewupgrades": "View Upgrades",
+ "vigilance": "Vigilance",
+ "Vigilance": "Vigilance",
+ "vigilanceifunexpected": "Vigilance (if unexpected):",
+ "vigilancewill": "Vigilance (Will)",
+ "visitforum:": "Visit the forum:",
+ "visitwiki:": "Visit the wiki:",
+ "wanted": "Wanted?",
+ "weaknessdetails:": "Weakness Details:",
+ "weapon": "Weapon",
+ "weaponname": "Weapon Name",
+ "weapons": "Weapons",
+ "weapontype:": "Weapon Type:",
+ "whatkindofslot": "What kind of Initiative Slot?",
+ "whispergm": "Whisper GM",
+ "willpower": "Willpower",
+ "wounds": "Wounds",
+ "world:": "World:",
+ "xpcost": "XP Cost",
+ "xpcost:": "XP Cost:",
+ "yes": "Yes",
+ "yescompleted": "Yes - Completed",
+ "yesfailed": "Yes - Failed"
+}
\ No newline at end of file
diff --git a/Genesys-RPG-nonAPI/translations/hu.json b/Genesys-RPG-nonAPI/translations/hu.json
new file mode 100644
index 0000000000..a2b7f14210
--- /dev/null
+++ b/Genesys-RPG-nonAPI/translations/hu.json
@@ -0,0 +1,569 @@
+{
+ "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance",
+ "magic-skills-list": "arcane,divine,primal",
+ "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy",
+ "social-skills-list": "charm,coercion,deception,leadership,negotiation",
+ "knowledge-skills-list": "knowledge",
+ "abilities": "Abilities",
+ "abilityname": "Ability Name",
+ "abilitysummary": "Ability Summary",
+ "active": "Active",
+ "actualtocomplete:": "Actual sessions to complete:",
+ "addcritical": "Add Critical",
+ "addingdice": "Adding Dice",
+ "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.",
+ "advantage": "Advantage",
+ "aft": "Aft",
+ "age:": "Age:",
+ "aggressor": "Aggressor",
+ "agility": "Agility",
+ "agitator": "Agitator",
+ "alchemy": "Alchemy",
+ "alchemyint": "Alchemy (Int)",
+ "all": "Personnage",
+ "arc": "Arc",
+ "Arcana": "Arcana",
+ "arcana": "Arcana",
+ "arcanaint": "Arcana (Int)",
+ "Arcanaint": "Arcana (Int)",
+ "archaeologist": "Archaeologist",
+ "armor": "Armor",
+ "assetsnresources": "Assets & Resources",
+ "assignedby:": "Assigned By:",
+ "assignment": "Assignment",
+ "assignmentsandtasks": "Assignments and Tasks",
+ "Alchemy": "Alchemy",
+ "astrocartography": "Astrocartography",
+ "Astrogation": "Astrocartography",
+ "astrogation": "Astrocartography",
+ "astrogationint": "Astrocartography (Int)",
+ "atarustriker": "Ataru Striker",
+ "Athletics": "Athletics",
+ "athletics": "Athletics",
+ "athleticsbr": "Athletics (Br)",
+ "attachmentname": "Attachment Name",
+ "attachments": "Attachments",
+ "attacks": "Attacks",
+ "availablexp": "Available XP:",
+ "bardottan": "Bardottan",
+ "basemodifiers": "Base Modifiers",
+ "baseofoperations": " Base of Operations ",
+ "basesetting:": "Base Setting/Genre:",
+ "basexp:": "Base XP:",
+ "beast": " Riding Animal ",
+ "beastcriticalinjuries": "Beast Critical Injuries",
+ "bonus": "Bonus",
+ "bonusdescription": "Bonus/Description",
+ "bonusxpmotivation:": "Bonus XP (Motivation):",
+ "bonusxproleplaying:": "Bonus XP (Role Playing):",
+ "booknpage": "Book & Page",
+ "booknpage:": "Book & Page:",
+ "brawl": "Brawl",
+ "Brawl": "Brawl",
+ "brawlbr": "Brawl (Br)",
+ "brawn": "Brawn",
+ "build:": "Build:",
+ "business": "Business",
+ "businessname:": "Business Name:",
+ "campaigndetails": " Campaign Details ",
+ "capacity": "Capacity",
+ "career": "Career",
+ "career:": "Career:",
+ "cargohold": "Cargo Hold",
+ "cargotype": "Cargo Type",
+ "category:": "Category:",
+ "categorydesire:": "Desire:",
+ "categoryfear:": "Fear:",
+ "categorystrength:": "Strength:",
+ "categoryflaw:": "Flaw:",
+ "char": "Char",
+ "characinfo": " Character Info ",
+ "character": "Character",
+ "character:": "Character:",
+ "characterduties": "Character Duties",
+ "charactergroupobligations": "Character/Group Obligations",
+ "characteristics": "Characteristics",
+ "charactermoralities": "Character Moralities",
+ "charactermotivation": "Character Motivations",
+ "charactername": "Character Name",
+ "charactersheet": "Character Sheet",
+ "charm": "Charm",
+ "Charm": "Charm",
+ "charmpr": "Charm (Pr)",
+ "city:": "City:",
+ "clearpool": "Clear Pool",
+ "close": "Close",
+ "Coercion": "Coercion",
+ "coercion": "Coercion",
+ "coercionwill": "Coercion (Will)",
+ "combat": " Weapons, Talents, & Powers ",
+ "combatskills": "Combat Skills",
+ "commited": "Committed",
+ "companion": "Companion",
+ "companioninfo": " Companion Info ",
+ "companionsheet": "Companion Sheet",
+ "completed:": "Completed?:",
+ "computerint": "Computers (Int)",
+ "Computers": "Computers",
+ "computers": "Computers",
+ "condition:": "Condition:",
+ "conflict:": "Conflict:",
+ "consumables:": "Consumables:",
+ "continent:": "Continent:",
+ "contributionrank:": "Contribution Rank:",
+ "cool": "Cool",
+ "Cool": "Cool",
+ "coolifprepared": "Cool (if prepared):",
+ "coolpr": "Cool (Pr)",
+ "coordination": "Coordination",
+ "Coordination": "Coordination",
+ "coordinationag": "Coordination (Ag)",
+ "coretype:": "Core Type:",
+ "correllianhuman": "Corellian Human",
+ "cost:": "Cost:",
+ "credits:": "Money:",
+ "crew:": "Crew:",
+ "crewroles": "Crew Roles",
+ "crit": "Crit",
+ "critical": "Critical",
+ "criticalhits": " Critical Hits ",
+ "criticalinjuries": "Critical Injuries",
+ "criticalnumber:": "Critical number:",
+ "criticalrolloffset:": "Critical roll offset:",
+ "critinj": " Critical Injuries ",
+ "cunning": "Cunning",
+ "current": "Current",
+ "currentencumbrance": "Current Encumbrance",
+ "currentlocation:": "Current Location:",
+ "custom": "Custom",
+ "customskill1": "Custom Skill 1",
+ "customskill2": "Custom Skill 2",
+ "customskill3": "Custom Skill 3",
+ "customskill4": "Custom Skill 4",
+ "customskill5": "Custom Skill 5",
+ "customskills": "Custom Skills",
+ "cybernetics": "Cybernetics",
+ "damage": "Damage",
+ "dark": "GM",
+ "deception": "Deception",
+ "Deception": "Deception",
+ "deceptioncun": "Deception (Cun)",
+ "defense": "Defense",
+ "demolitionist": "Demolitionist",
+ "description": "Description",
+ "description:": "Description:",
+ "desire:": "Desire:",
+ "despair": "Despair",
+ "destination": "Destination",
+ "details": "Details",
+ "details:": "Details:",
+ "dice": "Dice",
+ "dice:": "Dice:",
+ "dicendesitnypool": "Dice & Story Point Pool",
+ "dicepool": "Dice Pool",
+ "diceroll": "Dice Roll",
+ "discipline": "Discipline",
+ "Discipline": "Discipline",
+ "disciplinewill": "Discipline (Will)",
+ "displayinskill": "Display in Skill",
+ "divine": "Divine",
+ "divinewill": "Divine (Will)",
+ "dmg": "Dmg",
+ "downgrade": ":Downgrade",
+ "dresselliannp": "Dressellian (Non-Primitive)",
+ "dressellianp": "Dressellian (Primitive)",
+ "driver": "Driver",
+ "driving": "Driving",
+ "drivingag": "Driving (Ag)",
+ "dropoff": "Dropoff",
+ "effect:": "Effect:",
+ "enablecombatsuggestions": "Enable Combat Suggestions?",
+ "enablegeneralsuggestions": "Enable General Suggestions?",
+ "encum": "Encum",
+ "encumbrance": "Encumbrance",
+ "encumbrancecapacity": "Encumbrance Capacity",
+ "engaged": "Engaged",
+ "entertainment": "Entertainment",
+ "equipment": "Equipment",
+ "example:": "Example: 1b 1g",
+ "exampletext": "b -> Blue = Boost,
blk -> BLacK = Setback,
g -> Green = Ability,
y -> Yellow = Proficiency,
p-> Purple = Difficulty,
r -> Red = Challenge,
s = Success, f = Failure,
a = Advantage, t = Threat",
+ "expectedsessionstocomplete:": "Expected sessions to complete:",
+ "extreme": "Extreme",
+ "eyes:": "Eyes:",
+ "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:",
+ "failure": "Failure",
+ "farm": "Farm",
+ "fear:": "Fear:",
+ "fearcheck": "Fear Check?",
+ "features:": "Features:",
+ "flaw:": "Flaw:",
+ "foodstuffs": "Foodstuffs",
+ "forceplayerupdate": "Force Player Update",
+ "fore": "Fore",
+ "gender:": "Gender:",
+ "generalinfo": "General Info",
+ "generalinformation": " General Information ",
+ "generalskills": "General Skills",
+ "genesysrpg": "Genesys RPG System",
+ "gmdicepool": "GM Dice Pool",
+ "gmresources": "GM Resources",
+ "groupcontacts": "Group Contacts",
+ "groupcredits:": "Group Money:",
+ "groupdetails": "Group Details",
+ "groupdetailstitle": " Group Motivations ",
+ "groupexpenses:": "Group Expenses:",
+ "groupname:": "Group Name:",
+ "groupobligations": "Group Obligations",
+ "grouppossessions": "Group Possessions",
+ "groupresources": "Group Resources",
+ "groupsavings:": "Group Savings:",
+ "groupsheet": "Group Sheet",
+ "grouptasks": "Group Tasks",
+ "gunnery": "Gunnery",
+ "Gunnery": "Gunnery",
+ "gunneryagi": "Gunnery (Agi)",
+ "hair:": "Hair:",
+ "handling": "Handling",
+ "hardpoints": "Hard Points",
+ "hardpoints:": "Hard Points:",
+ "heal": "Heal",
+ "height:": "Height:",
+ "hermit": "Hermit",
+ "hide": "Hide",
+ "homestead": "Homestead",
+ "homesteadname:": "Homestead Name:",
+ "hook:": "Hook:",
+ "hp": "HP",
+ "hulltrauma": "Hull Trauma",
+ "hulltypeclass:": "Hull Type/Class:",
+ "hyperdriveprimclass:": "Hyperdrive Primary Class:",
+ "hyperdrivesecondclass:": "Hyperdrive Backup Class:",
+ "ifknown": "(if known)",
+ "illicitmaterials": "Illicit Materials",
+ "infiltrator": "Infiltrator",
+ "initiative": "Initiative",
+ "instructor": "Instructor",
+ "intellect": "Intellect",
+ "isitcareer": "Is it in your Career?",
+ "iteminventory": " Item Inventory ",
+ "itemss:": "Item(s):",
+ "keyitems:": "Key Items:",
+ "knowledge": "Knowledge",
+ "knowledgeint": "Knowledge (Int)",
+ "knowledgeskills": "Knowledge Skills",
+ "leadership": "Leadership",
+ "Leadership": "Leadership",
+ "leadershippre": "Leadership (Pr)",
+ "legal": "Legal?",
+ "light": "Players",
+ "location": "Location",
+ "location:": "Location:",
+ "long": "Long",
+ "lore": "Lore",
+ "Lore": "Lore",
+ "loreint": "Lore (Int)",
+ "lowtech": "Low Tech",
+ "magicskills": "Magic Skills",
+ "magnitude:": "Magnitude:",
+ "major": "Major",
+ "makemodel": "Make / Model",
+ "makemodel:": "Make / Model:",
+ "manufacturer:": "Manufacturer:",
+ "max": "Max",
+ "maxaltitude:": "Maximum Altitude:",
+ "maybe": "Maybe?",
+ "Mechanics": "Mechanics",
+ "mechanics": "Mechanics",
+ "mechanicsint": "Mechanics (Int)",
+ "medecine": "Medecine",
+ "Medecine": "Medecine",
+ "medecineint": "Medicine (Int)",
+ "medic": "Medic",
+ "medium": "Medium",
+ "meetingcenter": "Meeting Center",
+ "melee": "Melee",
+ "Melee": "Melee",
+ "meleelight": "Melee - Light (Br)",
+ "MeleeLight": "Melee - Light (Br)",
+ "meleeheavy": "Melee - Heavy (Br)",
+ "MeleeHeavy": "Melee - Heavy (Br)",
+ "meleeshort": "Melee",
+ "meleebr": "Melee (Br)",
+ "meleelightbr": "Melee (Light) (Br)",
+ "meleeheavybr": "Melee (Heavy) (Br)",
+ "mercenarysoldier": "Mercenary Soldier",
+ "metals": "Metals",
+ "midtech": "Mid Tech",
+ "mine": "Mine",
+ "minerals": "Minerals",
+ "minion": "Minion",
+ "miniongroupsize:": "Minion Group Size:",
+ "minionrivalnemesis": "(Minion, Rival, or Nemesis)",
+ "minor": "Minor",
+ "miscinfo": "Misc Info",
+ "missioncontacts:": "Mission Contacts:",
+ "missiondetails": "Mission Details",
+ "missionobjectives:": "Mission Objectives:",
+ "missiontasknumber:": "Mission/Task Number:",
+ "missiontype:": "Mission Type:",
+ "modder": "Modder",
+ "moderate": "Moderate",
+ "modifications": "Modifications",
+ "modifiers": "Modifiers",
+ "modifiers:": "Modifiers:",
+ "mods": "Mods",
+ "money:": "Money:",
+ "morality": "Morality",
+ "morality:": "Morality:",
+ "moreinfo": "For more information on this version visit:",
+ "motivations": "Motivations",
+ "name": "Name",
+ "name:": "Name:",
+ "navicomputer:": "Navicomputer:",
+ "navigator": "Navigator",
+ "needhelp": "Need Help?",
+ "negotiation": "Negotiation",
+ "Negotiation": "Negotiation",
+ "negotiationpr": "Negotiation (Pr)",
+ "nemesis": "Nemesis",
+ "new": "New",
+ "no": "No",
+ "noinprogress": "No - In Progress",
+ "none": "None",
+ "nonostarted": "No - Not Started",
+ "noskill": "No Skill",
+ "notablefeatures": "Notable Features",
+ "notes": " Notes ",
+ "notes:": "Notes:",
+ "npc": "NPC",
+ "npcinfo": "NPC Info",
+ "npclist": "NPC List",
+ "npcname": "NPC Name",
+ "npcroll:": "NPC Roll:",
+ "npcs": "NPCs",
+ "npcsheet": "NPC Sheet",
+ "npctitle": " NPC ",
+ "npctype:": "NPC Type:",
+ "number": "Number",
+ "numberofupgrades:": "Number of Upgrades:",
+ "off": "Off",
+ "on": "On",
+ "operating": "Operating",
+ "operatingint": "Operating (Int)",
+ "option": "Option",
+ "other": "Other",
+ "othergear": "Other Gear",
+ "otherinformations": "Other Information",
+ "otherskills": "Other Skills",
+ "overview:": "Overview:",
+ "page:": "Page:",
+ "partycareerskill:": "Party Career Skill:",
+ "passengername": "Passenger Name",
+ "passengers": "Passengers",
+ "passive": "Passive",
+ "pc": "PC",
+ "peacekeeper": "Peace Keeper",
+ "perception": "Perception",
+ "Perception": "Perception",
+ "perceptioncun": "Perception (Cun)",
+ "performer": "Performer",
+ "personalarmor": "Armor",
+ "personalgear": "Personal Gear",
+ "pettycash:": "Petty Cash:",
+ "pickup": "Pickup",
+ "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)",
+ "Piloting": "Piloting",
+ "piloting": "Piloting",
+ "pilotingag": "Piloting (Ag)",
+ "planet:": "Planet:",
+ "planetary": " Vehicle ",
+ "planetaryvehiculecritical": "Vehicle Critical",
+ "planetaryvehiculedetails": "Vehicle Details",
+ "player:": "Player:",
+ "playergroupsheet": " Group Information ",
+ "playername": "Player Name:",
+ "port": "Port",
+ "positionrole:": "Position/Role:",
+ "powers": "Powers",
+ "powername": "Power Name",
+ "powersummary": "Power Summary",
+ "presence": "Presence",
+ "primal": "Primal",
+ "primalcun": "Primal (Cun)",
+ "qualities:": "Qualities:",
+ "quantity": "Quantity",
+ "ranch": "Ranch",
+ "range": "Range",
+ "range:": "Range:",
+ "ranged": "Ranged",
+ "rangedheavy": "Ranged - Heavy",
+ "rangedag": "Ranged (Ag)",
+ "Ranged - Heavy": "Ranged - Heavy",
+ "rangedheavyag": "Ranged - Heavy (Ag)",
+ "rangedlight": "Ranged - Light",
+ "Ranged - Light": "Ranged - Light",
+ "rangedlightag": "Ranged - Light (Ag)",
+ "rangeskill": "Range/Skill",
+ "rank": "Rank",
+ "rank:": "Rank:",
+ "rarity": "Rarity",
+ "rarity:": "Rarity:",
+ "rebelbase": "Base Info",
+ "rebelbasename:": "Base Name:",
+ "recruit": "Recruit",
+ "repair": "Repair",
+ "resilience": "Resilience",
+ "Resilience": "Resilience",
+ "resiliencebr": "Resilience (Br)",
+ "restricted:": "Restricted:",
+ "results": "Results",
+ "retail": "Retail",
+ "rewardgiven:": "Rewards Given:",
+ "rewards": "Rewards",
+ "rewardss": "Reward(s)",
+ "ridingag": "Riding (Ag)",
+ "riding": "Riding",
+ "Riding": "Riding",
+ "ridingbeastdetails": "Riding Beast Details",
+ "rival": "Rival",
+ "role": "Role",
+ "rollcritical": "Roll Critical",
+ "rolldestiny": "Roll Destiny",
+ "rune": "Rune",
+ "runeint": "Rune (Int)",
+ "safehouse": "Safe House",
+ "sensorrange:": "Sensor Range:",
+ "service": "Service",
+ "setting": "Setting",
+ "setting:": "Setting:",
+ "settings": " Settings ",
+ "setting-speciesdescription:": "Description",
+ "setting-speciesname:": "Name",
+ "settinginfo": "Genre/Setting Tropes and Themes",
+ "settingtitle": "Setting Worksheet",
+ "settingtitle2": " Setting Worksheet ",
+ "settingtitle-setting": "Setting",
+ "settingtitle-faction": "Factions and Organizations",
+ "settingtitle-genre": "Genre/Setting Tropes and Themes",
+ "settingtitle-movers": "Movers and Shakers",
+ "settingtitle-skills": "Setting Specific Skills",
+ "settingtitle-species": "Major Species Types",
+ "setting-speciesdescription": "Description",
+ "settingtitle-tech": "Tech Level",
+ "setup:": "Setup:",
+ "shadow": "Shadow",
+ "shakers:": "Who are the major personalities in the setting, and what are their objectives?:",
+ "sharedresources": " Shared Resources ",
+ "shipscomplement:": "Ship's Complement:",
+ "short": "Short",
+ "showskillhide": "Show Hide Skill Options",
+ "showsuggestionsbutton": "Show Suggestions Button",
+ "signatureablities": "Signature Abilities",
+ "silhouette": "Silhouette",
+ "skill": "Skill",
+ "skill:": "Skill:",
+ "skilllist": "Skill List",
+ "skillname": "Skill Name",
+ "skills": "Skills",
+ "skillstitle": " Skills ",
+ "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ",
+ "skillsuggestions": "Skill Suggestions",
+ "skillsuggestionsdisplay": "Skill Suggestions Display",
+ "skulduggery": "Skulduggery",
+ "Skulduggery": "Skulduggery",
+ "skulduggerycun": "Skulduggery (Cun)",
+ "soak": "Soak",
+ "socialskills": "Social Skills",
+ "soldier": "Soldier",
+ "spacestation": "Space Station",
+ "spacevehiculedetails": "Space Vehicle Details",
+ "special:": "Special:",
+ "specialization": "Specialization",
+ "specializationattached": "Specialization attached?",
+ "species:": "Archetype/Species:",
+ "specificdetails": "Specific Details",
+ "speed": "Speed",
+ "spendingsuggestions": "Spending Suggestions",
+ "spy": "Spy",
+ "starboard": "Starboard",
+ "starfighterace": "Starfighter Ace",
+ "starship": " Spaceship ",
+ "starshipcritical": "Starship Critical",
+ "stats": "Stats",
+ "stealth": "Stealth",
+ "Stealth": "Stealth",
+ "stealthag": "Stealth (Ag)",
+ "storypointpool": "Story Point Pool",
+ "strain": "Strain",
+ "streetwise": "Streetwise",
+ "Streetwise": "Streetwise",
+ "streetwisecun": "Streetwise (Cun)",
+ "strength:": "Strength:",
+ "strenghdetails:": "Strength Details:",
+ "success": "Success",
+ "summary": "Summary",
+ "survival": "Survival",
+ "Survival": "Survival",
+ "survivalcun": "Survival (Cun)",
+ "survivalist": "Survivalist",
+ "syncpoolgm": "Sync Pool with GM",
+ "sysstrain": "Sys Strain",
+ "talentsandabilities": "Talents & Abilities",
+ "talentsandspecialabilities": "Talents and Special Abilities",
+ "task:": "Task:",
+ "terrain:": "Terrain:",
+ "threshold": "Threshold",
+ "tier": "Tier",
+ "tier:": "Tier:",
+ "timeshandled:": "Times Handled:",
+ "timeshandledstrengh:": "Times Handled (Strength):",
+ "timeshandledweakness:": "Times Handled (Weakness):",
+ "timestriggered:": "Times Triggered:",
+ "threat": "Threat",
+ "tone:": "Tone:",
+ "toolname": "Tool Name",
+ "tools": "Tools",
+ "totalxp": "Total XP:",
+ "trainingcamp": "Training Camp",
+ "triumph": "Triumph",
+ "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:",
+ "tropesexclude:": "What Tropes/Themes are you excluding?:",
+ "tropessubvert:": "What Tropes/Themes are you subverting?:",
+ "type": "Type",
+ "type:": "Type:",
+ "upgrade": " Upgrade:",
+ "upgrades": "Upgrades",
+ "upgradetype:": "Upgrade Type:",
+ "usedarkside": "Use GM Story Point →",
+ "uselight": "← Use Player Story Point",
+ "value": "Value",
+ "value:": "Value:",
+ "vehiculesheet": "Vehicle Sheet",
+ "vehiculetypemodel:": "Vehicle Type/Model:",
+ "verse": "Verse",
+ "versepre": "Verse (Pre)",
+ "viewattachments": "View Attachments",
+ "viewupgrades": "View Upgrades",
+ "vigilance": "Vigilance",
+ "Vigilance": "Vigilance",
+ "vigilanceifunexpected": "Vigilance (if unexpected):",
+ "vigilancewill": "Vigilance (Will)",
+ "visitforum:": "Visit the forum:",
+ "visitwiki:": "Visit the wiki:",
+ "wanted": "Wanted?",
+ "weaknessdetails:": "Weakness Details:",
+ "weapon": "Weapon",
+ "weaponname": "Weapon Name",
+ "weapons": "Weapons",
+ "weapontype:": "Weapon Type:",
+ "whatkindofslot": "What kind of Initiative Slot?",
+ "whispergm": "Whisper GM",
+ "willpower": "Willpower",
+ "wounds": "Wounds",
+ "world:": "World:",
+ "xpcost": "XP Cost",
+ "xpcost:": "XP Cost:",
+ "yes": "Yes",
+ "yescompleted": "Yes - Completed",
+ "yesfailed": "Yes - Failed"
+}
\ No newline at end of file
diff --git a/Genesys-RPG/translations/ca.json b/Genesys-RPG/translations/ca.json
new file mode 100644
index 0000000000..013e0aca9b
--- /dev/null
+++ b/Genesys-RPG/translations/ca.json
@@ -0,0 +1,565 @@
+{
+ "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance",
+ "magic-skills-list": "arcane,divine,primal",
+ "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy",
+ "social-skills-list": "charm,coercion,deception,leadership,negotiation",
+ "knowledge-skills-list": "knowledge",
+ "abilities": "Abilities",
+ "abilityname": "Ability Name",
+ "abilitysummary": "Ability Summary",
+ "active": "Active",
+ "actualtocomplete:": "Actual sessions to complete:",
+ "addcritical": "Add Critical",
+ "addingdice": "Adding Dice",
+ "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.",
+ "advantage": "Advantage",
+ "aft": "Aft",
+ "age:": "Age:",
+ "aggressor": "Aggressor",
+ "agility": "Agility",
+ "agitator": "Agitator",
+ "alchemy": "Alchemy",
+ "alchemyint": "Alchemy (Int)",
+ "all": "Personnage",
+ "arc": "Arc",
+ "Arcana": "Arcana",
+ "arcana": "Arcana",
+ "arcanaint": "Arcana (Int)",
+ "Arcanaint": "Arcana (Int)",
+ "archaeologist": "Archaeologist",
+ "armor": "Armor",
+ "assetsnresources": "Assets & Resources",
+ "assignedby:": "Assigned By:",
+ "assignment": "Assignment",
+ "assignmentsandtasks": "Assignments and Tasks",
+ "Alchemy": "Alchemy",
+ "astrocartography": "Astrocartography",
+ "Astrogation": "Astrocartography",
+ "astrogation": "Astrocartography",
+ "astrogationint": "Astrocartography (Int)",
+ "atarustriker": "Ataru Striker",
+ "Athletics": "Athletics",
+ "athletics": "Athletics",
+ "athleticsbr": "Athletics (Br)",
+ "attachmentname": "Attachment Name",
+ "attachments": "Attachments",
+ "attacks": "Attacks",
+ "availablexp": "Available XP:",
+ "bardottan": "Bardottan",
+ "basemodifiers": "Base Modifiers",
+ "baseofoperations": " Base of Operations ",
+ "basesetting:": "Base Setting/Genre:",
+ "basexp:": "Base XP:",
+ "beast": " Riding Animal ",
+ "beastcriticalinjuries": "Beast Critical Injuries",
+ "bonus": "Bonus",
+ "bonusdescription": "Bonus/Description",
+ "bonusxpmotivation:": "Bonus XP (Motivation):",
+ "bonusxproleplaying:": "Bonus XP (Role Playing):",
+ "booknpage": "Book & Page",
+ "booknpage:": "Book & Page:",
+ "brawl": "Brawl",
+ "Brawl": "Brawl",
+ "brawlbr": "Brawl (Br)",
+ "brawn": "Brawn",
+ "build:": "Build:",
+ "business": "Business",
+ "businessname:": "Business Name:",
+ "campaigndetails": " Campaign Details ",
+ "capacity": "Capacity",
+ "career": "Career",
+ "career:": "Career:",
+ "cargohold": "Cargo Hold",
+ "cargotype": "Cargo Type",
+ "category:": "Category:",
+ "categorydesire:": "Desire:",
+ "categoryfear:": "Fear:",
+ "categorystrength:": "Strength:",
+ "categoryflaw:": "Flaw:",
+ "char": "Char",
+ "characinfo": " Character Info ",
+ "character": "Character",
+ "character:": "Character:",
+ "characterduties": "Character Duties",
+ "charactergroupobligations": "Character/Group Obligations",
+ "characteristics": "Characteristics",
+ "charactermoralities": "Character Moralities",
+ "charactermotivation": "Character Motivations",
+ "charactername": "Character Name",
+ "charactersheet": "Character Sheet",
+ "charm": "Charm",
+ "Charm": "Charm",
+ "charmpr": "Charm (Pr)",
+ "city:": "City:",
+ "clearpool": "Clear Pool",
+ "close": "Close",
+ "Coercion": "Coercion",
+ "coercion": "Coercion",
+ "coercionwill": "Coercion (Will)",
+ "combat": " Weapons, Talents, & Powers ",
+ "combatskills": "Combat Skills",
+ "commited": "Committed",
+ "companion": "Companion",
+ "companioninfo": " Companion Info ",
+ "companionsheet": "Companion Sheet",
+ "completed:": "Completed?:",
+ "computerint": "Computers (Int)",
+ "Computers": "Computers",
+ "computers": "Computers",
+ "condition:": "Condition:",
+ "conflict:": "Conflict:",
+ "consumables:": "Consumables:",
+ "continent:": "Continent:",
+ "contributionrank:": "Contribution Rank:",
+ "cool": "Cool",
+ "Cool": "Cool",
+ "coolifprepared": "Cool (if prepared):",
+ "coolpr": "Cool (Pr)",
+ "coordination": "Coordination",
+ "Coordination": "Coordination",
+ "coordinationag": "Coordination (Ag)",
+ "coretype:": "Core Type:",
+ "correllianhuman": "Corellian Human",
+ "cost:": "Cost:",
+ "credits:": "Money:",
+ "crew:": "Crew:",
+ "crewroles": "Crew Roles",
+ "crit": "Crit",
+ "critical": "Critical",
+ "criticalhits": " Critical Hits ",
+ "criticalinjuries": "Critical Injuries",
+ "criticalnumber:": "Critical number:",
+ "criticalrolloffset:": "Critical roll offset:",
+ "critinj": " Critical Injuries ",
+ "cunning": "Cunning",
+ "current": "Current",
+ "currentencumbrance": "Current Encumbrance",
+ "currentlocation:": "Current Location:",
+ "custom": "Custom",
+ "customskill1": "Custom Skill 1",
+ "customskill2": "Custom Skill 2",
+ "customskill3": "Custom Skill 3",
+ "customskill4": "Custom Skill 4",
+ "customskill5": "Custom Skill 5",
+ "customskills": "Custom Skills",
+ "cybernetics": "Cybernetics",
+ "damage": "Damage",
+ "dark": "GM",
+ "deception": "Deception",
+ "Deception": "Deception",
+ "deceptioncun": "Deception (Cun)",
+ "defense": "Defense",
+ "demolitionist": "Demolitionist",
+ "description": "Description",
+ "description:": "Description:",
+ "desire:": "Desire:",
+ "despair": "Despair",
+ "destination": "Destination",
+ "details": "Details",
+ "details:": "Details:",
+ "dice": "Dice",
+ "dice:": "Dice:",
+ "dicendesitnypool": "Dice & Story Point Pool",
+ "dicepool": "Dice Pool",
+ "diceroll": "Dice Roll",
+ "discipline": "Discipline",
+ "Discipline": "Discipline",
+ "disciplinewill": "Discipline (Will)",
+ "displayinskill": "Display in Skill",
+ "divine": "Divine",
+ "divinewill": "Divine (Will)",
+ "dmg": "Dmg",
+ "downgrade": ":Downgrade",
+ "dresselliannp": "Dressellian (Non-Primitive)",
+ "dressellianp": "Dressellian (Primitive)",
+ "driver": "Driver",
+ "driving": "Driving",
+ "drivingag": "Driving (Ag)",
+ "dropoff": "Dropoff",
+ "effect:": "Effect:",
+ "enablecombatsuggestions": "Enable Combat Suggestions?",
+ "enablegeneralsuggestions": "Enable General Suggestions?",
+ "encum": "Encum",
+ "encumbrance": "Encumbrance",
+ "encumbrancecapacity": "Encumbrance Capacity",
+ "engaged": "Engaged",
+ "entertainment": "Entertainment",
+ "equipment": "Equipment",
+ "example:": "Example: 1b 1g",
+ "exampletext": "b -> Blue = Boost,
blk -> BLacK = Setback,
g -> Green = Ability,
y -> Yellow = Proficiency,
p-> Purple = Difficulty,
r -> Red = Challenge,
s = Success, f = Failure,
a = Advantage, t = Threat",
+ "expectedsessionstocomplete:": "Expected sessions to complete:",
+ "extreme": "Extreme",
+ "eyes:": "Eyes:",
+ "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:",
+ "failure": "Failure",
+ "farm": "Farm",
+ "fear:": "Fear:",
+ "fearcheck": "Fear Check?",
+ "features:": "Features:",
+ "flaw:": "Flaw:",
+ "foodstuffs": "Foodstuffs",
+ "forceplayerupdate": "Force Player Update",
+ "fore": "Fore",
+ "gender:": "Gender:",
+ "generalinfo": "General Info",
+ "generalinformation": " General Information ",
+ "generalskills": "General Skills",
+ "genesysrpg": "Genesys RPG System",
+ "gmdicepool": "GM Dice Pool",
+ "gmresources": "GM Resources",
+ "groupcontacts": "Group Contacts",
+ "groupcredits:": "Group Money:",
+ "groupdetails": "Group Details",
+ "groupdetailstitle": " Group Motivations ",
+ "groupexpenses:": "Group Expenses:",
+ "groupname:": "Group Name:",
+ "groupobligations": "Group Obligations",
+ "grouppossessions": "Group Possessions",
+ "groupresources": "Group Resources",
+ "groupsavings:": "Group Savings:",
+ "groupsheet": "Group Sheet",
+ "grouptasks": "Group Tasks",
+ "gunnery": "Gunnery",
+ "Gunnery": "Gunnery",
+ "gunneryagi": "Gunnery (Agi)",
+ "hair:": "Hair:",
+ "handling": "Handling",
+ "hardpoints": "Hard Points",
+ "hardpoints:": "Hard Points:",
+ "heal": "Heal",
+ "height:": "Height:",
+ "hermit": "Hermit",
+ "hide": "Hide",
+ "homestead": "Homestead",
+ "homesteadname:": "Homestead Name:",
+ "hook:": "Hook:",
+ "hp": "HP",
+ "hulltrauma": "Hull Trauma",
+ "hulltypeclass:": "Hull Type/Class:",
+ "hyperdriveprimclass:": "Hyperdrive Primary Class:",
+ "hyperdrivesecondclass:": "Hyperdrive Backup Class:",
+ "ifknown": "(if known)",
+ "illicitmaterials": "Illicit Materials",
+ "infiltrator": "Infiltrator",
+ "initiative": "Initiative",
+ "instructor": "Instructor",
+ "intellect": "Intellect",
+ "isitcareer": "Is it in your Career?",
+ "iteminventory": " Item Inventory ",
+ "itemss:": "Item(s):",
+ "keyitems:": "Key Items:",
+ "knowledge": "Knowledge",
+ "knowledgeint": "Knowledge (Int)",
+ "knowledgeskills": "Knowledge Skills",
+ "leadership": "Leadership",
+ "Leadership": "Leadership",
+ "leadershippre": "Leadership (Pr)",
+ "legal": "Legal?",
+ "light": "Players",
+ "location": "Location",
+ "location:": "Location:",
+ "long": "Long",
+ "lore": "Lore",
+ "Lore": "Lore",
+ "loreint": "Lore (Int)",
+ "lowtech": "Low Tech",
+ "magicskills": "Magic Skills",
+ "magnitude:": "Magnitude:",
+ "major": "Major",
+ "makemodel": "Make / Model",
+ "makemodel:": "Make / Model:",
+ "manufacturer:": "Manufacturer:",
+ "max": "Max",
+ "maxaltitude:": "Maximum Altitude:",
+ "maybe": "Maybe?",
+ "Mechanics": "Mechanics",
+ "mechanics": "Mechanics",
+ "mechanicsint": "Mechanics (Int)",
+ "medecine": "Medecine",
+ "Medecine": "Medecine",
+ "medecineint": "Medicine (Int)",
+ "medic": "Medic",
+ "medium": "Medium",
+ "meetingcenter": "Meeting Center",
+ "melee": "Melee",
+ "Melee": "Melee",
+ "meleelight": "Melee - Light (Br)",
+ "MeleeLight": "Melee - Light (Br)",
+ "meleeheavy": "Melee - Heavy (Br)",
+ "MeleeHeavy": "Melee - Heavy (Br)",
+ "meleeshort": "Melee",
+ "meleebr": "Melee (Br)",
+ "meleelightbr": "Melee (Light) (Br)",
+ "meleeheavybr": "Melee (Heavy) (Br)",
+ "mercenarysoldier": "Mercenary Soldier",
+ "metals": "Metals",
+ "midtech": "Mid Tech",
+ "mine": "Mine",
+ "minerals": "Minerals",
+ "minion": "Minion",
+ "miniongroupsize:": "Minion Group Size:",
+ "minionrivalnemesis": "(Minion, Rival, or Nemesis)",
+ "minor": "Minor",
+ "miscinfo": "Misc Info",
+ "missioncontacts:": "Mission Contacts:",
+ "missiondetails": "Mission Details",
+ "missionobjectives:": "Mission Objectives:",
+ "missiontasknumber:": "Mission/Task Number:",
+ "missiontype:": "Mission Type:",
+ "modder": "Modder",
+ "moderate": "Moderate",
+ "modifications": "Modifications",
+ "modifiers": "Modifiers",
+ "modifiers:": "Modifiers:",
+ "mods": "Mods",
+ "money:": "Money:",
+ "morality": "Morality",
+ "morality:": "Morality:",
+ "moreinfo": "For more information on this version visit:",
+ "motivations": "Motivations",
+ "name": "Name",
+ "name:": "Name:",
+ "navicomputer:": "Navicomputer:",
+ "navigator": "Navigator",
+ "needhelp": "Need Help?",
+ "negotiation": "Negotiation",
+ "Negotiation": "Negotiation",
+ "negotiationpr": "Negotiation (Pr)",
+ "nemesis": "Nemesis",
+ "new": "New",
+ "no": "No",
+ "noinprogress": "No - In Progress",
+ "none": "None",
+ "nonostarted": "No - Not Started",
+ "noskill": "No Skill",
+ "notablefeatures": "Notable Features",
+ "notes": " Notes ",
+ "notes:": "Notes:",
+ "npc": "NPC",
+ "npcinfo": "NPC Info",
+ "npclist": "NPC List",
+ "npcname": "NPC Name",
+ "npcroll:": "NPC Roll:",
+ "npcs": "NPCs",
+ "npcsheet": "NPC Sheet",
+ "npctitle": " NPC ",
+ "npctype:": "NPC Type:",
+ "number": "Number",
+ "numberofupgrades:": "Number of Upgrades:",
+ "off": "Off",
+ "on": "On",
+ "operating": "Operating",
+ "operatingint": "Operating (Int)",
+ "option": "Option",
+ "other": "Other",
+ "othergear": "Other Gear",
+ "otherinformations": "Other Information",
+ "otherskills": "Other Skills",
+ "overview:": "Overview:",
+ "page:": "Page:",
+ "partycareerskill:": "Party Career Skill:",
+ "passengername": "Passenger Name",
+ "passengers": "Passengers",
+ "passive": "Passive",
+ "pc": "PC",
+ "peacekeeper": "Peace Keeper",
+ "perception": "Perception",
+ "Perception": "Perception",
+ "perceptioncun": "Perception (Cun)",
+ "performer": "Performer",
+ "personalarmor": "Armor",
+ "personalgear": "Personal Gear",
+ "pettycash:": "Petty Cash:",
+ "pickup": "Pickup",
+ "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)",
+ "Piloting": "Piloting",
+ "piloting": "Piloting",
+ "pilotingag": "Piloting (Ag)",
+ "planet:": "Planet:",
+ "planetary": " Vehicle ",
+ "planetaryvehiculecritical": "Vehicle Critical",
+ "planetaryvehiculedetails": "Vehicle Details",
+ "player:": "Player:",
+ "playergroupsheet": " Group Information ",
+ "playername": "Player Name:",
+ "port": "Port",
+ "positionrole:": "Position/Role:",
+ "powers": "Powers",
+ "powername": "Power Name",
+ "powersummary": "Power Summary",
+ "presence": "Presence",
+ "primal": "Primal",
+ "primalcun": "Primal (Cun)",
+ "qualities:": "Qualities:",
+ "quantity": "Quantity",
+ "ranch": "Ranch",
+ "range": "Range",
+ "range:": "Range:",
+ "ranged": "Ranged",
+ "rangedheavy": "Ranged - Heavy",
+ "rangedag": "Ranged (Ag)",
+ "Ranged - Heavy": "Ranged - Heavy",
+ "rangedheavyag": "Ranged - Heavy (Ag)",
+ "rangedlight": "Ranged - Light",
+ "Ranged - Light": "Ranged - Light",
+ "rangedlightag": "Ranged - Light (Ag)",
+ "rangeskill": "Range/Skill",
+ "rank": "Rank",
+ "rank:": "Rank:",
+ "rarity": "Rarity",
+ "rarity:": "Rarity:",
+ "rebelbase": "Base Info",
+ "rebelbasename:": "Base Name:",
+ "recruit": "Recruit",
+ "repair": "Repair",
+ "resilience": "Resilience",
+ "Resilience": "Resilience",
+ "resiliencebr": "Resilience (Br)",
+ "restricted:": "Restricted:",
+ "results": "Results",
+ "retail": "Retail",
+ "rewardgiven:": "Rewards Given:",
+ "rewards": "Rewards",
+ "rewardss": "Reward(s)",
+ "ridingag": "Riding (Ag)",
+ "riding": "Riding",
+ "Riding": "Riding",
+ "ridingbeastdetails": "Riding Beast Details",
+ "rival": "Rival",
+ "role": "Role",
+ "rollcritical": "Roll Critical",
+ "rolldestiny": "Roll Destiny",
+ "safehouse": "Safe House",
+ "sensorrange:": "Sensor Range:",
+ "service": "Service",
+ "setting": "Setting",
+ "setting:": "Setting:",
+ "settings": " Settings ",
+ "setting-speciesdescription:": "Description",
+ "setting-speciesname:": "Name",
+ "settinginfo": "Genre/Setting Tropes and Themes",
+ "settingtitle": "Setting Worksheet",
+ "settingtitle2": " Setting Worksheet ",
+ "settingtitle-setting": "Setting",
+ "settingtitle-faction": "Factions and Organizations",
+ "settingtitle-genre": "Genre/Setting Tropes and Themes",
+ "settingtitle-movers": "Movers and Shakers",
+ "settingtitle-skills": "Setting Specific Skills",
+ "settingtitle-species": "Major Species Types",
+ "setting-speciesdescription": "Description",
+ "settingtitle-tech": "Tech Level",
+ "setup:": "Setup:",
+ "shadow": "Shadow",
+ "shakers:": "Who are the major personalities in the setting, and what are their objectives?:",
+ "sharedresources": " Shared Resources ",
+ "shipscomplement:": "Ship's Complement:",
+ "short": "Short",
+ "showskillhide": "Show Hide Skill Options",
+ "showsuggestionsbutton": "Show Suggestions Button",
+ "signatureablities": "Signature Abilities",
+ "silhouette": "Silhouette",
+ "skill": "Skill",
+ "skill:": "Skill:",
+ "skilllist": "Skill List",
+ "skillname": "Skill Name",
+ "skills": "Skills",
+ "skillstitle": " Skills ",
+ "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ",
+ "skillsuggestions": "Skill Suggestions",
+ "skillsuggestionsdisplay": "Skill Suggestions Display",
+ "skulduggery": "Skulduggery",
+ "Skulduggery": "Skulduggery",
+ "skulduggerycun": "Skulduggery (Cun)",
+ "soak": "Soak",
+ "socialskills": "Social Skills",
+ "soldier": "Soldier",
+ "spacestation": "Space Station",
+ "spacevehiculedetails": "Space Vehicle Details",
+ "special:": "Special:",
+ "specialization": "Specialization",
+ "specializationattached": "Specialization attached?",
+ "species:": "Archetype/Species:",
+ "specificdetails": "Specific Details",
+ "speed": "Speed",
+ "spendingsuggestions": "Spending Suggestions",
+ "spy": "Spy",
+ "starboard": "Starboard",
+ "starfighterace": "Starfighter Ace",
+ "starship": " Spaceship ",
+ "starshipcritical": "Starship Critical",
+ "stats": "Stats",
+ "stealth": "Stealth",
+ "Stealth": "Stealth",
+ "stealthag": "Stealth (Ag)",
+ "storypointpool": "Story Point Pool",
+ "strain": "Strain",
+ "streetwise": "Streetwise",
+ "Streetwise": "Streetwise",
+ "streetwisecun": "Streetwise (Cun)",
+ "strength:": "Strength:",
+ "strenghdetails:": "Strength Details:",
+ "success": "Success",
+ "summary": "Summary",
+ "survival": "Survival",
+ "Survival": "Survival",
+ "survivalcun": "Survival (Cun)",
+ "survivalist": "Survivalist",
+ "syncpoolgm": "Sync Pool with GM",
+ "sysstrain": "Sys Strain",
+ "talentsandabilities": "Talents & Abilities",
+ "talentsandspecialabilities": "Talents and Special Abilities",
+ "task:": "Task:",
+ "terrain:": "Terrain:",
+ "threshold": "Threshold",
+ "tier": "Tier",
+ "tier:": "Tier:",
+ "timeshandled:": "Times Handled:",
+ "timeshandledstrengh:": "Times Handled (Strength):",
+ "timeshandledweakness:": "Times Handled (Weakness):",
+ "timestriggered:": "Times Triggered:",
+ "threat": "Threat",
+ "tone:": "Tone:",
+ "toolname": "Tool Name",
+ "tools": "Tools",
+ "totalxp": "Total XP:",
+ "trainingcamp": "Training Camp",
+ "triumph": "Triumph",
+ "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:",
+ "tropesexclude:": "What Tropes/Themes are you excluding?:",
+ "tropessubvert:": "What Tropes/Themes are you subverting?:",
+ "type": "Type",
+ "type:": "Type:",
+ "upgrade": " Upgrade:",
+ "upgrades": "Upgrades",
+ "upgradetype:": "Upgrade Type:",
+ "usedarkside": "Use GM Story Point →",
+ "uselight": "← Use Player Story Point",
+ "value": "Value",
+ "value:": "Value:",
+ "vehiculesheet": "Vehicle Sheet",
+ "vehiculetypemodel:": "Vehicle Type/Model:",
+ "viewattachments": "View Attachments",
+ "viewupgrades": "View Upgrades",
+ "vigilance": "Vigilance",
+ "Vigilance": "Vigilance",
+ "vigilanceifunexpected": "Vigilance (if unexpected):",
+ "vigilancewill": "Vigilance (Will)",
+ "visitforum:": "Visit the forum:",
+ "visitwiki:": "Visit the wiki:",
+ "wanted": "Wanted?",
+ "weaknessdetails:": "Weakness Details:",
+ "weapon": "Weapon",
+ "weaponname": "Weapon Name",
+ "weapons": "Weapons",
+ "weapontype:": "Weapon Type:",
+ "whatkindofslot": "What kind of Initiative Slot?",
+ "whispergm": "Whisper GM",
+ "willpower": "Willpower",
+ "wounds": "Wounds",
+ "world:": "World:",
+ "xpcost": "XP Cost",
+ "xpcost:": "XP Cost:",
+ "yes": "Yes",
+ "yescompleted": "Yes - Completed",
+ "yesfailed": "Yes - Failed"
+}
\ No newline at end of file
diff --git a/Genesys-RPG/translations/hu.json b/Genesys-RPG/translations/hu.json
new file mode 100644
index 0000000000..013e0aca9b
--- /dev/null
+++ b/Genesys-RPG/translations/hu.json
@@ -0,0 +1,565 @@
+{
+ "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance",
+ "magic-skills-list": "arcane,divine,primal",
+ "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy",
+ "social-skills-list": "charm,coercion,deception,leadership,negotiation",
+ "knowledge-skills-list": "knowledge",
+ "abilities": "Abilities",
+ "abilityname": "Ability Name",
+ "abilitysummary": "Ability Summary",
+ "active": "Active",
+ "actualtocomplete:": "Actual sessions to complete:",
+ "addcritical": "Add Critical",
+ "addingdice": "Adding Dice",
+ "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.",
+ "advantage": "Advantage",
+ "aft": "Aft",
+ "age:": "Age:",
+ "aggressor": "Aggressor",
+ "agility": "Agility",
+ "agitator": "Agitator",
+ "alchemy": "Alchemy",
+ "alchemyint": "Alchemy (Int)",
+ "all": "Personnage",
+ "arc": "Arc",
+ "Arcana": "Arcana",
+ "arcana": "Arcana",
+ "arcanaint": "Arcana (Int)",
+ "Arcanaint": "Arcana (Int)",
+ "archaeologist": "Archaeologist",
+ "armor": "Armor",
+ "assetsnresources": "Assets & Resources",
+ "assignedby:": "Assigned By:",
+ "assignment": "Assignment",
+ "assignmentsandtasks": "Assignments and Tasks",
+ "Alchemy": "Alchemy",
+ "astrocartography": "Astrocartography",
+ "Astrogation": "Astrocartography",
+ "astrogation": "Astrocartography",
+ "astrogationint": "Astrocartography (Int)",
+ "atarustriker": "Ataru Striker",
+ "Athletics": "Athletics",
+ "athletics": "Athletics",
+ "athleticsbr": "Athletics (Br)",
+ "attachmentname": "Attachment Name",
+ "attachments": "Attachments",
+ "attacks": "Attacks",
+ "availablexp": "Available XP:",
+ "bardottan": "Bardottan",
+ "basemodifiers": "Base Modifiers",
+ "baseofoperations": " Base of Operations ",
+ "basesetting:": "Base Setting/Genre:",
+ "basexp:": "Base XP:",
+ "beast": " Riding Animal ",
+ "beastcriticalinjuries": "Beast Critical Injuries",
+ "bonus": "Bonus",
+ "bonusdescription": "Bonus/Description",
+ "bonusxpmotivation:": "Bonus XP (Motivation):",
+ "bonusxproleplaying:": "Bonus XP (Role Playing):",
+ "booknpage": "Book & Page",
+ "booknpage:": "Book & Page:",
+ "brawl": "Brawl",
+ "Brawl": "Brawl",
+ "brawlbr": "Brawl (Br)",
+ "brawn": "Brawn",
+ "build:": "Build:",
+ "business": "Business",
+ "businessname:": "Business Name:",
+ "campaigndetails": " Campaign Details ",
+ "capacity": "Capacity",
+ "career": "Career",
+ "career:": "Career:",
+ "cargohold": "Cargo Hold",
+ "cargotype": "Cargo Type",
+ "category:": "Category:",
+ "categorydesire:": "Desire:",
+ "categoryfear:": "Fear:",
+ "categorystrength:": "Strength:",
+ "categoryflaw:": "Flaw:",
+ "char": "Char",
+ "characinfo": " Character Info ",
+ "character": "Character",
+ "character:": "Character:",
+ "characterduties": "Character Duties",
+ "charactergroupobligations": "Character/Group Obligations",
+ "characteristics": "Characteristics",
+ "charactermoralities": "Character Moralities",
+ "charactermotivation": "Character Motivations",
+ "charactername": "Character Name",
+ "charactersheet": "Character Sheet",
+ "charm": "Charm",
+ "Charm": "Charm",
+ "charmpr": "Charm (Pr)",
+ "city:": "City:",
+ "clearpool": "Clear Pool",
+ "close": "Close",
+ "Coercion": "Coercion",
+ "coercion": "Coercion",
+ "coercionwill": "Coercion (Will)",
+ "combat": " Weapons, Talents, & Powers ",
+ "combatskills": "Combat Skills",
+ "commited": "Committed",
+ "companion": "Companion",
+ "companioninfo": " Companion Info ",
+ "companionsheet": "Companion Sheet",
+ "completed:": "Completed?:",
+ "computerint": "Computers (Int)",
+ "Computers": "Computers",
+ "computers": "Computers",
+ "condition:": "Condition:",
+ "conflict:": "Conflict:",
+ "consumables:": "Consumables:",
+ "continent:": "Continent:",
+ "contributionrank:": "Contribution Rank:",
+ "cool": "Cool",
+ "Cool": "Cool",
+ "coolifprepared": "Cool (if prepared):",
+ "coolpr": "Cool (Pr)",
+ "coordination": "Coordination",
+ "Coordination": "Coordination",
+ "coordinationag": "Coordination (Ag)",
+ "coretype:": "Core Type:",
+ "correllianhuman": "Corellian Human",
+ "cost:": "Cost:",
+ "credits:": "Money:",
+ "crew:": "Crew:",
+ "crewroles": "Crew Roles",
+ "crit": "Crit",
+ "critical": "Critical",
+ "criticalhits": " Critical Hits ",
+ "criticalinjuries": "Critical Injuries",
+ "criticalnumber:": "Critical number:",
+ "criticalrolloffset:": "Critical roll offset:",
+ "critinj": " Critical Injuries ",
+ "cunning": "Cunning",
+ "current": "Current",
+ "currentencumbrance": "Current Encumbrance",
+ "currentlocation:": "Current Location:",
+ "custom": "Custom",
+ "customskill1": "Custom Skill 1",
+ "customskill2": "Custom Skill 2",
+ "customskill3": "Custom Skill 3",
+ "customskill4": "Custom Skill 4",
+ "customskill5": "Custom Skill 5",
+ "customskills": "Custom Skills",
+ "cybernetics": "Cybernetics",
+ "damage": "Damage",
+ "dark": "GM",
+ "deception": "Deception",
+ "Deception": "Deception",
+ "deceptioncun": "Deception (Cun)",
+ "defense": "Defense",
+ "demolitionist": "Demolitionist",
+ "description": "Description",
+ "description:": "Description:",
+ "desire:": "Desire:",
+ "despair": "Despair",
+ "destination": "Destination",
+ "details": "Details",
+ "details:": "Details:",
+ "dice": "Dice",
+ "dice:": "Dice:",
+ "dicendesitnypool": "Dice & Story Point Pool",
+ "dicepool": "Dice Pool",
+ "diceroll": "Dice Roll",
+ "discipline": "Discipline",
+ "Discipline": "Discipline",
+ "disciplinewill": "Discipline (Will)",
+ "displayinskill": "Display in Skill",
+ "divine": "Divine",
+ "divinewill": "Divine (Will)",
+ "dmg": "Dmg",
+ "downgrade": ":Downgrade",
+ "dresselliannp": "Dressellian (Non-Primitive)",
+ "dressellianp": "Dressellian (Primitive)",
+ "driver": "Driver",
+ "driving": "Driving",
+ "drivingag": "Driving (Ag)",
+ "dropoff": "Dropoff",
+ "effect:": "Effect:",
+ "enablecombatsuggestions": "Enable Combat Suggestions?",
+ "enablegeneralsuggestions": "Enable General Suggestions?",
+ "encum": "Encum",
+ "encumbrance": "Encumbrance",
+ "encumbrancecapacity": "Encumbrance Capacity",
+ "engaged": "Engaged",
+ "entertainment": "Entertainment",
+ "equipment": "Equipment",
+ "example:": "Example: 1b 1g",
+ "exampletext": "b -> Blue = Boost,
blk -> BLacK = Setback,
g -> Green = Ability,
y -> Yellow = Proficiency,
p-> Purple = Difficulty,
r -> Red = Challenge,
s = Success, f = Failure,
a = Advantage, t = Threat",
+ "expectedsessionstocomplete:": "Expected sessions to complete:",
+ "extreme": "Extreme",
+ "eyes:": "Eyes:",
+ "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:",
+ "failure": "Failure",
+ "farm": "Farm",
+ "fear:": "Fear:",
+ "fearcheck": "Fear Check?",
+ "features:": "Features:",
+ "flaw:": "Flaw:",
+ "foodstuffs": "Foodstuffs",
+ "forceplayerupdate": "Force Player Update",
+ "fore": "Fore",
+ "gender:": "Gender:",
+ "generalinfo": "General Info",
+ "generalinformation": " General Information ",
+ "generalskills": "General Skills",
+ "genesysrpg": "Genesys RPG System",
+ "gmdicepool": "GM Dice Pool",
+ "gmresources": "GM Resources",
+ "groupcontacts": "Group Contacts",
+ "groupcredits:": "Group Money:",
+ "groupdetails": "Group Details",
+ "groupdetailstitle": " Group Motivations ",
+ "groupexpenses:": "Group Expenses:",
+ "groupname:": "Group Name:",
+ "groupobligations": "Group Obligations",
+ "grouppossessions": "Group Possessions",
+ "groupresources": "Group Resources",
+ "groupsavings:": "Group Savings:",
+ "groupsheet": "Group Sheet",
+ "grouptasks": "Group Tasks",
+ "gunnery": "Gunnery",
+ "Gunnery": "Gunnery",
+ "gunneryagi": "Gunnery (Agi)",
+ "hair:": "Hair:",
+ "handling": "Handling",
+ "hardpoints": "Hard Points",
+ "hardpoints:": "Hard Points:",
+ "heal": "Heal",
+ "height:": "Height:",
+ "hermit": "Hermit",
+ "hide": "Hide",
+ "homestead": "Homestead",
+ "homesteadname:": "Homestead Name:",
+ "hook:": "Hook:",
+ "hp": "HP",
+ "hulltrauma": "Hull Trauma",
+ "hulltypeclass:": "Hull Type/Class:",
+ "hyperdriveprimclass:": "Hyperdrive Primary Class:",
+ "hyperdrivesecondclass:": "Hyperdrive Backup Class:",
+ "ifknown": "(if known)",
+ "illicitmaterials": "Illicit Materials",
+ "infiltrator": "Infiltrator",
+ "initiative": "Initiative",
+ "instructor": "Instructor",
+ "intellect": "Intellect",
+ "isitcareer": "Is it in your Career?",
+ "iteminventory": " Item Inventory ",
+ "itemss:": "Item(s):",
+ "keyitems:": "Key Items:",
+ "knowledge": "Knowledge",
+ "knowledgeint": "Knowledge (Int)",
+ "knowledgeskills": "Knowledge Skills",
+ "leadership": "Leadership",
+ "Leadership": "Leadership",
+ "leadershippre": "Leadership (Pr)",
+ "legal": "Legal?",
+ "light": "Players",
+ "location": "Location",
+ "location:": "Location:",
+ "long": "Long",
+ "lore": "Lore",
+ "Lore": "Lore",
+ "loreint": "Lore (Int)",
+ "lowtech": "Low Tech",
+ "magicskills": "Magic Skills",
+ "magnitude:": "Magnitude:",
+ "major": "Major",
+ "makemodel": "Make / Model",
+ "makemodel:": "Make / Model:",
+ "manufacturer:": "Manufacturer:",
+ "max": "Max",
+ "maxaltitude:": "Maximum Altitude:",
+ "maybe": "Maybe?",
+ "Mechanics": "Mechanics",
+ "mechanics": "Mechanics",
+ "mechanicsint": "Mechanics (Int)",
+ "medecine": "Medecine",
+ "Medecine": "Medecine",
+ "medecineint": "Medicine (Int)",
+ "medic": "Medic",
+ "medium": "Medium",
+ "meetingcenter": "Meeting Center",
+ "melee": "Melee",
+ "Melee": "Melee",
+ "meleelight": "Melee - Light (Br)",
+ "MeleeLight": "Melee - Light (Br)",
+ "meleeheavy": "Melee - Heavy (Br)",
+ "MeleeHeavy": "Melee - Heavy (Br)",
+ "meleeshort": "Melee",
+ "meleebr": "Melee (Br)",
+ "meleelightbr": "Melee (Light) (Br)",
+ "meleeheavybr": "Melee (Heavy) (Br)",
+ "mercenarysoldier": "Mercenary Soldier",
+ "metals": "Metals",
+ "midtech": "Mid Tech",
+ "mine": "Mine",
+ "minerals": "Minerals",
+ "minion": "Minion",
+ "miniongroupsize:": "Minion Group Size:",
+ "minionrivalnemesis": "(Minion, Rival, or Nemesis)",
+ "minor": "Minor",
+ "miscinfo": "Misc Info",
+ "missioncontacts:": "Mission Contacts:",
+ "missiondetails": "Mission Details",
+ "missionobjectives:": "Mission Objectives:",
+ "missiontasknumber:": "Mission/Task Number:",
+ "missiontype:": "Mission Type:",
+ "modder": "Modder",
+ "moderate": "Moderate",
+ "modifications": "Modifications",
+ "modifiers": "Modifiers",
+ "modifiers:": "Modifiers:",
+ "mods": "Mods",
+ "money:": "Money:",
+ "morality": "Morality",
+ "morality:": "Morality:",
+ "moreinfo": "For more information on this version visit:",
+ "motivations": "Motivations",
+ "name": "Name",
+ "name:": "Name:",
+ "navicomputer:": "Navicomputer:",
+ "navigator": "Navigator",
+ "needhelp": "Need Help?",
+ "negotiation": "Negotiation",
+ "Negotiation": "Negotiation",
+ "negotiationpr": "Negotiation (Pr)",
+ "nemesis": "Nemesis",
+ "new": "New",
+ "no": "No",
+ "noinprogress": "No - In Progress",
+ "none": "None",
+ "nonostarted": "No - Not Started",
+ "noskill": "No Skill",
+ "notablefeatures": "Notable Features",
+ "notes": " Notes ",
+ "notes:": "Notes:",
+ "npc": "NPC",
+ "npcinfo": "NPC Info",
+ "npclist": "NPC List",
+ "npcname": "NPC Name",
+ "npcroll:": "NPC Roll:",
+ "npcs": "NPCs",
+ "npcsheet": "NPC Sheet",
+ "npctitle": " NPC ",
+ "npctype:": "NPC Type:",
+ "number": "Number",
+ "numberofupgrades:": "Number of Upgrades:",
+ "off": "Off",
+ "on": "On",
+ "operating": "Operating",
+ "operatingint": "Operating (Int)",
+ "option": "Option",
+ "other": "Other",
+ "othergear": "Other Gear",
+ "otherinformations": "Other Information",
+ "otherskills": "Other Skills",
+ "overview:": "Overview:",
+ "page:": "Page:",
+ "partycareerskill:": "Party Career Skill:",
+ "passengername": "Passenger Name",
+ "passengers": "Passengers",
+ "passive": "Passive",
+ "pc": "PC",
+ "peacekeeper": "Peace Keeper",
+ "perception": "Perception",
+ "Perception": "Perception",
+ "perceptioncun": "Perception (Cun)",
+ "performer": "Performer",
+ "personalarmor": "Armor",
+ "personalgear": "Personal Gear",
+ "pettycash:": "Petty Cash:",
+ "pickup": "Pickup",
+ "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)",
+ "Piloting": "Piloting",
+ "piloting": "Piloting",
+ "pilotingag": "Piloting (Ag)",
+ "planet:": "Planet:",
+ "planetary": " Vehicle ",
+ "planetaryvehiculecritical": "Vehicle Critical",
+ "planetaryvehiculedetails": "Vehicle Details",
+ "player:": "Player:",
+ "playergroupsheet": " Group Information ",
+ "playername": "Player Name:",
+ "port": "Port",
+ "positionrole:": "Position/Role:",
+ "powers": "Powers",
+ "powername": "Power Name",
+ "powersummary": "Power Summary",
+ "presence": "Presence",
+ "primal": "Primal",
+ "primalcun": "Primal (Cun)",
+ "qualities:": "Qualities:",
+ "quantity": "Quantity",
+ "ranch": "Ranch",
+ "range": "Range",
+ "range:": "Range:",
+ "ranged": "Ranged",
+ "rangedheavy": "Ranged - Heavy",
+ "rangedag": "Ranged (Ag)",
+ "Ranged - Heavy": "Ranged - Heavy",
+ "rangedheavyag": "Ranged - Heavy (Ag)",
+ "rangedlight": "Ranged - Light",
+ "Ranged - Light": "Ranged - Light",
+ "rangedlightag": "Ranged - Light (Ag)",
+ "rangeskill": "Range/Skill",
+ "rank": "Rank",
+ "rank:": "Rank:",
+ "rarity": "Rarity",
+ "rarity:": "Rarity:",
+ "rebelbase": "Base Info",
+ "rebelbasename:": "Base Name:",
+ "recruit": "Recruit",
+ "repair": "Repair",
+ "resilience": "Resilience",
+ "Resilience": "Resilience",
+ "resiliencebr": "Resilience (Br)",
+ "restricted:": "Restricted:",
+ "results": "Results",
+ "retail": "Retail",
+ "rewardgiven:": "Rewards Given:",
+ "rewards": "Rewards",
+ "rewardss": "Reward(s)",
+ "ridingag": "Riding (Ag)",
+ "riding": "Riding",
+ "Riding": "Riding",
+ "ridingbeastdetails": "Riding Beast Details",
+ "rival": "Rival",
+ "role": "Role",
+ "rollcritical": "Roll Critical",
+ "rolldestiny": "Roll Destiny",
+ "safehouse": "Safe House",
+ "sensorrange:": "Sensor Range:",
+ "service": "Service",
+ "setting": "Setting",
+ "setting:": "Setting:",
+ "settings": " Settings ",
+ "setting-speciesdescription:": "Description",
+ "setting-speciesname:": "Name",
+ "settinginfo": "Genre/Setting Tropes and Themes",
+ "settingtitle": "Setting Worksheet",
+ "settingtitle2": " Setting Worksheet ",
+ "settingtitle-setting": "Setting",
+ "settingtitle-faction": "Factions and Organizations",
+ "settingtitle-genre": "Genre/Setting Tropes and Themes",
+ "settingtitle-movers": "Movers and Shakers",
+ "settingtitle-skills": "Setting Specific Skills",
+ "settingtitle-species": "Major Species Types",
+ "setting-speciesdescription": "Description",
+ "settingtitle-tech": "Tech Level",
+ "setup:": "Setup:",
+ "shadow": "Shadow",
+ "shakers:": "Who are the major personalities in the setting, and what are their objectives?:",
+ "sharedresources": " Shared Resources ",
+ "shipscomplement:": "Ship's Complement:",
+ "short": "Short",
+ "showskillhide": "Show Hide Skill Options",
+ "showsuggestionsbutton": "Show Suggestions Button",
+ "signatureablities": "Signature Abilities",
+ "silhouette": "Silhouette",
+ "skill": "Skill",
+ "skill:": "Skill:",
+ "skilllist": "Skill List",
+ "skillname": "Skill Name",
+ "skills": "Skills",
+ "skillstitle": " Skills ",
+ "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ",
+ "skillsuggestions": "Skill Suggestions",
+ "skillsuggestionsdisplay": "Skill Suggestions Display",
+ "skulduggery": "Skulduggery",
+ "Skulduggery": "Skulduggery",
+ "skulduggerycun": "Skulduggery (Cun)",
+ "soak": "Soak",
+ "socialskills": "Social Skills",
+ "soldier": "Soldier",
+ "spacestation": "Space Station",
+ "spacevehiculedetails": "Space Vehicle Details",
+ "special:": "Special:",
+ "specialization": "Specialization",
+ "specializationattached": "Specialization attached?",
+ "species:": "Archetype/Species:",
+ "specificdetails": "Specific Details",
+ "speed": "Speed",
+ "spendingsuggestions": "Spending Suggestions",
+ "spy": "Spy",
+ "starboard": "Starboard",
+ "starfighterace": "Starfighter Ace",
+ "starship": " Spaceship ",
+ "starshipcritical": "Starship Critical",
+ "stats": "Stats",
+ "stealth": "Stealth",
+ "Stealth": "Stealth",
+ "stealthag": "Stealth (Ag)",
+ "storypointpool": "Story Point Pool",
+ "strain": "Strain",
+ "streetwise": "Streetwise",
+ "Streetwise": "Streetwise",
+ "streetwisecun": "Streetwise (Cun)",
+ "strength:": "Strength:",
+ "strenghdetails:": "Strength Details:",
+ "success": "Success",
+ "summary": "Summary",
+ "survival": "Survival",
+ "Survival": "Survival",
+ "survivalcun": "Survival (Cun)",
+ "survivalist": "Survivalist",
+ "syncpoolgm": "Sync Pool with GM",
+ "sysstrain": "Sys Strain",
+ "talentsandabilities": "Talents & Abilities",
+ "talentsandspecialabilities": "Talents and Special Abilities",
+ "task:": "Task:",
+ "terrain:": "Terrain:",
+ "threshold": "Threshold",
+ "tier": "Tier",
+ "tier:": "Tier:",
+ "timeshandled:": "Times Handled:",
+ "timeshandledstrengh:": "Times Handled (Strength):",
+ "timeshandledweakness:": "Times Handled (Weakness):",
+ "timestriggered:": "Times Triggered:",
+ "threat": "Threat",
+ "tone:": "Tone:",
+ "toolname": "Tool Name",
+ "tools": "Tools",
+ "totalxp": "Total XP:",
+ "trainingcamp": "Training Camp",
+ "triumph": "Triumph",
+ "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:",
+ "tropesexclude:": "What Tropes/Themes are you excluding?:",
+ "tropessubvert:": "What Tropes/Themes are you subverting?:",
+ "type": "Type",
+ "type:": "Type:",
+ "upgrade": " Upgrade:",
+ "upgrades": "Upgrades",
+ "upgradetype:": "Upgrade Type:",
+ "usedarkside": "Use GM Story Point →",
+ "uselight": "← Use Player Story Point",
+ "value": "Value",
+ "value:": "Value:",
+ "vehiculesheet": "Vehicle Sheet",
+ "vehiculetypemodel:": "Vehicle Type/Model:",
+ "viewattachments": "View Attachments",
+ "viewupgrades": "View Upgrades",
+ "vigilance": "Vigilance",
+ "Vigilance": "Vigilance",
+ "vigilanceifunexpected": "Vigilance (if unexpected):",
+ "vigilancewill": "Vigilance (Will)",
+ "visitforum:": "Visit the forum:",
+ "visitwiki:": "Visit the wiki:",
+ "wanted": "Wanted?",
+ "weaknessdetails:": "Weakness Details:",
+ "weapon": "Weapon",
+ "weaponname": "Weapon Name",
+ "weapons": "Weapons",
+ "weapontype:": "Weapon Type:",
+ "whatkindofslot": "What kind of Initiative Slot?",
+ "whispergm": "Whisper GM",
+ "willpower": "Willpower",
+ "wounds": "Wounds",
+ "world:": "World:",
+ "xpcost": "XP Cost",
+ "xpcost:": "XP Cost:",
+ "yes": "Yes",
+ "yescompleted": "Yes - Completed",
+ "yesfailed": "Yes - Failed"
+}
\ No newline at end of file
diff --git a/Glaive/translations/ca.json b/Glaive/translations/ca.json
new file mode 100644
index 0000000000..fe25516a98
--- /dev/null
+++ b/Glaive/translations/ca.json
@@ -0,0 +1,24 @@
+{
+ "name": "Name",
+ "alignment": "Alignment",
+ "level": "Level",
+ "xp": "XP",
+ "bonusesdefenses": "Ability Bonuses & Defenses",
+ "strength": "Strength",
+ "dexterity": "Dexterity",
+ "constitution": "Constitution",
+ "intelligence": "Intelligence",
+ "wisdom": "Wisdom",
+ "charisma": "Charisma",
+ "initiative": "Initiative",
+ "hp": "HP",
+ "ac": "AC",
+ "loot": "Loot",
+ "inventory": "Inventory",
+ "itemslots": "Total Item Slots",
+ "damageusage": "Damage/Usage",
+ "ancestrytalents": "Ancestry / Talents",
+ "traits": "Traits",
+ "notes": "Notes",
+ "checkresult": "Check Result"
+}
diff --git a/Glaive/translations/hu.json b/Glaive/translations/hu.json
new file mode 100644
index 0000000000..fe25516a98
--- /dev/null
+++ b/Glaive/translations/hu.json
@@ -0,0 +1,24 @@
+{
+ "name": "Name",
+ "alignment": "Alignment",
+ "level": "Level",
+ "xp": "XP",
+ "bonusesdefenses": "Ability Bonuses & Defenses",
+ "strength": "Strength",
+ "dexterity": "Dexterity",
+ "constitution": "Constitution",
+ "intelligence": "Intelligence",
+ "wisdom": "Wisdom",
+ "charisma": "Charisma",
+ "initiative": "Initiative",
+ "hp": "HP",
+ "ac": "AC",
+ "loot": "Loot",
+ "inventory": "Inventory",
+ "itemslots": "Total Item Slots",
+ "damageusage": "Damage/Usage",
+ "ancestrytalents": "Ancestry / Talents",
+ "traits": "Traits",
+ "notes": "Notes",
+ "checkresult": "Check Result"
+}
diff --git a/GoddessSaveTheQueen/translations/ca.json b/GoddessSaveTheQueen/translations/ca.json
new file mode 100644
index 0000000000..6e82296353
--- /dev/null
+++ b/GoddessSaveTheQueen/translations/ca.json
@@ -0,0 +1,98 @@
+{
+ "form-title": "Cadastro de agente de campo",
+ "codename": "Codinome",
+ "age": "Idade",
+ "specialty": "Especialidade",
+ "origin": "Colônia de Origem",
+ "curriculum": "Currículo",
+ "profile": "Perfil",
+ "journal": "Diário",
+ "configuration": "Configuração",
+ "begin-session-button-title": "Prepara a ficha para a nova sessão, limpando todas as caixas de seleção da pilha de dados, incluindo as caixas de Destinos de Heróina",
+ "begin-session": "Iniciar\n Sessão",
+ "reset-button-title": "Limpa a pilha de dados para nova rolagem, desmarcando todas as caixas da ficha, com execeção das caixas de Ímpeto e de Destinos de Heróina.",
+ "clearpool": "Limpar\n Pilha",
+ "help": "Marque as caixas da Ação, abilidade da Nacionalidade, abilidades da Especialidade e dos Pertences para montar a pilha de dados.",
+ "base-dice": "Base",
+ "action": "Ação",
+ "nationality": "Nacionalidade",
+ "belongings": "Pertences",
+ "destinies": "Destinos",
+ "impetus": "Ímpeto",
+ "total": "Total",
+ "be-a-hero": "Ser Heróina",
+ "character-in-danger": "Houver outra personagem em perigo",
+ "in-disadvantage": "Se estiver em desvantagem evidente",
+ "acting-alone": "Se estiver agindo sozinha",
+ "be-relentless": "Ser Implacável",
+ "act-impulsively": "Agir impulsivamente",
+ "is-in-danger": "Estiver em grande perigo",
+ "ignoring-help": "Se estiver ignorando um pedido de ajuda",
+ "be-safe": "Estar Segura",
+ "stay-hidden": "Manter-se oculta na cena",
+ "against-resistance": "Não agir diretamente contra uma\n Resistência",
+ "familiar-place": "Agindo em um lugar familiar",
+ "heroine-destinies": "Destinos de Heroína",
+ "name": "Nome",
+ "label": "Rótulo",
+ "level": "Nível",
+ "karmas": "Karmas",
+ "objective": "Objetivo",
+ "belief": "Crença",
+ "commitment": "Compromisso",
+ "independence-points": "Pontos de Independência",
+ "determined": "Determinada",
+ "tired": "Cansada",
+ "weak": "Fraca",
+ "shaken": "Abalada",
+ "trauma": "Trauma",
+ "traumas": "Traumas",
+ "first-trauma": "1º Trauma",
+ "second-trauma": "2º Trauma",
+ "third-trauma": "3º Trauma",
+ "fourth-trauma": "4º Trauma",
+ "notes": "Anotações",
+ "copyright": "Goddess Save The Queen é um jogo escrito por Carol Neves e Julio Matos.",
+ "scholar": "Estudiosa",
+ "engineering": "Engenharia",
+ "scholarship": "Estudiosa",
+ "infiltration": "Infiltração",
+ "military": "Militar",
+ "piloting": "Pilotagem",
+ "engineering_ability1": "Quando estiver consertando ou criando um artefato ou ferramenta mecânica",
+ "engineering_ability2": "Se estiver avaliando ou interagindo com um mecanismo",
+ "engineering_ability3": "Quando pressionada a agir de forma rápida",
+ "engineering_ability4": "Quando puder se expressar através de desenhos e fórmulas",
+ "engineering_ability5": "Se teve tempo para se preparar antes da situação",
+ "scholarship_ability1": "Quando lidar com resquícios de civilizações perdidas",
+ "scholarship_ability2": "Se estiver debatendo uma tese",
+ "scholarship_ability3": "Se algo totalmente desconhecido e antinatural estiver na Cena",
+ "scholarship_ability4": "Ao lidar com linguagens atuais ou esquecidas",
+ "scholarship_ability5": "Quando procura por coisas escondidas",
+ "infiltration_ability1": "Se estiver tentando passar despercebida na Cena",
+ "infiltration_ability2": "Se estiver promovendo uma farsa",
+ "infiltration_ability3": "Quando estiver tentando invadir ou escapar de um local protegido",
+ "infiltration_ability4": "Falar com alguém que nunca conheceu antes",
+ "infiltration_ability5": "Quando estiver perseguindo ou fugindo de alguém",
+ "military_ability1": "Quando estiver sob fogo cruzado",
+ "military_ability2": "Ao usar qualquer tipo de equipamento bélico na Cena",
+ "military_ability3": "Se estiver em uma situação de risco de falha definitiva da missão",
+ "military_ability4": "Quando estiver resistindo a um interrogatório",
+ "military_ability5": "Se estiver ferida fisicamente",
+ "piloting_ability1": "Se estiver pilotando qualquer tipo de veículo mecanizado",
+ "piloting_ability2": "Quando estiver se locomovendo em altíssima velocidade",
+ "piloting_ability3": "Quando lida com contatos do submundo",
+ "piloting_ability4": "Quando estiver auxiliando diretamente uma aliada",
+ "piloting_ability5": "Estiver lidando com uma situação “Tudo ou Nada”",
+ "military_destiny1": "Subjugar um inimigo quando você está em evidente desvantagem.",
+ "military_destiny2": "Provocar inimigos perigosos com uma bravata.",
+ "engineering_destiny1": "Resolver um problema tendo uma epifania do tipo “Esperem, tive uma ideia!”.",
+ "engineering_destiny2": "Explicar um plano complexo usando uma metáfora mecânica.",
+ "infiltration_destiny1": "Usar uma frase de efeito ao encontrar um inimigo recorrente.",
+ "infiltration_destiny2": "Enganar um grupo grande de pessoas com um truque.",
+ "piloting_destiny1": "Ser dada como morta ao desaparecer em alguma proeza e retornar triunfante.",
+ "piloting_destiny2": "Tratar um veículo como se fosse uma pessoa.",
+ "scholarship_destiny1": "Descrever algo desconhecido com um tom professoral.",
+ "scholarship_destiny2": "Apresentar a resposta para um problema citando um livro ou um cientista.",
+ "custom": "Personalizada"
+}
diff --git a/GoddessSaveTheQueen/translations/hu.json b/GoddessSaveTheQueen/translations/hu.json
new file mode 100644
index 0000000000..6e82296353
--- /dev/null
+++ b/GoddessSaveTheQueen/translations/hu.json
@@ -0,0 +1,98 @@
+{
+ "form-title": "Cadastro de agente de campo",
+ "codename": "Codinome",
+ "age": "Idade",
+ "specialty": "Especialidade",
+ "origin": "Colônia de Origem",
+ "curriculum": "Currículo",
+ "profile": "Perfil",
+ "journal": "Diário",
+ "configuration": "Configuração",
+ "begin-session-button-title": "Prepara a ficha para a nova sessão, limpando todas as caixas de seleção da pilha de dados, incluindo as caixas de Destinos de Heróina",
+ "begin-session": "Iniciar\n Sessão",
+ "reset-button-title": "Limpa a pilha de dados para nova rolagem, desmarcando todas as caixas da ficha, com execeção das caixas de Ímpeto e de Destinos de Heróina.",
+ "clearpool": "Limpar\n Pilha",
+ "help": "Marque as caixas da Ação, abilidade da Nacionalidade, abilidades da Especialidade e dos Pertences para montar a pilha de dados.",
+ "base-dice": "Base",
+ "action": "Ação",
+ "nationality": "Nacionalidade",
+ "belongings": "Pertences",
+ "destinies": "Destinos",
+ "impetus": "Ímpeto",
+ "total": "Total",
+ "be-a-hero": "Ser Heróina",
+ "character-in-danger": "Houver outra personagem em perigo",
+ "in-disadvantage": "Se estiver em desvantagem evidente",
+ "acting-alone": "Se estiver agindo sozinha",
+ "be-relentless": "Ser Implacável",
+ "act-impulsively": "Agir impulsivamente",
+ "is-in-danger": "Estiver em grande perigo",
+ "ignoring-help": "Se estiver ignorando um pedido de ajuda",
+ "be-safe": "Estar Segura",
+ "stay-hidden": "Manter-se oculta na cena",
+ "against-resistance": "Não agir diretamente contra uma\n Resistência",
+ "familiar-place": "Agindo em um lugar familiar",
+ "heroine-destinies": "Destinos de Heroína",
+ "name": "Nome",
+ "label": "Rótulo",
+ "level": "Nível",
+ "karmas": "Karmas",
+ "objective": "Objetivo",
+ "belief": "Crença",
+ "commitment": "Compromisso",
+ "independence-points": "Pontos de Independência",
+ "determined": "Determinada",
+ "tired": "Cansada",
+ "weak": "Fraca",
+ "shaken": "Abalada",
+ "trauma": "Trauma",
+ "traumas": "Traumas",
+ "first-trauma": "1º Trauma",
+ "second-trauma": "2º Trauma",
+ "third-trauma": "3º Trauma",
+ "fourth-trauma": "4º Trauma",
+ "notes": "Anotações",
+ "copyright": "Goddess Save The Queen é um jogo escrito por Carol Neves e Julio Matos.",
+ "scholar": "Estudiosa",
+ "engineering": "Engenharia",
+ "scholarship": "Estudiosa",
+ "infiltration": "Infiltração",
+ "military": "Militar",
+ "piloting": "Pilotagem",
+ "engineering_ability1": "Quando estiver consertando ou criando um artefato ou ferramenta mecânica",
+ "engineering_ability2": "Se estiver avaliando ou interagindo com um mecanismo",
+ "engineering_ability3": "Quando pressionada a agir de forma rápida",
+ "engineering_ability4": "Quando puder se expressar através de desenhos e fórmulas",
+ "engineering_ability5": "Se teve tempo para se preparar antes da situação",
+ "scholarship_ability1": "Quando lidar com resquícios de civilizações perdidas",
+ "scholarship_ability2": "Se estiver debatendo uma tese",
+ "scholarship_ability3": "Se algo totalmente desconhecido e antinatural estiver na Cena",
+ "scholarship_ability4": "Ao lidar com linguagens atuais ou esquecidas",
+ "scholarship_ability5": "Quando procura por coisas escondidas",
+ "infiltration_ability1": "Se estiver tentando passar despercebida na Cena",
+ "infiltration_ability2": "Se estiver promovendo uma farsa",
+ "infiltration_ability3": "Quando estiver tentando invadir ou escapar de um local protegido",
+ "infiltration_ability4": "Falar com alguém que nunca conheceu antes",
+ "infiltration_ability5": "Quando estiver perseguindo ou fugindo de alguém",
+ "military_ability1": "Quando estiver sob fogo cruzado",
+ "military_ability2": "Ao usar qualquer tipo de equipamento bélico na Cena",
+ "military_ability3": "Se estiver em uma situação de risco de falha definitiva da missão",
+ "military_ability4": "Quando estiver resistindo a um interrogatório",
+ "military_ability5": "Se estiver ferida fisicamente",
+ "piloting_ability1": "Se estiver pilotando qualquer tipo de veículo mecanizado",
+ "piloting_ability2": "Quando estiver se locomovendo em altíssima velocidade",
+ "piloting_ability3": "Quando lida com contatos do submundo",
+ "piloting_ability4": "Quando estiver auxiliando diretamente uma aliada",
+ "piloting_ability5": "Estiver lidando com uma situação “Tudo ou Nada”",
+ "military_destiny1": "Subjugar um inimigo quando você está em evidente desvantagem.",
+ "military_destiny2": "Provocar inimigos perigosos com uma bravata.",
+ "engineering_destiny1": "Resolver um problema tendo uma epifania do tipo “Esperem, tive uma ideia!”.",
+ "engineering_destiny2": "Explicar um plano complexo usando uma metáfora mecânica.",
+ "infiltration_destiny1": "Usar uma frase de efeito ao encontrar um inimigo recorrente.",
+ "infiltration_destiny2": "Enganar um grupo grande de pessoas com um truque.",
+ "piloting_destiny1": "Ser dada como morta ao desaparecer em alguma proeza e retornar triunfante.",
+ "piloting_destiny2": "Tratar um veículo como se fosse uma pessoa.",
+ "scholarship_destiny1": "Descrever algo desconhecido com um tom professoral.",
+ "scholarship_destiny2": "Apresentar a resposta para um problema citando um livro ou um cientista.",
+ "custom": "Personalizada"
+}
diff --git a/Godlike/translations/ca.json b/Godlike/translations/ca.json
new file mode 100644
index 0000000000..aca7db54d9
--- /dev/null
+++ b/Godlike/translations/ca.json
@@ -0,0 +1,24 @@
+{
+ "name_alias": "Name/Alias",
+ "nation_ethnicity": "Nation/Ethnicity",
+ "sex": "Sex",
+ "height": "Height",
+ "weight": "Weight",
+ "age": "Age",
+ "date_of_birth": "Date of Birth",
+ "date_of_manifestation": "Date of Manifestation",
+ "education": "Education",
+ "profession": "Profession",
+ "wounds": "Wounds",
+ "personal_data": "Personal Data",
+ "brains": "Brains",
+ "command": "Command",
+ "cool": "Cool",
+ "body": "Body",
+ "coordination": "Coordination",
+ "sense": "Sense",
+ "base_will": "Base Will",
+ "armor": "Armor",
+ "notes": "Notes",
+ "equipment": "Equipment"
+}
\ No newline at end of file
diff --git a/Godlike/translations/hu.json b/Godlike/translations/hu.json
new file mode 100644
index 0000000000..aca7db54d9
--- /dev/null
+++ b/Godlike/translations/hu.json
@@ -0,0 +1,24 @@
+{
+ "name_alias": "Name/Alias",
+ "nation_ethnicity": "Nation/Ethnicity",
+ "sex": "Sex",
+ "height": "Height",
+ "weight": "Weight",
+ "age": "Age",
+ "date_of_birth": "Date of Birth",
+ "date_of_manifestation": "Date of Manifestation",
+ "education": "Education",
+ "profession": "Profession",
+ "wounds": "Wounds",
+ "personal_data": "Personal Data",
+ "brains": "Brains",
+ "command": "Command",
+ "cool": "Cool",
+ "body": "Body",
+ "coordination": "Coordination",
+ "sense": "Sense",
+ "base_will": "Base Will",
+ "armor": "Armor",
+ "notes": "Notes",
+ "equipment": "Equipment"
+}
\ No newline at end of file
diff --git a/Golden Sky Stories/translations/ca.json b/Golden Sky Stories/translations/ca.json
new file mode 100644
index 0000000000..b1366be9c6
--- /dev/null
+++ b/Golden Sky Stories/translations/ca.json
@@ -0,0 +1,26 @@
+{
+ "name": "Name",
+ "form": "True Form",
+ "age": "Age",
+ "gender": "Gender",
+ "humanform": "Human Form",
+ "powers": "Powers",
+ "attributes": "Attributes",
+ "henge": "Henge",
+ "animal": "Animal",
+ "adult": "Adult",
+ "child": "Child",
+ "weakness": "Weakness",
+ "additionalpower": "Additional Power",
+ "dreams": "Dreams",
+ "contents": "Contents",
+ "connections": "Connections",
+ "partner": "Partner",
+ "you": "You",
+ "town": "Town",
+ "wonder": "Wonder",
+ "add": "Add",
+ "feelings": "Feelings",
+ "memories": "Memories",
+ "credits": "Golden Sky Stories is © 2006 by Ryo Kamiya and Tsugihago Honpo. English tranlation is © 2013 by Ewen Cluney and is published by Starline Publishing."
+}
diff --git a/Golden Sky Stories/translations/hu.json b/Golden Sky Stories/translations/hu.json
new file mode 100644
index 0000000000..b1366be9c6
--- /dev/null
+++ b/Golden Sky Stories/translations/hu.json
@@ -0,0 +1,26 @@
+{
+ "name": "Name",
+ "form": "True Form",
+ "age": "Age",
+ "gender": "Gender",
+ "humanform": "Human Form",
+ "powers": "Powers",
+ "attributes": "Attributes",
+ "henge": "Henge",
+ "animal": "Animal",
+ "adult": "Adult",
+ "child": "Child",
+ "weakness": "Weakness",
+ "additionalpower": "Additional Power",
+ "dreams": "Dreams",
+ "contents": "Contents",
+ "connections": "Connections",
+ "partner": "Partner",
+ "you": "You",
+ "town": "Town",
+ "wonder": "Wonder",
+ "add": "Add",
+ "feelings": "Feelings",
+ "memories": "Memories",
+ "credits": "Golden Sky Stories is © 2006 by Ryo Kamiya and Tsugihago Honpo. English tranlation is © 2013 by Ewen Cluney and is published by Starline Publishing."
+}
diff --git a/Hawkmoon/translations/ca.json b/Hawkmoon/translations/ca.json
new file mode 100644
index 0000000000..e8dafdacdb
--- /dev/null
+++ b/Hawkmoon/translations/ca.json
@@ -0,0 +1,321 @@
+{
+ "APP": "APP",
+ "CON": "CON",
+ "DEX": "DEX",
+ "HGT": "TAI",
+ "INT": "INT",
+ "MOV": "DEP",
+ "POW": "POU",
+ "STR": "FOR",
+ "abilities": "Caractéristiques :",
+ "ability": "Caracteristique",
+ "absorption-abbrv": "Absorp.",
+ "affect": "% Affect",
+ "age": "Age",
+ "age-title": "Age du personnage",
+ "alliance": "Alliance",
+ "ammo-ab": "Mun.",
+ "ancient-world": "Monde Ancien",
+ "app-title": "Apparence du personnage",
+ "appearance-ab": "Apparence",
+ "armor": "Armure",
+ "armor-load-title": "Encombrement de l'armure",
+ "armor-name-place": "Nom de l'armure",
+ "armor-round-title": "Round nécessaire pour revêtir l'armure",
+ "armor-shield": "Armure, Bouclier",
+ "armor-shield-exp": "Développer de l'Armure ou du Bouclier",
+ "armorMacroFormula-bt-name": "Macro Armure",
+ "armorMacroFormula-place": "Ex: [[2d10+6]]",
+ "armorMacroFormula-title": "Macro dédiée à l'armure",
+ "art": "Art",
+ "attack": "",
+ "autonomy": "Autonomie",
+ "bargain": "Marchander",
+ "base": "Base",
+ "basic-medicine": "Medecine Rudiment.",
+ "birthplace": "Lieu de Naissance",
+ "birthplace-place": "Lieu de naissance du personnage",
+ "cha-title": "Charisme du personnage (APP x5)",
+ "character-abilities-desc": "Caractéristiques",
+ "character-abilities-desc-exp": "Développer les Caractéristiques",
+ "character-desc": "Description du Personnage",
+ "character-desc-exp": "Développer la Description du Personnage",
+ "character-name": "Nom du Personnage",
+ "character-name-place": "Nom du personnage",
+ "character-stats-desc": "Statistiques du Personnage",
+ "character-stats-desc-exp": "Développer les Statistiques du Personnage",
+ "charisma": "Charisme",
+ "climb": "Grimper",
+ "con-title": "Constitution du personnage",
+ "conceal-object": "Dissimuler Obj.",
+ "constitution-ab": "Constitution",
+ "copper": "Cuivre",
+ "copper-title": "Cuivre (Ecu)",
+ "cost": "Coût",
+ "counter": "Pare",
+ "craft": "Artisanat",
+ "critical": "Critique !",
+ "currency-desc": "Monnaies",
+ "currency-desc-exp": "Développer les Monnaies",
+ "current": "Actuel",
+ "damage": "Dgt.",
+ "damage+push": "Dgt.+Rep.",
+ "damage-mod": "Mod. Dégâts",
+ "damages": "Dégâts",
+ "defects": "Défauts",
+ "deformity": "Malformation",
+ "denomination": "Noms, Titres & Surnoms",
+ "denomination-place": "Noms, Titres et Surnoms du Personnage",
+ "description": "Description",
+ "dex-title": "Dextérité du personnage",
+ "dext-title": "Dextérité du personnage (DEX x5)",
+ "dexterity": "Dextérité",
+ "dexterity-ab": "Dextérité",
+ "direction": "Orientation",
+ "disguise": "Déguisement",
+ "dodge": "Esquive",
+ "effects": "Effets",
+ "eloquence": "Eloquence",
+ "enemies": "Ennemis",
+ "enemies-place": "Ennemis du Personnage",
+ "equipment-description-place": "Description de l'équipement",
+ "equipment-maximum-title": "Maximum",
+ "equipment-name-place": "Nom de l'équipement",
+ "equipment-number-title": "Nombre",
+ "equipment-value-title": "Valeur de l'équipement",
+ "equipmentMacroFormula-place": "Ex: [[2d10+6]]",
+ "equipmentMacroFormula-title": "Macro dédiée à l'Equipement",
+ "equipments": "Equipements",
+ "equipments-exp": "Développer les compétences",
+ "europe": "Europe",
+ "evaluate": "Evaluer",
+ "fail": "Echec",
+ "family-friend": "Famille & Amis",
+ "family-friend-place": "Famille et Amis du Personnage",
+ "female": "Feminin",
+ "field": "Discipline",
+ "flaw": "Tare",
+ "footer-created-by": "Créé par",
+ "footer-inspired": "(fortement inspiré de la fiche Pathfinder)",
+ "footer-last-update": "Dernière MAJ",
+ "foreign-language": "Langue Etrang.",
+ "free-int": "INT Libre",
+ "full-abbrv": "E",
+ "gender": "Sexe",
+ "gold": "Or",
+ "gold-title": "Or (Couronne)",
+ "half-abbrv": "D",
+ "hand": "Main",
+ "height-ab": "Taille",
+ "helmet": "Heaume",
+ "helmet-absorption-title": "Absorption du heaume",
+ "helmet-affect-title": "% Affect du heaume",
+ "hgt-title": "Taille du personnage",
+ "hide": "Se Cacher",
+ "hp": "PV",
+ "hp-max-title": "Points de vie max du personnage",
+ "hp-title": "Points de vie du personnage",
+ "hypnosis": "Hypnose",
+ "idea": "Idée",
+ "idea-title": "Idée du personnage (INT x5)",
+ "impale": "Empale",
+ "init-percent-abbrv": "% Init.",
+ "init-trap": "Amorcer Piège",
+ "int-title": "Intelligence du personnage",
+ "intelligence-ab": "Intelligence",
+ "iron": "Fer",
+ "iron-title": "Fer",
+ "job": "Métier",
+ "job-place": "Métier du personnage",
+ "jump": "Sauter",
+ "large-abbrv": "G",
+ "length": "Longueur",
+ "listen": "Ecouter",
+ "load": "Enc.",
+ "location": "Lieu de résidence",
+ "location-place": "Lieu de résidence du personnage",
+ "look": "Allure, Attitude, Mutations, Tares & Malformations Apparentes",
+ "look-place": "Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage",
+ "luck": "Chance",
+ "luck-title": "Chance du personnage (POU x5)",
+ "macro": "Macro",
+ "male": "Masculin",
+ "max": "Max",
+ "melee-weapon-damage-place": "ex: 1d6+2",
+ "melee-weapon-hand-title": "Tenue en Main de l'arme",
+ "melee-weapon-length-title": "Longueur de l'arme",
+ "melee-weapon-name-place": "Nom de l'arme",
+ "melee-weapon-percent-title": "Niveau l'arme",
+ "melee-weapon-structure-title": "Structure de l'arme",
+ "melee-weapons": "Armes de contact",
+ "meleeWeapons-exp": "Développer les armes de contact",
+ "memorized-magic": "Magie Mémorisée",
+ "memorized-magic-description-place": "Description de la magie mémorisée",
+ "memorized-magic-exp": "Développer la Magie Mémorisée",
+ "memorized-magic-name-place": "Nom de la magie mémorisée",
+ "million-spheres": "Million de Sphères",
+ "minimize-cmd": "Minimize Row",
+ "misc": "Divers",
+ "misc-title": "Divers",
+ "mod-damage-title": "Modificateur de dégâts du personnage",
+ "mother-tongue": "Langue Matern.",
+ "mount": "Monture",
+ "mount-abilities-desc": "Caractéristiques",
+ "mount-abilities-desc-exp": "Développer les Caractéristiques",
+ "mount-armor-title": "Armure de la monture",
+ "mount-con-title": "Constitution de la monture",
+ "mount-desc": "Description de la monture",
+ "mount-dex-title": "Dextérité de la monture",
+ "mount-hgt-title": "Taille de la monture",
+ "mount-hp-max-title": "Points de vie max de la monture",
+ "mount-hp-title": "Points de vie de la monture",
+ "mount-int-title": "Intelligence de la monture",
+ "mount-mod-damage-title": "Modificateur de dégâts de la monture",
+ "mount-mov-title": "Déplacement de la monture",
+ "mount-name": "Nom",
+ "mount-name-place": "Nom de la monture",
+ "mount-pow-title": "Pouvoir de la monture",
+ "mount-skill-name-place": "Nom de la compétence",
+ "mount-skill-value-title": "Valeur de la compétence",
+ "mount-str-title": "Force de la monture",
+ "mount-type": "Espèce/Type",
+ "mount-type-place": "Espèce/Type de la monture",
+ "mov-title": "Déplacement du personnage",
+ "mp": "PM",
+ "mp-max-title": "Points de magie max du personnage",
+ "mp-title": "Points de magie du personnage",
+ "mutation": "Mutation",
+ "mutations-flaws-deformity": "Mutations, Tares, Malformations",
+ "mutations-flaws-deformity-description-place": "Description de la mutation, tare ou malformation",
+ "mutations-flaws-deformity-exp": "Développer les Mutations, Tares, Malformations",
+ "mutations-flaws-deformity-name-place": "Nom de la mutation, tare ou malformation",
+ "name": "Nom",
+ "natural-world": "Monde Naturel",
+ "negative": "Négatif",
+ "no": "Non",
+ "note-title-place": "Titre de la note",
+ "notes": "Notes",
+ "number-abbrv": "Nb.",
+ "pa": "PA",
+ "page-character": "Personnage",
+ "page-config": "Configuration",
+ "page-mount": "Monture",
+ "page-notes": "Notes",
+ "page-skills": "Compétences",
+ "page-technology-magic": "Technologie & Magie",
+ "page-weapons-equipments": "Armes & Equipement",
+ "pds": "Pds",
+ "percent-abbrv": "%",
+ "perspicacity": "Sagacité",
+ "pick": "Crocheter",
+ "player-name": "Nom du Joueur",
+ "player-name-place": "Nom du joueur",
+ "positive": "Positif",
+ "potions": "Potions",
+ "pow-title": "Pouvoir du personnage",
+ "power-ab": "Pouvoir",
+ "power-source": "Source d'énergie",
+ "prerequisite": "Pré-Requis",
+ "public": "Pour Tous",
+ "push": "Rep.",
+ "range": "Portée",
+ "ranged-weapon-ammo-title": "Munition de l'arme",
+ "ranged-weapon-autonomy-title": "Autonomie de l'arme",
+ "ranged-weapon-damage-place": "ex: 1d6+2",
+ "ranged-weapon-name-place": "Nom de l'arme",
+ "ranged-weapon-pa-title": "PA de l'arme",
+ "ranged-weapon-pds-title": "Pds de l'arme",
+ "ranged-weapon-percent-title": "Niveau l'arme",
+ "ranged-weapon-range-title": "Portée de l'arme",
+ "ranged-weapon-round-title": "Rounds utilisés par l'arme",
+ "ranged-weapons": "Armes à distance",
+ "rangedWeapons-exp": "Développer les armes à distance",
+ "repair-design": "Reparer/Concev.",
+ "result": "Résultat",
+ "riding": "Equitation",
+ "rolls-results": "Résultat des jets",
+ "round": "Att./Round",
+ "rounds": "Rounds",
+ "sailing": "Navigation",
+ "scientific-documents": "Documents Scientifiques",
+ "scientific-documents-description-place": "Description du Document Scientifique",
+ "scientific-documents-exp": "Développer les Documents Scientifiques",
+ "scientific-documents-name-place": "Nom du Document Scientifique",
+ "scientific-expertise": "Expertise Scientifique",
+ "scientific-expertise-cost-place": "Coût de cette expertise",
+ "scientific-expertise-exp": "Développer l'Expertise Scientifique",
+ "scientific-expertise-field-place": "Discipline de l'Expertise Scientifique",
+ "scientific-expertise-name-place": "Nom de l'Expertise Scientifique",
+ "scientific-expertise-prerequisite-place": "Pré-requis pour avoir cette expertise",
+ "scientificExpertiseMacroFormula-place": "Ex: [[2d10+6]]",
+ "scientificExpertiseMacroFormula-title": "Macro dédiée à l'Expertise Scientifique",
+ "scribe": "Scribe",
+ "search": "Chercher",
+ "secret-knowledge": "Secret & Savoir",
+ "shield": "Bouclier",
+ "shield-check-title": "Utilisation du bouclier",
+ "shield-damage-push-title": "Dégâts infliger par le bouclier + Repousser",
+ "shield-damage-title": "Dégâts infliger par le bouclier",
+ "shield-f-title": "Bouclier Entier",
+ "shield-h-title": "Demi Bouclier",
+ "shield-init-percent-title": "Pourcentage Initiale du bouclier",
+ "shield-l-title": "Grand Bouclier",
+ "shield-pds-title": "Pds du bouclier",
+ "shield-percent-title": "Pourcentage du bouclier",
+ "shield-push-title": "Repousser avec le bouclier",
+ "shield-s-title": "Petit Bouclier",
+ "shield-structure-title": "Structure du Bouclier",
+ "shieldMacroFormula-bt-name": "Macro Bouclier",
+ "shieldMacroFormula-place": "Ex: [[2d10+6]]",
+ "shieldMacroFormula-title": "Macro dédiée au Bouclier",
+ "showsect-cmd": "Cliquer pour développer",
+ "silver": "Argent",
+ "silver-title": "Argent (Souverain)",
+ "skill": "Compétence",
+ "skills": "Compétences",
+ "small-abbrv": "P",
+ "smell-taste": "Sentir/Gouter",
+ "special-art-place": "Art spécifique",
+ "special-craft-title": "Artisanat spécifique",
+ "special-foreign-language-title": "Langue Etrangère",
+ "special-riding-title": "Animal monté",
+ "special-steer-title": "Véhicule piloté",
+ "special-terra-incognita-title": "Terra Incognita",
+ "spiel": "Baratin",
+ "stealth": "Depl. Silencieux",
+ "steer": "Piloter",
+ "str-title": "Force du personnage",
+ "strength-ab": "Force",
+ "structure": "Structure",
+ "success": "Réussite",
+ "swim": "Natation",
+ "tech-item-autonomy-place": "Autonomie",
+ "tech-item-defects-place": "Défauts",
+ "tech-item-description-place": "Description de l'objet",
+ "tech-item-effects-place": "Effects",
+ "tech-item-name-place": "Nom de l'objet",
+ "tech-item-power-source-place": "Source d'Energie",
+ "tech-item-secret-knowledge-place": "Secret et Savoir",
+ "tech-item-secret-knowledge-title": "Secrets Technologiques et Savoirs Scientifiques employés",
+ "tech-item-skill-place": "Compétence de Réalisation",
+ "tech-items": "Objets Technologiques",
+ "tech-items-exp": "Développer les équipements",
+ "technological-knwoledge": "Maitrise Techno.",
+ "terra-incognita": "Terra Incognita",
+ "throw": "Lancer",
+ "track": "Pister",
+ "type": "Type",
+ "upgrade-skill-title": "Augmentez cette compétence à la montée de niveau",
+ "use": "Utilisé",
+ "value": "Valeur",
+ "weapon": "Arme",
+ "weapon-damage": "Dégâts",
+ "weapon-damage-mod": "Mod. Dégâts",
+ "weapons": "Armes",
+ "weapons-exp": "Développer les armes",
+ "whisper-to-gm": "Pour le MJ",
+ "without-helmet": "Sans Heaume",
+ "without-helmet-absorption-title": "Absorption sans heaume",
+ "without-helmet-affect-title": "% Affect sans heaume",
+ "yes": "Oui"
+}
diff --git a/Hawkmoon/translations/hu.json b/Hawkmoon/translations/hu.json
new file mode 100644
index 0000000000..e8dafdacdb
--- /dev/null
+++ b/Hawkmoon/translations/hu.json
@@ -0,0 +1,321 @@
+{
+ "APP": "APP",
+ "CON": "CON",
+ "DEX": "DEX",
+ "HGT": "TAI",
+ "INT": "INT",
+ "MOV": "DEP",
+ "POW": "POU",
+ "STR": "FOR",
+ "abilities": "Caractéristiques :",
+ "ability": "Caracteristique",
+ "absorption-abbrv": "Absorp.",
+ "affect": "% Affect",
+ "age": "Age",
+ "age-title": "Age du personnage",
+ "alliance": "Alliance",
+ "ammo-ab": "Mun.",
+ "ancient-world": "Monde Ancien",
+ "app-title": "Apparence du personnage",
+ "appearance-ab": "Apparence",
+ "armor": "Armure",
+ "armor-load-title": "Encombrement de l'armure",
+ "armor-name-place": "Nom de l'armure",
+ "armor-round-title": "Round nécessaire pour revêtir l'armure",
+ "armor-shield": "Armure, Bouclier",
+ "armor-shield-exp": "Développer de l'Armure ou du Bouclier",
+ "armorMacroFormula-bt-name": "Macro Armure",
+ "armorMacroFormula-place": "Ex: [[2d10+6]]",
+ "armorMacroFormula-title": "Macro dédiée à l'armure",
+ "art": "Art",
+ "attack": "",
+ "autonomy": "Autonomie",
+ "bargain": "Marchander",
+ "base": "Base",
+ "basic-medicine": "Medecine Rudiment.",
+ "birthplace": "Lieu de Naissance",
+ "birthplace-place": "Lieu de naissance du personnage",
+ "cha-title": "Charisme du personnage (APP x5)",
+ "character-abilities-desc": "Caractéristiques",
+ "character-abilities-desc-exp": "Développer les Caractéristiques",
+ "character-desc": "Description du Personnage",
+ "character-desc-exp": "Développer la Description du Personnage",
+ "character-name": "Nom du Personnage",
+ "character-name-place": "Nom du personnage",
+ "character-stats-desc": "Statistiques du Personnage",
+ "character-stats-desc-exp": "Développer les Statistiques du Personnage",
+ "charisma": "Charisme",
+ "climb": "Grimper",
+ "con-title": "Constitution du personnage",
+ "conceal-object": "Dissimuler Obj.",
+ "constitution-ab": "Constitution",
+ "copper": "Cuivre",
+ "copper-title": "Cuivre (Ecu)",
+ "cost": "Coût",
+ "counter": "Pare",
+ "craft": "Artisanat",
+ "critical": "Critique !",
+ "currency-desc": "Monnaies",
+ "currency-desc-exp": "Développer les Monnaies",
+ "current": "Actuel",
+ "damage": "Dgt.",
+ "damage+push": "Dgt.+Rep.",
+ "damage-mod": "Mod. Dégâts",
+ "damages": "Dégâts",
+ "defects": "Défauts",
+ "deformity": "Malformation",
+ "denomination": "Noms, Titres & Surnoms",
+ "denomination-place": "Noms, Titres et Surnoms du Personnage",
+ "description": "Description",
+ "dex-title": "Dextérité du personnage",
+ "dext-title": "Dextérité du personnage (DEX x5)",
+ "dexterity": "Dextérité",
+ "dexterity-ab": "Dextérité",
+ "direction": "Orientation",
+ "disguise": "Déguisement",
+ "dodge": "Esquive",
+ "effects": "Effets",
+ "eloquence": "Eloquence",
+ "enemies": "Ennemis",
+ "enemies-place": "Ennemis du Personnage",
+ "equipment-description-place": "Description de l'équipement",
+ "equipment-maximum-title": "Maximum",
+ "equipment-name-place": "Nom de l'équipement",
+ "equipment-number-title": "Nombre",
+ "equipment-value-title": "Valeur de l'équipement",
+ "equipmentMacroFormula-place": "Ex: [[2d10+6]]",
+ "equipmentMacroFormula-title": "Macro dédiée à l'Equipement",
+ "equipments": "Equipements",
+ "equipments-exp": "Développer les compétences",
+ "europe": "Europe",
+ "evaluate": "Evaluer",
+ "fail": "Echec",
+ "family-friend": "Famille & Amis",
+ "family-friend-place": "Famille et Amis du Personnage",
+ "female": "Feminin",
+ "field": "Discipline",
+ "flaw": "Tare",
+ "footer-created-by": "Créé par",
+ "footer-inspired": "(fortement inspiré de la fiche Pathfinder)",
+ "footer-last-update": "Dernière MAJ",
+ "foreign-language": "Langue Etrang.",
+ "free-int": "INT Libre",
+ "full-abbrv": "E",
+ "gender": "Sexe",
+ "gold": "Or",
+ "gold-title": "Or (Couronne)",
+ "half-abbrv": "D",
+ "hand": "Main",
+ "height-ab": "Taille",
+ "helmet": "Heaume",
+ "helmet-absorption-title": "Absorption du heaume",
+ "helmet-affect-title": "% Affect du heaume",
+ "hgt-title": "Taille du personnage",
+ "hide": "Se Cacher",
+ "hp": "PV",
+ "hp-max-title": "Points de vie max du personnage",
+ "hp-title": "Points de vie du personnage",
+ "hypnosis": "Hypnose",
+ "idea": "Idée",
+ "idea-title": "Idée du personnage (INT x5)",
+ "impale": "Empale",
+ "init-percent-abbrv": "% Init.",
+ "init-trap": "Amorcer Piège",
+ "int-title": "Intelligence du personnage",
+ "intelligence-ab": "Intelligence",
+ "iron": "Fer",
+ "iron-title": "Fer",
+ "job": "Métier",
+ "job-place": "Métier du personnage",
+ "jump": "Sauter",
+ "large-abbrv": "G",
+ "length": "Longueur",
+ "listen": "Ecouter",
+ "load": "Enc.",
+ "location": "Lieu de résidence",
+ "location-place": "Lieu de résidence du personnage",
+ "look": "Allure, Attitude, Mutations, Tares & Malformations Apparentes",
+ "look-place": "Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage",
+ "luck": "Chance",
+ "luck-title": "Chance du personnage (POU x5)",
+ "macro": "Macro",
+ "male": "Masculin",
+ "max": "Max",
+ "melee-weapon-damage-place": "ex: 1d6+2",
+ "melee-weapon-hand-title": "Tenue en Main de l'arme",
+ "melee-weapon-length-title": "Longueur de l'arme",
+ "melee-weapon-name-place": "Nom de l'arme",
+ "melee-weapon-percent-title": "Niveau l'arme",
+ "melee-weapon-structure-title": "Structure de l'arme",
+ "melee-weapons": "Armes de contact",
+ "meleeWeapons-exp": "Développer les armes de contact",
+ "memorized-magic": "Magie Mémorisée",
+ "memorized-magic-description-place": "Description de la magie mémorisée",
+ "memorized-magic-exp": "Développer la Magie Mémorisée",
+ "memorized-magic-name-place": "Nom de la magie mémorisée",
+ "million-spheres": "Million de Sphères",
+ "minimize-cmd": "Minimize Row",
+ "misc": "Divers",
+ "misc-title": "Divers",
+ "mod-damage-title": "Modificateur de dégâts du personnage",
+ "mother-tongue": "Langue Matern.",
+ "mount": "Monture",
+ "mount-abilities-desc": "Caractéristiques",
+ "mount-abilities-desc-exp": "Développer les Caractéristiques",
+ "mount-armor-title": "Armure de la monture",
+ "mount-con-title": "Constitution de la monture",
+ "mount-desc": "Description de la monture",
+ "mount-dex-title": "Dextérité de la monture",
+ "mount-hgt-title": "Taille de la monture",
+ "mount-hp-max-title": "Points de vie max de la monture",
+ "mount-hp-title": "Points de vie de la monture",
+ "mount-int-title": "Intelligence de la monture",
+ "mount-mod-damage-title": "Modificateur de dégâts de la monture",
+ "mount-mov-title": "Déplacement de la monture",
+ "mount-name": "Nom",
+ "mount-name-place": "Nom de la monture",
+ "mount-pow-title": "Pouvoir de la monture",
+ "mount-skill-name-place": "Nom de la compétence",
+ "mount-skill-value-title": "Valeur de la compétence",
+ "mount-str-title": "Force de la monture",
+ "mount-type": "Espèce/Type",
+ "mount-type-place": "Espèce/Type de la monture",
+ "mov-title": "Déplacement du personnage",
+ "mp": "PM",
+ "mp-max-title": "Points de magie max du personnage",
+ "mp-title": "Points de magie du personnage",
+ "mutation": "Mutation",
+ "mutations-flaws-deformity": "Mutations, Tares, Malformations",
+ "mutations-flaws-deformity-description-place": "Description de la mutation, tare ou malformation",
+ "mutations-flaws-deformity-exp": "Développer les Mutations, Tares, Malformations",
+ "mutations-flaws-deformity-name-place": "Nom de la mutation, tare ou malformation",
+ "name": "Nom",
+ "natural-world": "Monde Naturel",
+ "negative": "Négatif",
+ "no": "Non",
+ "note-title-place": "Titre de la note",
+ "notes": "Notes",
+ "number-abbrv": "Nb.",
+ "pa": "PA",
+ "page-character": "Personnage",
+ "page-config": "Configuration",
+ "page-mount": "Monture",
+ "page-notes": "Notes",
+ "page-skills": "Compétences",
+ "page-technology-magic": "Technologie & Magie",
+ "page-weapons-equipments": "Armes & Equipement",
+ "pds": "Pds",
+ "percent-abbrv": "%",
+ "perspicacity": "Sagacité",
+ "pick": "Crocheter",
+ "player-name": "Nom du Joueur",
+ "player-name-place": "Nom du joueur",
+ "positive": "Positif",
+ "potions": "Potions",
+ "pow-title": "Pouvoir du personnage",
+ "power-ab": "Pouvoir",
+ "power-source": "Source d'énergie",
+ "prerequisite": "Pré-Requis",
+ "public": "Pour Tous",
+ "push": "Rep.",
+ "range": "Portée",
+ "ranged-weapon-ammo-title": "Munition de l'arme",
+ "ranged-weapon-autonomy-title": "Autonomie de l'arme",
+ "ranged-weapon-damage-place": "ex: 1d6+2",
+ "ranged-weapon-name-place": "Nom de l'arme",
+ "ranged-weapon-pa-title": "PA de l'arme",
+ "ranged-weapon-pds-title": "Pds de l'arme",
+ "ranged-weapon-percent-title": "Niveau l'arme",
+ "ranged-weapon-range-title": "Portée de l'arme",
+ "ranged-weapon-round-title": "Rounds utilisés par l'arme",
+ "ranged-weapons": "Armes à distance",
+ "rangedWeapons-exp": "Développer les armes à distance",
+ "repair-design": "Reparer/Concev.",
+ "result": "Résultat",
+ "riding": "Equitation",
+ "rolls-results": "Résultat des jets",
+ "round": "Att./Round",
+ "rounds": "Rounds",
+ "sailing": "Navigation",
+ "scientific-documents": "Documents Scientifiques",
+ "scientific-documents-description-place": "Description du Document Scientifique",
+ "scientific-documents-exp": "Développer les Documents Scientifiques",
+ "scientific-documents-name-place": "Nom du Document Scientifique",
+ "scientific-expertise": "Expertise Scientifique",
+ "scientific-expertise-cost-place": "Coût de cette expertise",
+ "scientific-expertise-exp": "Développer l'Expertise Scientifique",
+ "scientific-expertise-field-place": "Discipline de l'Expertise Scientifique",
+ "scientific-expertise-name-place": "Nom de l'Expertise Scientifique",
+ "scientific-expertise-prerequisite-place": "Pré-requis pour avoir cette expertise",
+ "scientificExpertiseMacroFormula-place": "Ex: [[2d10+6]]",
+ "scientificExpertiseMacroFormula-title": "Macro dédiée à l'Expertise Scientifique",
+ "scribe": "Scribe",
+ "search": "Chercher",
+ "secret-knowledge": "Secret & Savoir",
+ "shield": "Bouclier",
+ "shield-check-title": "Utilisation du bouclier",
+ "shield-damage-push-title": "Dégâts infliger par le bouclier + Repousser",
+ "shield-damage-title": "Dégâts infliger par le bouclier",
+ "shield-f-title": "Bouclier Entier",
+ "shield-h-title": "Demi Bouclier",
+ "shield-init-percent-title": "Pourcentage Initiale du bouclier",
+ "shield-l-title": "Grand Bouclier",
+ "shield-pds-title": "Pds du bouclier",
+ "shield-percent-title": "Pourcentage du bouclier",
+ "shield-push-title": "Repousser avec le bouclier",
+ "shield-s-title": "Petit Bouclier",
+ "shield-structure-title": "Structure du Bouclier",
+ "shieldMacroFormula-bt-name": "Macro Bouclier",
+ "shieldMacroFormula-place": "Ex: [[2d10+6]]",
+ "shieldMacroFormula-title": "Macro dédiée au Bouclier",
+ "showsect-cmd": "Cliquer pour développer",
+ "silver": "Argent",
+ "silver-title": "Argent (Souverain)",
+ "skill": "Compétence",
+ "skills": "Compétences",
+ "small-abbrv": "P",
+ "smell-taste": "Sentir/Gouter",
+ "special-art-place": "Art spécifique",
+ "special-craft-title": "Artisanat spécifique",
+ "special-foreign-language-title": "Langue Etrangère",
+ "special-riding-title": "Animal monté",
+ "special-steer-title": "Véhicule piloté",
+ "special-terra-incognita-title": "Terra Incognita",
+ "spiel": "Baratin",
+ "stealth": "Depl. Silencieux",
+ "steer": "Piloter",
+ "str-title": "Force du personnage",
+ "strength-ab": "Force",
+ "structure": "Structure",
+ "success": "Réussite",
+ "swim": "Natation",
+ "tech-item-autonomy-place": "Autonomie",
+ "tech-item-defects-place": "Défauts",
+ "tech-item-description-place": "Description de l'objet",
+ "tech-item-effects-place": "Effects",
+ "tech-item-name-place": "Nom de l'objet",
+ "tech-item-power-source-place": "Source d'Energie",
+ "tech-item-secret-knowledge-place": "Secret et Savoir",
+ "tech-item-secret-knowledge-title": "Secrets Technologiques et Savoirs Scientifiques employés",
+ "tech-item-skill-place": "Compétence de Réalisation",
+ "tech-items": "Objets Technologiques",
+ "tech-items-exp": "Développer les équipements",
+ "technological-knwoledge": "Maitrise Techno.",
+ "terra-incognita": "Terra Incognita",
+ "throw": "Lancer",
+ "track": "Pister",
+ "type": "Type",
+ "upgrade-skill-title": "Augmentez cette compétence à la montée de niveau",
+ "use": "Utilisé",
+ "value": "Valeur",
+ "weapon": "Arme",
+ "weapon-damage": "Dégâts",
+ "weapon-damage-mod": "Mod. Dégâts",
+ "weapons": "Armes",
+ "weapons-exp": "Développer les armes",
+ "whisper-to-gm": "Pour le MJ",
+ "without-helmet": "Sans Heaume",
+ "without-helmet-absorption-title": "Absorption sans heaume",
+ "without-helmet-affect-title": "% Affect sans heaume",
+ "yes": "Oui"
+}
diff --git a/Hawkmoon_mongoose/translations/ca.json b/Hawkmoon_mongoose/translations/ca.json
new file mode 100644
index 0000000000..562deb4443
--- /dev/null
+++ b/Hawkmoon_mongoose/translations/ca.json
@@ -0,0 +1,318 @@
+{
+ "CHA": "CHA",
+ "CON": "CON",
+ "DEX": "DEX",
+ "INT": "INT",
+ "POW": "POW",
+ "SIZ": "SIZ",
+ "STR": "STR",
+ "abdomen": "Abdomen",
+ "abdomen-armor-point-max-title": "Abdomen Max Armor Points",
+ "abdomen-armor-point-title": "Abdomen Armor Points",
+ "abdomen-hit-point-max-title": "Abdomen Max Hit Points",
+ "abdomen-hit-point-title": "Abdomen Hit Points",
+ "ability": "Ability",
+ "ability-effect-place": "Ability Effect",
+ "ability-name-place": "Ability Name",
+ "acrobatics": "Acrobatics",
+ "acrobatics-title": "Armor Penalty included - @{acrobatics}",
+ "advanced-skill-characteristics-1-title": "First Characteristics for Advanced Skill",
+ "advanced-skill-characteristics-2-title": "First Characteristics for Advanced Skill",
+ "advanced-skill-mod": "Mod.",
+ "advanced-skill-name": "Skill Name",
+ "advanced-skill-name-place": "Advanced Skill Name",
+ "advanced-skill-score": "Score",
+ "advanced-skill-score-base": "Base",
+ "advanced-skill-score-title": "Armor Penalty included if DEX is involved - @{advancedSkill}",
+ "advanced-skills": "Advanced Skills",
+ "ap": "AP",
+ "armor-ap": "AP",
+ "armor-ap_max": "AP Max",
+ "armor-armor-points-title": "Armor Armor Points",
+ "armor-enc-title": "Armor Encumbrance",
+ "armor-hp": "HP",
+ "armor-hp-max": "HP Max",
+ "armor-location-place": "Armor Location(s)",
+ "armor-name-place": "Armor Name",
+ "armor-notes-place": "Armor Notes",
+ "armor-penalty-title": "Armor Skill Penalty",
+ "armors": "Armors",
+ "athletics": "Athletics",
+ "athletics-title": "Armor Penalty included - @{athletics}",
+ "attack": "",
+ "automatic": "Automatic",
+ "base-score": "Base Score",
+ "basic-close-combat": "Basic Close Combat",
+ "basic-close-combat-title": "Armor Penalty included - @{basic-close-combat}",
+ "basic-ranged": "Basic Ranged",
+ "basic-ranged-title": "Armor Penalty included - @{basic-ranged}",
+ "basic-skills": "Basic Skills",
+ "basic-skills-list": "acrobatics-cat,athletics-cat,boating-cat,dodge-cat,driving-cat,evaluate-cat,first-aid-cat,influence-cat,lore-animal-cat,lore-plant-cat,lore-world-cat,perception-cat,persistence-cat,resilience-cat,riding-cat,sing-cat,sleight-cat,stealth-cat,throwing-cat,unarmed-cat",
+ "boating": "Boating",
+ "ca": "CA",
+ "casting-time": "Casting Time",
+ "character-attributes-desc": "Character Attributes",
+ "character-characteristics-desc": "Characteristics",
+ "character-desc": "Character Description",
+ "character-name": "Character Name",
+ "character-name-place": "Character Name",
+ "characteristic-s": "Characteristic(s)",
+ "characteristics-1": "Ch. 1",
+ "characteristics-2": "Ch. 2",
+ "chest": "Chest",
+ "chest-armor-point-max-title": "chest Max Armor Points",
+ "chest-armor-point-title": "chest Armor Points",
+ "chest-hit-point-max-title": "chest Max Hit Points",
+ "chest-hit-point-title": "chest Hit Points",
+ "close-combat-weapon-ap-max-title": "Weapon Max Armor Points",
+ "close-combat-weapon-ap-title": "Weapon Armor Points",
+ "close-combat-weapon-damage-place": "ex: 1d6+2",
+ "close-combat-weapon-enc-title": "Weapon Encumbrance",
+ "close-combat-weapon-hp-max-title": "Weapon Max Hit Points",
+ "close-combat-weapon-hp-title": "Weapon Hit Points",
+ "close-combat-weapon-impale-title": "Impale the opponent on critical ?",
+ "close-combat-weapon-name-place": "Weapon Name",
+ "close-combat-weapon-notes-place": "Special Notes",
+ "close-combat-weapon-skill-place": "Weapon Skill Name (Put the exact name of the skill)",
+ "close-combat-weapon-skill-score-title": "Weapon Skill Score",
+ "combat-action-title": "Combat Actions - @{ca}",
+ "copper": "Copper",
+ "copper-title": "Copper (Penny)",
+ "cost": "Cost",
+ "critical": "Critical !",
+ "cultural-background": "Cultural Background",
+ "cultural-background-place": "Character Cultural Background",
+ "currencies-desc": "Currencies",
+ "current": "Current",
+ "current-fatigue": "Current Fatigue:",
+ "current-fatigue-place": "Character Current Fatigue",
+ "current-score": "Current Score",
+ "damage": "Damage",
+ "damage-modifier-title": "Damage Modifier - @{dmg-mod}",
+ "damages": "Damages",
+ "dice": "Dice",
+ "dm": "Dmg Mod.",
+ "dodge": "Dodge",
+ "dodge-title": "Armor Penalty included - @{dodge}",
+ "driving": "Driving",
+ "effect": "Effect",
+ "encumbrance": "ENC",
+ "equipments": "Equipments",
+ "evaluate": "Evaluate",
+ "fail": "Fail",
+ "fate-point": "Fate Points:",
+ "fate-point-title": "Current Fate Points - @{fate-points}",
+ "fate-point-used-title": "Total Fate Points - @{fate-points-total}",
+ "favoured-close-combat-weapons": "Favoured Close Combat Weapons",
+ "favoured-ranged-weapons": "Favoured Ranged Weapons",
+ "first-aid": "First Aid",
+ "focus-point-max-title": "Max Focus Points - @{focus-points_max}",
+ "focus-point-title": "Focus Points - @{focus-points}",
+ "focus-points": "Focus Points:",
+ "footer-created-by": "Created By",
+ "footer-inspired": "(highly inspired by the Pathfinder Sheet)",
+ "footer-last-update": "Last Update",
+ "full_damage_mod": "+ DM",
+ "fumble": "Fumble !",
+ "gold": "Gold",
+ "gold-title": "Gold (Pundstarleen)",
+ "half_damage_mod": "+ 1/2 DM",
+ "head": "Head",
+ "head-armor-point-max-title": "Head Max Armor Points",
+ "head-armor-point-title": "Head Armor Points",
+ "head-hit-point-max-title": "Head Max Hit Points",
+ "head-hit-point-title": "Head Hit Points",
+ "hit-location": "Hit Location",
+ "hit-location-ap-max-title": "Location Max Armor Points",
+ "hit-location-ap-title": "Location Armor Points",
+ "hit-location-dice-value-title": "Dice Value (ex: 3-5)",
+ "hit-location-hp-max-title": "Location Max Hit Points",
+ "hit-location-hp-title": "Location Hit Points",
+ "hit-location-name-place": "Name (ex: chest)",
+ "hit-locations": "Hit Locations",
+ "hp": "HP",
+ "impale": "Impale",
+ "impaled": "Impaled !",
+ "improvement-rolls": "Improvement Rolls:",
+ "improvement-rolls-title": "Current Character Improvement Rolls",
+ "influence": "Influence",
+ "item": "Item",
+ "item-ap-max-title": "Item Max Armor Points",
+ "item-ap-title": "Item Armor Points",
+ "item-cost-title": "Item Cost (in Silver Coin)",
+ "item-enc-title": "Item Encumbrance",
+ "item-hp-max-title": "Item Max Hit Points",
+ "item-hp-title": "Item Hit Points",
+ "item-name-place": "Item Name",
+ "item-notes-place": "Special Notes",
+ "item-number-title": "Number of items",
+ "left-arm": "Left Arm",
+ "left-arm-armor-point-max-title": "Left Arm Max Armor Points",
+ "left-arm-armor-point-title": "Left Arm Armor Points",
+ "left-arm-hit-point-max-title": "Left Arm Max Hit Points",
+ "left-arm-hit-point-title": "Left Arm Hit Points",
+ "left-leg": "Left Leg",
+ "left-leg-armor-point-max-title": "Left Leg Max Armor Points",
+ "left-leg-armor-point-title": "Left Leg Armor Points",
+ "left-leg-hit-point-max-title": "Left Leg Max Hit Points",
+ "left-leg-hit-point-title": "Left Leg Hit Points",
+ "legendary-abilities": "Legendary Abilities",
+ "load": "Load",
+ "location": "Location",
+ "locations": "Locations",
+ "lore-animal": "Lore (Animal)",
+ "lore-plant": "Lore (Plant)",
+ "lore-world": "Lore (World)",
+ "max": "Max",
+ "max_damages": "Max Damages !",
+ "minimize-cmd": "Minimize Row",
+ "misc": "Miscellaneous",
+ "mod-score": "Mod Score",
+ "mount-close-combat-weapon-ap-max-title": "Weapon Max Armor Points",
+ "mount-close-combat-weapon-ap-title": "Weapon Armor Points",
+ "mount-close-combat-weapon-damage-place": "ex: 1d6+2",
+ "mount-close-combat-weapon-enc-title": "Weapon Encumbrance",
+ "mount-close-combat-weapon-hp-max-title": "Weapon Max Hit Points",
+ "mount-close-combat-weapon-hp-title": "Weapon Hit Points",
+ "mount-close-combat-weapon-name-place": "Weapon Name",
+ "mount-close-combat-weapon-notes-place": "Special Notes",
+ "mount-close-combat-weapon-skill-score-title": "Weapon Skill Score",
+ "mount-close-combat-weapons": "Mount Close Combat Weapons",
+ "mount-combat-action-title": "Mount Combat Actions - @{mount-ca}",
+ "mount-current-fatigue-place": "Mount Current Fatigue",
+ "mount-desc": "Mount Description",
+ "mount-movement-title": "Mount Movement - @{mount-mov}",
+ "mount-name": "Mount Name",
+ "mount-name-place": "Mount Name",
+ "mount-notes-place": "Mount Notes",
+ "mount-ranged-combat-weapon-ap-max-title": "Weapon Max Armor Points",
+ "mount-ranged-combat-weapon-ap-title": "Weapon Armor Points",
+ "mount-ranged-combat-weapon-hp-max-title": "Weapon Max Hit Points",
+ "mount-ranged-combat-weapon-hp-title": "Weapon Hit Points",
+ "mount-ranged-combat-weapon-notes-place": "Special Notes",
+ "mount-ranged-weapon-damage-place": "ex: 1d6+2",
+ "mount-ranged-weapon-enc-title": "Weapon Encumbrance",
+ "mount-ranged-weapon-load-title": "Weapon Load",
+ "mount-ranged-weapon-name-place": "Weapon Name",
+ "mount-ranged-weapon-range-title": "Weapon Range",
+ "mount-ranged-weapon-skill-score-title": "Weapon Skill Score",
+ "mount-ranged-weapons": "Mount Ranged Weapons",
+ "mount-skill-characteristics-1-title": "First Characteristics for Mount Skill",
+ "mount-skill-characteristics-2-title": "First Characteristics for Mount Skill",
+ "mount-skill-mod": "Mod.",
+ "mount-skill-name": "Skill Name",
+ "mount-skill-name-place": "Mount Skill Name",
+ "mount-skill-score": "Score",
+ "mount-skill-score-base": "Base",
+ "mount-sr-initiative-title": "Launch Initiative (select your token before)",
+ "mount-strike-rank-title": "Mount Strike Rank - @{mount-sr}",
+ "mount-total-enc-title": "Mount Total Encumbrance",
+ "mount-type": "Mount Type",
+ "mount-type-place": "Mount Type",
+ "mov": "MOV",
+ "movement-title": "Movement - @{mov}",
+ "name": "Nom",
+ "no": "No",
+ "note-title-place": "Note Title",
+ "notes": "Notes",
+ "number": "Nb.",
+ "page-character": "Character",
+ "page-config": "Configuration",
+ "page-mount": "Mount",
+ "page-notes": "Notes",
+ "page-skills": "Skills",
+ "page-spells-traits": "Spells & Traits",
+ "page-weapons-equipments": "Weapons & Equipments",
+ "penalty": "Penalty",
+ "perception": "Perception",
+ "persistence": "Persistence",
+ "player-name": "Player Name",
+ "player-name-place": "Player Name",
+ "profession": "Profession",
+ "profession-place": "Character Profession",
+ "public": "Public",
+ "range": "Range",
+ "ranged-combat-weapon-ap-max-title": "Weapon Max Armor Points",
+ "ranged-combat-weapon-ap-title": "Weapon Armor Points",
+ "ranged-combat-weapon-hp-max-title": "Weapon Max Hit Points",
+ "ranged-combat-weapon-hp-title": "Weapon Hit Points",
+ "ranged-combat-weapon-notes-place": "Special Notes",
+ "ranged-weapon-damage-place": "ex: 1d6+2",
+ "ranged-weapon-enc-title": "Weapon Encumbrance",
+ "ranged-weapon-impale-title": "Impale the opponent on critical ?",
+ "ranged-weapon-load-title": "Weapon Load",
+ "ranged-weapon-name-place": "Weapon Name",
+ "ranged-weapon-range-title": "Weapon Range",
+ "ranged-weapon-skill-place": "Weapon Skill Name (Put the exact name of the skill)",
+ "ranged-weapon-skill-score-title": "Weapon Skill Score",
+ "regional-background": "Regional Background",
+ "regional-background-place": "Character Regional Background",
+ "rep": "REP",
+ "reputation-title": "Reputation - @{rep}",
+ "requirements": "Requirements",
+ "resilience": "Resilience",
+ "result": "Result",
+ "riding": "Riding",
+ "riding-title": "Armor Penalty included - @{riding}",
+ "right-arm": "Right Arm",
+ "right-arm-armor-point-max-title": "Right Arm Max Armor Points",
+ "right-arm-armor-point-title": "Right Arm Armor Points",
+ "right-arm-hit-point-max-title": "Right Arm Max Hit Points",
+ "right-arm-hit-point-title": "Right Arm Hit Points",
+ "right-leg": "Right Leg",
+ "right-leg-armor-point-max-title": "Right Leg Max Armor Points",
+ "right-leg-armor-point-title": "Right Leg Armor Points",
+ "right-leg-hit-point-max-title": "Right Leg Max Hit Points",
+ "right-leg-hit-point-title": "Right Leg Hit Points",
+ "rolls-results": "Rolls Results",
+ "rules": "Rules",
+ "score": "Score",
+ "silver": "Silver",
+ "silver-title": "Silver (Euo)",
+ "sing": "Sing",
+ "skill": "Skill",
+ "skills": "Skills",
+ "sleight": "Sleight",
+ "sleight-title": "Armor Penalty included - @{sleight}",
+ "spell": "Spell",
+ "spell-casting-time-place": "Spell Casting Time",
+ "spell-effect-place": "Spell Effect",
+ "spell-name-place": "Spell Name",
+ "spell-requirements-place": "Spell Requirements",
+ "spell-traits-place": "Spell Traits",
+ "spells": "Spells",
+ "sr-initiative-title": "Launch Initiative (select your token before)",
+ "stealth": "Stealth",
+ "stealth-title": "Armor Penalty included - @{stealth}",
+ "strike-rank": "SR",
+ "strike-rank-title": "Strike Rank - @{sr}",
+ "success": "Success",
+ "throwing": "Throwing",
+ "throwing-title": "Armor Penalty included - @{throwing}",
+ "title": "Title",
+ "total": "Total",
+ "total-enc": "Total Enc:",
+ "total-enc-max-title": "Character Total Max Encumbrance (STR+SIZ * 2)",
+ "total-enc-overload-title": "Encumbrance Overload (STR+SIZ) without malus",
+ "total-enc-title": "Character Total Encumbrance",
+ "trait": "Trait",
+ "trait-effect-place": "Trait Effect",
+ "trait-name-place": "Trait Name",
+ "traits": "Traits",
+ "unarmed": "Unarmed",
+ "use-armor-penalty": "Use Armor Penalty?",
+ "value": "Value",
+ "weapon": "Weapon",
+ "weapon-skill-characteristics-1-title": "First Characteristics for Weapon Skill",
+ "weapon-skill-characteristics-2-title": "Second Characteristics for Weapon Skill",
+ "weapon-skill-mod": "Mod.",
+ "weapon-skill-name": "Skill Name",
+ "weapon-skill-name-place": "Weapon Skill Name",
+ "weapon-skill-score": "Score",
+ "weapon-skill-score-base": "Base",
+ "weapon-skill-score-title": "Armor Penalty included if DEX is involved - @{weaponSkill}",
+ "weapon-skills": "Weapon Skills",
+ "weapon-skills-list": "basic-close-combat-cat,basic-ranged-cat",
+ "whisper-to-gm": "Whisper to GM",
+ "yes": "Yes"
+}
diff --git a/Hawkmoon_mongoose/translations/hu.json b/Hawkmoon_mongoose/translations/hu.json
new file mode 100644
index 0000000000..562deb4443
--- /dev/null
+++ b/Hawkmoon_mongoose/translations/hu.json
@@ -0,0 +1,318 @@
+{
+ "CHA": "CHA",
+ "CON": "CON",
+ "DEX": "DEX",
+ "INT": "INT",
+ "POW": "POW",
+ "SIZ": "SIZ",
+ "STR": "STR",
+ "abdomen": "Abdomen",
+ "abdomen-armor-point-max-title": "Abdomen Max Armor Points",
+ "abdomen-armor-point-title": "Abdomen Armor Points",
+ "abdomen-hit-point-max-title": "Abdomen Max Hit Points",
+ "abdomen-hit-point-title": "Abdomen Hit Points",
+ "ability": "Ability",
+ "ability-effect-place": "Ability Effect",
+ "ability-name-place": "Ability Name",
+ "acrobatics": "Acrobatics",
+ "acrobatics-title": "Armor Penalty included - @{acrobatics}",
+ "advanced-skill-characteristics-1-title": "First Characteristics for Advanced Skill",
+ "advanced-skill-characteristics-2-title": "First Characteristics for Advanced Skill",
+ "advanced-skill-mod": "Mod.",
+ "advanced-skill-name": "Skill Name",
+ "advanced-skill-name-place": "Advanced Skill Name",
+ "advanced-skill-score": "Score",
+ "advanced-skill-score-base": "Base",
+ "advanced-skill-score-title": "Armor Penalty included if DEX is involved - @{advancedSkill}",
+ "advanced-skills": "Advanced Skills",
+ "ap": "AP",
+ "armor-ap": "AP",
+ "armor-ap_max": "AP Max",
+ "armor-armor-points-title": "Armor Armor Points",
+ "armor-enc-title": "Armor Encumbrance",
+ "armor-hp": "HP",
+ "armor-hp-max": "HP Max",
+ "armor-location-place": "Armor Location(s)",
+ "armor-name-place": "Armor Name",
+ "armor-notes-place": "Armor Notes",
+ "armor-penalty-title": "Armor Skill Penalty",
+ "armors": "Armors",
+ "athletics": "Athletics",
+ "athletics-title": "Armor Penalty included - @{athletics}",
+ "attack": "",
+ "automatic": "Automatic",
+ "base-score": "Base Score",
+ "basic-close-combat": "Basic Close Combat",
+ "basic-close-combat-title": "Armor Penalty included - @{basic-close-combat}",
+ "basic-ranged": "Basic Ranged",
+ "basic-ranged-title": "Armor Penalty included - @{basic-ranged}",
+ "basic-skills": "Basic Skills",
+ "basic-skills-list": "acrobatics-cat,athletics-cat,boating-cat,dodge-cat,driving-cat,evaluate-cat,first-aid-cat,influence-cat,lore-animal-cat,lore-plant-cat,lore-world-cat,perception-cat,persistence-cat,resilience-cat,riding-cat,sing-cat,sleight-cat,stealth-cat,throwing-cat,unarmed-cat",
+ "boating": "Boating",
+ "ca": "CA",
+ "casting-time": "Casting Time",
+ "character-attributes-desc": "Character Attributes",
+ "character-characteristics-desc": "Characteristics",
+ "character-desc": "Character Description",
+ "character-name": "Character Name",
+ "character-name-place": "Character Name",
+ "characteristic-s": "Characteristic(s)",
+ "characteristics-1": "Ch. 1",
+ "characteristics-2": "Ch. 2",
+ "chest": "Chest",
+ "chest-armor-point-max-title": "chest Max Armor Points",
+ "chest-armor-point-title": "chest Armor Points",
+ "chest-hit-point-max-title": "chest Max Hit Points",
+ "chest-hit-point-title": "chest Hit Points",
+ "close-combat-weapon-ap-max-title": "Weapon Max Armor Points",
+ "close-combat-weapon-ap-title": "Weapon Armor Points",
+ "close-combat-weapon-damage-place": "ex: 1d6+2",
+ "close-combat-weapon-enc-title": "Weapon Encumbrance",
+ "close-combat-weapon-hp-max-title": "Weapon Max Hit Points",
+ "close-combat-weapon-hp-title": "Weapon Hit Points",
+ "close-combat-weapon-impale-title": "Impale the opponent on critical ?",
+ "close-combat-weapon-name-place": "Weapon Name",
+ "close-combat-weapon-notes-place": "Special Notes",
+ "close-combat-weapon-skill-place": "Weapon Skill Name (Put the exact name of the skill)",
+ "close-combat-weapon-skill-score-title": "Weapon Skill Score",
+ "combat-action-title": "Combat Actions - @{ca}",
+ "copper": "Copper",
+ "copper-title": "Copper (Penny)",
+ "cost": "Cost",
+ "critical": "Critical !",
+ "cultural-background": "Cultural Background",
+ "cultural-background-place": "Character Cultural Background",
+ "currencies-desc": "Currencies",
+ "current": "Current",
+ "current-fatigue": "Current Fatigue:",
+ "current-fatigue-place": "Character Current Fatigue",
+ "current-score": "Current Score",
+ "damage": "Damage",
+ "damage-modifier-title": "Damage Modifier - @{dmg-mod}",
+ "damages": "Damages",
+ "dice": "Dice",
+ "dm": "Dmg Mod.",
+ "dodge": "Dodge",
+ "dodge-title": "Armor Penalty included - @{dodge}",
+ "driving": "Driving",
+ "effect": "Effect",
+ "encumbrance": "ENC",
+ "equipments": "Equipments",
+ "evaluate": "Evaluate",
+ "fail": "Fail",
+ "fate-point": "Fate Points:",
+ "fate-point-title": "Current Fate Points - @{fate-points}",
+ "fate-point-used-title": "Total Fate Points - @{fate-points-total}",
+ "favoured-close-combat-weapons": "Favoured Close Combat Weapons",
+ "favoured-ranged-weapons": "Favoured Ranged Weapons",
+ "first-aid": "First Aid",
+ "focus-point-max-title": "Max Focus Points - @{focus-points_max}",
+ "focus-point-title": "Focus Points - @{focus-points}",
+ "focus-points": "Focus Points:",
+ "footer-created-by": "Created By",
+ "footer-inspired": "(highly inspired by the Pathfinder Sheet)",
+ "footer-last-update": "Last Update",
+ "full_damage_mod": "+ DM",
+ "fumble": "Fumble !",
+ "gold": "Gold",
+ "gold-title": "Gold (Pundstarleen)",
+ "half_damage_mod": "+ 1/2 DM",
+ "head": "Head",
+ "head-armor-point-max-title": "Head Max Armor Points",
+ "head-armor-point-title": "Head Armor Points",
+ "head-hit-point-max-title": "Head Max Hit Points",
+ "head-hit-point-title": "Head Hit Points",
+ "hit-location": "Hit Location",
+ "hit-location-ap-max-title": "Location Max Armor Points",
+ "hit-location-ap-title": "Location Armor Points",
+ "hit-location-dice-value-title": "Dice Value (ex: 3-5)",
+ "hit-location-hp-max-title": "Location Max Hit Points",
+ "hit-location-hp-title": "Location Hit Points",
+ "hit-location-name-place": "Name (ex: chest)",
+ "hit-locations": "Hit Locations",
+ "hp": "HP",
+ "impale": "Impale",
+ "impaled": "Impaled !",
+ "improvement-rolls": "Improvement Rolls:",
+ "improvement-rolls-title": "Current Character Improvement Rolls",
+ "influence": "Influence",
+ "item": "Item",
+ "item-ap-max-title": "Item Max Armor Points",
+ "item-ap-title": "Item Armor Points",
+ "item-cost-title": "Item Cost (in Silver Coin)",
+ "item-enc-title": "Item Encumbrance",
+ "item-hp-max-title": "Item Max Hit Points",
+ "item-hp-title": "Item Hit Points",
+ "item-name-place": "Item Name",
+ "item-notes-place": "Special Notes",
+ "item-number-title": "Number of items",
+ "left-arm": "Left Arm",
+ "left-arm-armor-point-max-title": "Left Arm Max Armor Points",
+ "left-arm-armor-point-title": "Left Arm Armor Points",
+ "left-arm-hit-point-max-title": "Left Arm Max Hit Points",
+ "left-arm-hit-point-title": "Left Arm Hit Points",
+ "left-leg": "Left Leg",
+ "left-leg-armor-point-max-title": "Left Leg Max Armor Points",
+ "left-leg-armor-point-title": "Left Leg Armor Points",
+ "left-leg-hit-point-max-title": "Left Leg Max Hit Points",
+ "left-leg-hit-point-title": "Left Leg Hit Points",
+ "legendary-abilities": "Legendary Abilities",
+ "load": "Load",
+ "location": "Location",
+ "locations": "Locations",
+ "lore-animal": "Lore (Animal)",
+ "lore-plant": "Lore (Plant)",
+ "lore-world": "Lore (World)",
+ "max": "Max",
+ "max_damages": "Max Damages !",
+ "minimize-cmd": "Minimize Row",
+ "misc": "Miscellaneous",
+ "mod-score": "Mod Score",
+ "mount-close-combat-weapon-ap-max-title": "Weapon Max Armor Points",
+ "mount-close-combat-weapon-ap-title": "Weapon Armor Points",
+ "mount-close-combat-weapon-damage-place": "ex: 1d6+2",
+ "mount-close-combat-weapon-enc-title": "Weapon Encumbrance",
+ "mount-close-combat-weapon-hp-max-title": "Weapon Max Hit Points",
+ "mount-close-combat-weapon-hp-title": "Weapon Hit Points",
+ "mount-close-combat-weapon-name-place": "Weapon Name",
+ "mount-close-combat-weapon-notes-place": "Special Notes",
+ "mount-close-combat-weapon-skill-score-title": "Weapon Skill Score",
+ "mount-close-combat-weapons": "Mount Close Combat Weapons",
+ "mount-combat-action-title": "Mount Combat Actions - @{mount-ca}",
+ "mount-current-fatigue-place": "Mount Current Fatigue",
+ "mount-desc": "Mount Description",
+ "mount-movement-title": "Mount Movement - @{mount-mov}",
+ "mount-name": "Mount Name",
+ "mount-name-place": "Mount Name",
+ "mount-notes-place": "Mount Notes",
+ "mount-ranged-combat-weapon-ap-max-title": "Weapon Max Armor Points",
+ "mount-ranged-combat-weapon-ap-title": "Weapon Armor Points",
+ "mount-ranged-combat-weapon-hp-max-title": "Weapon Max Hit Points",
+ "mount-ranged-combat-weapon-hp-title": "Weapon Hit Points",
+ "mount-ranged-combat-weapon-notes-place": "Special Notes",
+ "mount-ranged-weapon-damage-place": "ex: 1d6+2",
+ "mount-ranged-weapon-enc-title": "Weapon Encumbrance",
+ "mount-ranged-weapon-load-title": "Weapon Load",
+ "mount-ranged-weapon-name-place": "Weapon Name",
+ "mount-ranged-weapon-range-title": "Weapon Range",
+ "mount-ranged-weapon-skill-score-title": "Weapon Skill Score",
+ "mount-ranged-weapons": "Mount Ranged Weapons",
+ "mount-skill-characteristics-1-title": "First Characteristics for Mount Skill",
+ "mount-skill-characteristics-2-title": "First Characteristics for Mount Skill",
+ "mount-skill-mod": "Mod.",
+ "mount-skill-name": "Skill Name",
+ "mount-skill-name-place": "Mount Skill Name",
+ "mount-skill-score": "Score",
+ "mount-skill-score-base": "Base",
+ "mount-sr-initiative-title": "Launch Initiative (select your token before)",
+ "mount-strike-rank-title": "Mount Strike Rank - @{mount-sr}",
+ "mount-total-enc-title": "Mount Total Encumbrance",
+ "mount-type": "Mount Type",
+ "mount-type-place": "Mount Type",
+ "mov": "MOV",
+ "movement-title": "Movement - @{mov}",
+ "name": "Nom",
+ "no": "No",
+ "note-title-place": "Note Title",
+ "notes": "Notes",
+ "number": "Nb.",
+ "page-character": "Character",
+ "page-config": "Configuration",
+ "page-mount": "Mount",
+ "page-notes": "Notes",
+ "page-skills": "Skills",
+ "page-spells-traits": "Spells & Traits",
+ "page-weapons-equipments": "Weapons & Equipments",
+ "penalty": "Penalty",
+ "perception": "Perception",
+ "persistence": "Persistence",
+ "player-name": "Player Name",
+ "player-name-place": "Player Name",
+ "profession": "Profession",
+ "profession-place": "Character Profession",
+ "public": "Public",
+ "range": "Range",
+ "ranged-combat-weapon-ap-max-title": "Weapon Max Armor Points",
+ "ranged-combat-weapon-ap-title": "Weapon Armor Points",
+ "ranged-combat-weapon-hp-max-title": "Weapon Max Hit Points",
+ "ranged-combat-weapon-hp-title": "Weapon Hit Points",
+ "ranged-combat-weapon-notes-place": "Special Notes",
+ "ranged-weapon-damage-place": "ex: 1d6+2",
+ "ranged-weapon-enc-title": "Weapon Encumbrance",
+ "ranged-weapon-impale-title": "Impale the opponent on critical ?",
+ "ranged-weapon-load-title": "Weapon Load",
+ "ranged-weapon-name-place": "Weapon Name",
+ "ranged-weapon-range-title": "Weapon Range",
+ "ranged-weapon-skill-place": "Weapon Skill Name (Put the exact name of the skill)",
+ "ranged-weapon-skill-score-title": "Weapon Skill Score",
+ "regional-background": "Regional Background",
+ "regional-background-place": "Character Regional Background",
+ "rep": "REP",
+ "reputation-title": "Reputation - @{rep}",
+ "requirements": "Requirements",
+ "resilience": "Resilience",
+ "result": "Result",
+ "riding": "Riding",
+ "riding-title": "Armor Penalty included - @{riding}",
+ "right-arm": "Right Arm",
+ "right-arm-armor-point-max-title": "Right Arm Max Armor Points",
+ "right-arm-armor-point-title": "Right Arm Armor Points",
+ "right-arm-hit-point-max-title": "Right Arm Max Hit Points",
+ "right-arm-hit-point-title": "Right Arm Hit Points",
+ "right-leg": "Right Leg",
+ "right-leg-armor-point-max-title": "Right Leg Max Armor Points",
+ "right-leg-armor-point-title": "Right Leg Armor Points",
+ "right-leg-hit-point-max-title": "Right Leg Max Hit Points",
+ "right-leg-hit-point-title": "Right Leg Hit Points",
+ "rolls-results": "Rolls Results",
+ "rules": "Rules",
+ "score": "Score",
+ "silver": "Silver",
+ "silver-title": "Silver (Euo)",
+ "sing": "Sing",
+ "skill": "Skill",
+ "skills": "Skills",
+ "sleight": "Sleight",
+ "sleight-title": "Armor Penalty included - @{sleight}",
+ "spell": "Spell",
+ "spell-casting-time-place": "Spell Casting Time",
+ "spell-effect-place": "Spell Effect",
+ "spell-name-place": "Spell Name",
+ "spell-requirements-place": "Spell Requirements",
+ "spell-traits-place": "Spell Traits",
+ "spells": "Spells",
+ "sr-initiative-title": "Launch Initiative (select your token before)",
+ "stealth": "Stealth",
+ "stealth-title": "Armor Penalty included - @{stealth}",
+ "strike-rank": "SR",
+ "strike-rank-title": "Strike Rank - @{sr}",
+ "success": "Success",
+ "throwing": "Throwing",
+ "throwing-title": "Armor Penalty included - @{throwing}",
+ "title": "Title",
+ "total": "Total",
+ "total-enc": "Total Enc:",
+ "total-enc-max-title": "Character Total Max Encumbrance (STR+SIZ * 2)",
+ "total-enc-overload-title": "Encumbrance Overload (STR+SIZ) without malus",
+ "total-enc-title": "Character Total Encumbrance",
+ "trait": "Trait",
+ "trait-effect-place": "Trait Effect",
+ "trait-name-place": "Trait Name",
+ "traits": "Traits",
+ "unarmed": "Unarmed",
+ "use-armor-penalty": "Use Armor Penalty?",
+ "value": "Value",
+ "weapon": "Weapon",
+ "weapon-skill-characteristics-1-title": "First Characteristics for Weapon Skill",
+ "weapon-skill-characteristics-2-title": "Second Characteristics for Weapon Skill",
+ "weapon-skill-mod": "Mod.",
+ "weapon-skill-name": "Skill Name",
+ "weapon-skill-name-place": "Weapon Skill Name",
+ "weapon-skill-score": "Score",
+ "weapon-skill-score-base": "Base",
+ "weapon-skill-score-title": "Armor Penalty included if DEX is involved - @{weaponSkill}",
+ "weapon-skills": "Weapon Skills",
+ "weapon-skills-list": "basic-close-combat-cat,basic-ranged-cat",
+ "whisper-to-gm": "Whisper to GM",
+ "yes": "Yes"
+}
diff --git a/HeXXen1733/translations/ca.json b/HeXXen1733/translations/ca.json
new file mode 100644
index 0000000000..0967ef424b
--- /dev/null
+++ b/HeXXen1733/translations/ca.json
@@ -0,0 +1 @@
+{}
diff --git a/HeXXen1733/translations/hu.json b/HeXXen1733/translations/hu.json
new file mode 100644
index 0000000000..0967ef424b
--- /dev/null
+++ b/HeXXen1733/translations/hu.json
@@ -0,0 +1 @@
+{}
diff --git a/Heart-the-City-Beneath-mk2/translations/ca.json b/Heart-the-City-Beneath-mk2/translations/ca.json
new file mode 100644
index 0000000000..23f4b8eb14
--- /dev/null
+++ b/Heart-the-City-Beneath-mk2/translations/ca.json
@@ -0,0 +1,73 @@
+{
+ "abilities-label": "Abilities",
+ "ability_name": "Ability name",
+ "active-beats-label": "Active Beats",
+ "all-stress-label": "All Stress",
+ "ancestry-label": "Ancestry",
+ "blood-label": "Blood",
+ "build-pool-label": "Build dice pool: 1D + Skill + Domain + Mastery + Knack",
+ "calling-label": "Calling",
+ "class-label": "Class",
+ "clear-label": "Clear",
+ "clearstress-label": "Clear Stress",
+ "compel": "Compel",
+ "critical-failure-msg": "Critical failure (take double stress)",
+ "critical-label": "Critical",
+ "critical-success-msg": "Critical success (increase outgoing stress die size)",
+ "cursed": "Cursed",
+ "dangerous": "Dangerous",
+ "dangerous-pool-label": "drop 2 highest results, use third-highest result",
+ "delve": "Delve",
+ "description-label": "Domains/Tags",
+ "desolate": "Desolate",
+ "die-label": "Die",
+ "difficulty": "Difficulty",
+ "discern": "Discern",
+ "domains-label": "Domains",
+ "echo-label": "Echo",
+ "endure": "Endure",
+ "equipment-label": "Equipment",
+ "evade": "Evade",
+ "failure-msg": "Failure (take stress)",
+ "fallout-label": "Fallout",
+ "fallout-test-label": "Fallout Test",
+ "fallout_name": "Fallout name",
+ "fortune-label": "Fortune",
+ "haven": "Haven",
+ "hunt": "Hunt",
+ "kill": "Kill",
+ "knacks-label": "Knacks",
+ "major-label": "Major",
+ "mastery?": "Mastery?",
+ "mend": "Mend",
+ "mind-label": "Mind",
+ "minor-label": "Minor",
+ "name-label": "Name",
+ "no-fallout": "No fallout",
+ "none": "None",
+ "notes-label": "Notes",
+ "occult": "Occult",
+ "protection-label": "Protection",
+ "religion": "Religion",
+ "resources-label": "Resources",
+ "risky": "Risky",
+ "risky-pool-label": "drop highest result, use second-highest result",
+ "roll-label": "Roll",
+ "skills-label": "Skills",
+ "success-at-a-cost-msg": "Success at a cost (take stress)",
+ "success-msg": "Success (take no stress)",
+ "sneak": "Sneak",
+ "standard": "Standard",
+ "standard-pool-label": "use highest result",
+ "stress-label": "Stress",
+ "supplies-label": "Supplies",
+ "take-major-fallout": "Take major fallout",
+ "take-minor-fallout": "Take minor fallout",
+ "technology": "Technology",
+ "total-label": "Total",
+ "warren": "Warren",
+ "wild": "Wild",
+ "zenith-label": "Zenith",
+ "zero-dice-label": "only succeed on a 10.",
+ "zero-effective-dice": "Zero effective dice"
+}
\ No newline at end of file
diff --git a/Heart-the-City-Beneath-mk2/translations/hu.json b/Heart-the-City-Beneath-mk2/translations/hu.json
new file mode 100644
index 0000000000..23f4b8eb14
--- /dev/null
+++ b/Heart-the-City-Beneath-mk2/translations/hu.json
@@ -0,0 +1,73 @@
+{
+ "abilities-label": "Abilities",
+ "ability_name": "Ability name",
+ "active-beats-label": "Active Beats",
+ "all-stress-label": "All Stress",
+ "ancestry-label": "Ancestry",
+ "blood-label": "Blood",
+ "build-pool-label": "Build dice pool: 1D + Skill + Domain + Mastery + Knack",
+ "calling-label": "Calling",
+ "class-label": "Class",
+ "clear-label": "Clear",
+ "clearstress-label": "Clear Stress",
+ "compel": "Compel",
+ "critical-failure-msg": "Critical failure (take double stress)",
+ "critical-label": "Critical",
+ "critical-success-msg": "Critical success (increase outgoing stress die size)",
+ "cursed": "Cursed",
+ "dangerous": "Dangerous",
+ "dangerous-pool-label": "drop 2 highest results, use third-highest result",
+ "delve": "Delve",
+ "description-label": "Domains/Tags",
+ "desolate": "Desolate",
+ "die-label": "Die",
+ "difficulty": "Difficulty",
+ "discern": "Discern",
+ "domains-label": "Domains",
+ "echo-label": "Echo",
+ "endure": "Endure",
+ "equipment-label": "Equipment",
+ "evade": "Evade",
+ "failure-msg": "Failure (take stress)",
+ "fallout-label": "Fallout",
+ "fallout-test-label": "Fallout Test",
+ "fallout_name": "Fallout name",
+ "fortune-label": "Fortune",
+ "haven": "Haven",
+ "hunt": "Hunt",
+ "kill": "Kill",
+ "knacks-label": "Knacks",
+ "major-label": "Major",
+ "mastery?": "Mastery?",
+ "mend": "Mend",
+ "mind-label": "Mind",
+ "minor-label": "Minor",
+ "name-label": "Name",
+ "no-fallout": "No fallout",
+ "none": "None",
+ "notes-label": "Notes",
+ "occult": "Occult",
+ "protection-label": "Protection",
+ "religion": "Religion",
+ "resources-label": "Resources",
+ "risky": "Risky",
+ "risky-pool-label": "drop highest result, use second-highest result",
+ "roll-label": "Roll",
+ "skills-label": "Skills",
+ "success-at-a-cost-msg": "Success at a cost (take stress)",
+ "success-msg": "Success (take no stress)",
+ "sneak": "Sneak",
+ "standard": "Standard",
+ "standard-pool-label": "use highest result",
+ "stress-label": "Stress",
+ "supplies-label": "Supplies",
+ "take-major-fallout": "Take major fallout",
+ "take-minor-fallout": "Take minor fallout",
+ "technology": "Technology",
+ "total-label": "Total",
+ "warren": "Warren",
+ "wild": "Wild",
+ "zenith-label": "Zenith",
+ "zero-dice-label": "only succeed on a 10.",
+ "zero-effective-dice": "Zero effective dice"
+}
\ No newline at end of file
diff --git a/Hellywood/translations/ca.json b/Hellywood/translations/ca.json
new file mode 100644
index 0000000000..9301b17b43
--- /dev/null
+++ b/Hellywood/translations/ca.json
@@ -0,0 +1,76 @@
+{
+ "character-u": "Character",
+ "character_name": "Name",
+ "nature-u": "Nature",
+ "advantage-u": "Advantage",
+ "disadvantage-u": "Disadvantage",
+ "jokers-titre-u": "Jokers",
+ "russian-roulette-u": "Russian Roulette",
+ "roll_roulette-title": "Russian Roulette",
+ "fbp-u": "F.B.P.",
+ "fbp-title": "F*ck*n' b*st*rd points",
+ "fbp-text-u": "Allows rerolling but be careful when it backfires.",
+ "attributes-titre-u": "Attributes",
+ "damage-u": "Damage",
+ "shotgun": "Shotgun",
+ "score-u": "Score",
+ "muscle-u": "Muscle",
+ "pool-u": "Pool",
+ "mojo-u": "Mojo",
+ "toughness-u": "Toughness",
+ "guts-u": "Guts",
+ "dexterity-u": "Dexterity",
+ "physical-damage-u": "Physical Damage",
+ "mental-damage-u": "Mental Damage",
+ "social-damage-u": "Social Damage",
+ "brains-u": "Brains",
+ "mug-u": "Mug",
+ "chutzpah-u": "Chutzpah",
+ "cool-u": "Cool",
+ "skill-level-amateur-u": "Amateur",
+ "skill-level-profesional-u": "Professional",
+ "skill-level-expert-u": "Expert",
+ "skill-level-virtuoso-u": "Virtuoso",
+ "skills-titre-u": "Skills",
+ "administrator": "Administrator",
+ "level-professional": "Pro",
+ "level-expert": "Exp",
+ "level-vituoso": "Vir",
+ "bum": "Bum",
+ "artist": "Artist",
+ "athlete": "Athlete",
+ "brawler": "Brawler",
+ "safecracker": "Safecracker",
+ "driver": "Driver",
+ "actor": "Actor",
+ "merchant": "Merchant",
+ "demonist": "Demonist",
+ "diplomat": "Diplomat",
+ "investigator": "Investigator",
+ "entertainer": "Entertainer",
+ "gambler": "Gambler",
+ "mechanic": "Mechanic",
+ "pilot": "Pilot",
+ "psychologist": "Psychologist",
+ "scientist": "Scientist",
+ "seducer": "Seducer",
+ "technician": "Technician",
+ "marksman": "Marksman",
+ "doc": "Doc",
+ "bouncer": "Bouncer",
+ "thief": "Thief",
+ "description-u": "Description",
+ "equipment-u": "Equipment",
+ "equipement-p": "Equipment",
+ "past-u": "Past",
+ "past-p": "Past",
+ "consequences-u": "Consequences",
+ "flashback-u": "Flashback",
+ "consequence-p": "consequence",
+ "notes-u": "Observations & Notes",
+ "roulette-text-t": "Survives if the number that comes up is not ticked.",
+ "neutral-t": "Neutral",
+ "base-t": "Base",
+ "success-t": "Success",
+ "failure-t": "Failure"
+}
\ No newline at end of file
diff --git a/Hellywood/translations/hu.json b/Hellywood/translations/hu.json
new file mode 100644
index 0000000000..9301b17b43
--- /dev/null
+++ b/Hellywood/translations/hu.json
@@ -0,0 +1,76 @@
+{
+ "character-u": "Character",
+ "character_name": "Name",
+ "nature-u": "Nature",
+ "advantage-u": "Advantage",
+ "disadvantage-u": "Disadvantage",
+ "jokers-titre-u": "Jokers",
+ "russian-roulette-u": "Russian Roulette",
+ "roll_roulette-title": "Russian Roulette",
+ "fbp-u": "F.B.P.",
+ "fbp-title": "F*ck*n' b*st*rd points",
+ "fbp-text-u": "Allows rerolling but be careful when it backfires.",
+ "attributes-titre-u": "Attributes",
+ "damage-u": "Damage",
+ "shotgun": "Shotgun",
+ "score-u": "Score",
+ "muscle-u": "Muscle",
+ "pool-u": "Pool",
+ "mojo-u": "Mojo",
+ "toughness-u": "Toughness",
+ "guts-u": "Guts",
+ "dexterity-u": "Dexterity",
+ "physical-damage-u": "Physical Damage",
+ "mental-damage-u": "Mental Damage",
+ "social-damage-u": "Social Damage",
+ "brains-u": "Brains",
+ "mug-u": "Mug",
+ "chutzpah-u": "Chutzpah",
+ "cool-u": "Cool",
+ "skill-level-amateur-u": "Amateur",
+ "skill-level-profesional-u": "Professional",
+ "skill-level-expert-u": "Expert",
+ "skill-level-virtuoso-u": "Virtuoso",
+ "skills-titre-u": "Skills",
+ "administrator": "Administrator",
+ "level-professional": "Pro",
+ "level-expert": "Exp",
+ "level-vituoso": "Vir",
+ "bum": "Bum",
+ "artist": "Artist",
+ "athlete": "Athlete",
+ "brawler": "Brawler",
+ "safecracker": "Safecracker",
+ "driver": "Driver",
+ "actor": "Actor",
+ "merchant": "Merchant",
+ "demonist": "Demonist",
+ "diplomat": "Diplomat",
+ "investigator": "Investigator",
+ "entertainer": "Entertainer",
+ "gambler": "Gambler",
+ "mechanic": "Mechanic",
+ "pilot": "Pilot",
+ "psychologist": "Psychologist",
+ "scientist": "Scientist",
+ "seducer": "Seducer",
+ "technician": "Technician",
+ "marksman": "Marksman",
+ "doc": "Doc",
+ "bouncer": "Bouncer",
+ "thief": "Thief",
+ "description-u": "Description",
+ "equipment-u": "Equipment",
+ "equipement-p": "Equipment",
+ "past-u": "Past",
+ "past-p": "Past",
+ "consequences-u": "Consequences",
+ "flashback-u": "Flashback",
+ "consequence-p": "consequence",
+ "notes-u": "Observations & Notes",
+ "roulette-text-t": "Survives if the number that comes up is not ticked.",
+ "neutral-t": "Neutral",
+ "base-t": "Base",
+ "success-t": "Success",
+ "failure-t": "Failure"
+}
\ No newline at end of file
diff --git a/HeroesOfElectrum/translations/ca.json b/HeroesOfElectrum/translations/ca.json
new file mode 100644
index 0000000000..f1f67c04d5
--- /dev/null
+++ b/HeroesOfElectrum/translations/ca.json
@@ -0,0 +1,36 @@
+{
+ "game-title": "Heróis de Electrum",
+ "game-subtitle": "Com grandes poderes, vêm grandes responsabilidades",
+ "name": "Nome",
+ "codename": "Codinome",
+ "origin": "Origem",
+ "objective": "Objetivo",
+ "weakness": "Fraqueza",
+ "attributes": "Atributos",
+ "power": "Poder",
+ "influence": "Influência",
+ "accuracy": "Precisão",
+ "defense": "Defesa",
+ "reason": "Razão",
+ "powers": "Poderes",
+ "conditions": "Condições",
+ "stunned": "Atordoado",
+ "shaken": "Abalado",
+ "hurt": "Machucado",
+ "injured": "Ferido",
+ "defeated": "Derrotado",
+ "notes": "Anotações",
+ "copyright": "Heróis de Electrum é um jogo escrito por Gilberto “Joka” Olimpio no selo Mundos\n Colidem.",
+ "advantagedisadvantage": "Possui vantagem ou desvantagem?",
+ "no": "Não",
+ "advantage": "Vantagem",
+ "disadvantage": "Desvantagem",
+ "result": "Resultado",
+ "success": "Sucesso!",
+ "fail": "Falha!",
+ "critic": "Sucesso Crítico!",
+ "fumble": "Falha Crítica!",
+ "check": "Teste",
+ "heroesof": "Heróis de",
+ "electrum": "Electrum"
+}
diff --git a/HeroesOfElectrum/translations/hu.json b/HeroesOfElectrum/translations/hu.json
new file mode 100644
index 0000000000..f1f67c04d5
--- /dev/null
+++ b/HeroesOfElectrum/translations/hu.json
@@ -0,0 +1,36 @@
+{
+ "game-title": "Heróis de Electrum",
+ "game-subtitle": "Com grandes poderes, vêm grandes responsabilidades",
+ "name": "Nome",
+ "codename": "Codinome",
+ "origin": "Origem",
+ "objective": "Objetivo",
+ "weakness": "Fraqueza",
+ "attributes": "Atributos",
+ "power": "Poder",
+ "influence": "Influência",
+ "accuracy": "Precisão",
+ "defense": "Defesa",
+ "reason": "Razão",
+ "powers": "Poderes",
+ "conditions": "Condições",
+ "stunned": "Atordoado",
+ "shaken": "Abalado",
+ "hurt": "Machucado",
+ "injured": "Ferido",
+ "defeated": "Derrotado",
+ "notes": "Anotações",
+ "copyright": "Heróis de Electrum é um jogo escrito por Gilberto “Joka” Olimpio no selo Mundos\n Colidem.",
+ "advantagedisadvantage": "Possui vantagem ou desvantagem?",
+ "no": "Não",
+ "advantage": "Vantagem",
+ "disadvantage": "Desvantagem",
+ "result": "Resultado",
+ "success": "Sucesso!",
+ "fail": "Falha!",
+ "critic": "Sucesso Crítico!",
+ "fumble": "Falha Crítica!",
+ "check": "Teste",
+ "heroesof": "Heróis de",
+ "electrum": "Electrum"
+}
diff --git a/Hitos/translations/ca.json b/Hitos/translations/ca.json
new file mode 100644
index 0000000000..c1d0b190c9
--- /dev/null
+++ b/Hitos/translations/ca.json
@@ -0,0 +1,80 @@
+{
+ "personaje-u": "PERSONAJE",
+ "pnj-u": "PNJ",
+ "vehículo-u": "VEHÍCULO",
+ "organización-u": "ORGANIZACIÓN",
+ "nombre": "Nombre",
+ "concepto": "Concepto",
+ "drama": "Drama",
+ "Cita": "Cita",
+ "hitos-y-complicaciones-u": "HITOS Y COMPLICACIONES",
+ "Hito": "Hito",
+ "Complicacion": "Complicacion",
+ "Valor-extra": "Valor extra",
+ "salud-u": "SALUD",
+ "aguante-u": "AGUANTE",
+ "entereza-u": "ENTEREZA",
+ "puntos-u": "PUNTOS RR ",
+ "salud-mental-u": "SALUD MENTAL",
+ "consolidado": "Consolidado",
+ "Estado-Fisico": "Estado Fisico",
+ "Estado-Mental": "Estado Mental",
+ "secuelas-y-trastornos-u": "SECUELAS Y TRASTORNOS",
+ "Secuela": "Secuela",
+ "degeneracion-u": "DEGENERACIÓN",
+ "Estado-Actual": "Estado Actual",
+ "combate-u": "COMBATE",
+ "iniciativa-u": "INICIATIVA",
+ "ataque-u": "ATAQUE",
+ "defensa-u": "DEFENSA",
+ "daño-cac-u": "DAÑO CaC",
+ "daño-dis-u": "DAÑO DIS",
+ "desprevenido-u": "DESPREVENIDO",
+ "arma-u": "ARMA",
+ "daño-u": "DAÑO",
+ "protección-u": "PROTECCIÓN",
+ "rd-u": "RD",
+ "caracteristicas-u": "CARACTERISTICAS",
+ "fortaleza-u": "FORTALEZA",
+ "voluntad-u": "VOLUNTAD",
+ "reflejos-u": "REFLEJOS",
+ "intelecto-u": "INTELECTO",
+ "habilidades-u": "HABILIDADES",
+ "forma-física-u": "FORMA FÍSICA",
+ "percepción-u": "PERCEPCIÓN",
+ "subterfugio-u": "SUBTERFUGIO",
+ "comunicación-u": "COMUNICACIÓN",
+ "cultura-u": "CULTURA",
+ "profesión-u": "PROFESIÓN",
+ "psiquico-u": "PSIQUICO",
+ "ocultismo-u": "OCULTISMO",
+ "brujería-u": "BRUJERÍA",
+ "arcanas-u": "ARCANAS",
+ "otras-u": "OTRAS",
+ "poderes-especialidades-notas-u": "PODERES, ESPECIALIDADES & NOTAS",
+ "descripción": "Descripción",
+ "puntos-rr-u": "PUNTOS RR",
+ "atributos-u": "ATRIBUTOS",
+ "estructura-u": "ESTRUCTURA",
+ "tamaño-u": "TAMAÑO",
+ "maniobrabi-u": "MANIOBRABI.",
+ "tecnología-u": "TECNOLOGÍA",
+ "hitos-u": "HITOS",
+ "hito": "Hito",
+ "tripulantes-u": "TRIPULANTES",
+ "especial-u": "ESPECIAL",
+ "motivación": "Motivación",
+ "recursos-u": "RECURSOS",
+ "influencia-u": "INFLUENCIA",
+ "poder-u": "PODER",
+ "notas-u": "NOTAS",
+ "sano-u": "SANO",
+ "herido-u": "HERIDO",
+ "incapacit-short-u": "INCAPACIT.",
+ "moribundo-u": "MORIBUNDO",
+ "cuerdo-u": "CUERDO",
+ "alterado-u": "ALTERADO",
+ "trastorn-short-u": "TRASTORN.",
+ "eloquecido-u": "ELOQUECIDO",
+ "elige-caracteristica": "Elige Caracteristica"
+}
\ No newline at end of file
diff --git a/Hitos/translations/hu.json b/Hitos/translations/hu.json
new file mode 100644
index 0000000000..c1d0b190c9
--- /dev/null
+++ b/Hitos/translations/hu.json
@@ -0,0 +1,80 @@
+{
+ "personaje-u": "PERSONAJE",
+ "pnj-u": "PNJ",
+ "vehículo-u": "VEHÍCULO",
+ "organización-u": "ORGANIZACIÓN",
+ "nombre": "Nombre",
+ "concepto": "Concepto",
+ "drama": "Drama",
+ "Cita": "Cita",
+ "hitos-y-complicaciones-u": "HITOS Y COMPLICACIONES",
+ "Hito": "Hito",
+ "Complicacion": "Complicacion",
+ "Valor-extra": "Valor extra",
+ "salud-u": "SALUD",
+ "aguante-u": "AGUANTE",
+ "entereza-u": "ENTEREZA",
+ "puntos-u": "PUNTOS RR ",
+ "salud-mental-u": "SALUD MENTAL",
+ "consolidado": "Consolidado",
+ "Estado-Fisico": "Estado Fisico",
+ "Estado-Mental": "Estado Mental",
+ "secuelas-y-trastornos-u": "SECUELAS Y TRASTORNOS",
+ "Secuela": "Secuela",
+ "degeneracion-u": "DEGENERACIÓN",
+ "Estado-Actual": "Estado Actual",
+ "combate-u": "COMBATE",
+ "iniciativa-u": "INICIATIVA",
+ "ataque-u": "ATAQUE",
+ "defensa-u": "DEFENSA",
+ "daño-cac-u": "DAÑO CaC",
+ "daño-dis-u": "DAÑO DIS",
+ "desprevenido-u": "DESPREVENIDO",
+ "arma-u": "ARMA",
+ "daño-u": "DAÑO",
+ "protección-u": "PROTECCIÓN",
+ "rd-u": "RD",
+ "caracteristicas-u": "CARACTERISTICAS",
+ "fortaleza-u": "FORTALEZA",
+ "voluntad-u": "VOLUNTAD",
+ "reflejos-u": "REFLEJOS",
+ "intelecto-u": "INTELECTO",
+ "habilidades-u": "HABILIDADES",
+ "forma-física-u": "FORMA FÍSICA",
+ "percepción-u": "PERCEPCIÓN",
+ "subterfugio-u": "SUBTERFUGIO",
+ "comunicación-u": "COMUNICACIÓN",
+ "cultura-u": "CULTURA",
+ "profesión-u": "PROFESIÓN",
+ "psiquico-u": "PSIQUICO",
+ "ocultismo-u": "OCULTISMO",
+ "brujería-u": "BRUJERÍA",
+ "arcanas-u": "ARCANAS",
+ "otras-u": "OTRAS",
+ "poderes-especialidades-notas-u": "PODERES, ESPECIALIDADES & NOTAS",
+ "descripción": "Descripción",
+ "puntos-rr-u": "PUNTOS RR",
+ "atributos-u": "ATRIBUTOS",
+ "estructura-u": "ESTRUCTURA",
+ "tamaño-u": "TAMAÑO",
+ "maniobrabi-u": "MANIOBRABI.",
+ "tecnología-u": "TECNOLOGÍA",
+ "hitos-u": "HITOS",
+ "hito": "Hito",
+ "tripulantes-u": "TRIPULANTES",
+ "especial-u": "ESPECIAL",
+ "motivación": "Motivación",
+ "recursos-u": "RECURSOS",
+ "influencia-u": "INFLUENCIA",
+ "poder-u": "PODER",
+ "notas-u": "NOTAS",
+ "sano-u": "SANO",
+ "herido-u": "HERIDO",
+ "incapacit-short-u": "INCAPACIT.",
+ "moribundo-u": "MORIBUNDO",
+ "cuerdo-u": "CUERDO",
+ "alterado-u": "ALTERADO",
+ "trastorn-short-u": "TRASTORN.",
+ "eloquecido-u": "ELOQUECIDO",
+ "elige-caracteristica": "Elige Caracteristica"
+}
\ No newline at end of file
diff --git a/HollowEarthExpedition/translations/ca.json b/HollowEarthExpedition/translations/ca.json
new file mode 100644
index 0000000000..56d7748e76
--- /dev/null
+++ b/HollowEarthExpedition/translations/ca.json
@@ -0,0 +1,56 @@
+{
+ "Ammo": "Ammo",
+ "Archetype": "Archetype",
+ "Attack": "Attack",
+ "Avg-p": "(Avg)",
+ "Base": "Base",
+ "Body": "Body",
+ "Cap": "Cap",
+ "Charisma": "Charisma",
+ "Current": "Current",
+ "Defense": "Defense",
+ "Dexterity": "Dexterity",
+ "Dmg": "Dmg",
+ "Encumbrance": "Encumbrance",
+ "Equipment": "Equipment",
+ "Flaws": "Flaws",
+ "Health": "Health",
+ "Heavy": "Heavy",
+ "Initiative": "Initiative",
+ "Intelligence": "Intelligence",
+ "Languages": "Languages",
+ "lbs": "lbs",
+ "Levels": "Levels",
+ "Light": "Light",
+ "Maximum": "Maximum",
+ "Medium": "Medium",
+ "Mod": "Mod",
+ "Modifier": "Modifier",
+ "Money": "Money",
+ "More-details": "More details",
+ "Motivation": "Motivation",
+ "Move": "Move",
+ "Notes": "Notes",
+ "On": "On",
+ "Perception": "Perception",
+ "Primary-Attributes": "Primary Attributes",
+ "Prompt": "Prompt",
+ "Rate": "Rate",
+ "Rating": "Rating",
+ "Resources": "Resources",
+ "Rng": "Rng",
+ "Secondary-Attributes": "Secondary Attributes",
+ "Size": "Size",
+ "Skills": "Skills",
+ "Spd": "Spd",
+ "star-specialized-skill": "* specialized skill",
+ "Strength": "Strength",
+ "Stun": "Stun",
+ "Style": "Style",
+ "Talents": "Talents",
+ "Total-Carried": "Total Carried",
+ "Weapons": "Weapons",
+ "Weight": "Weight",
+ "Willpower": "Willpower",
+ "Wounds": "Wounds"
+}
\ No newline at end of file
diff --git a/HollowEarthExpedition/translations/hu.json b/HollowEarthExpedition/translations/hu.json
new file mode 100644
index 0000000000..56d7748e76
--- /dev/null
+++ b/HollowEarthExpedition/translations/hu.json
@@ -0,0 +1,56 @@
+{
+ "Ammo": "Ammo",
+ "Archetype": "Archetype",
+ "Attack": "Attack",
+ "Avg-p": "(Avg)",
+ "Base": "Base",
+ "Body": "Body",
+ "Cap": "Cap",
+ "Charisma": "Charisma",
+ "Current": "Current",
+ "Defense": "Defense",
+ "Dexterity": "Dexterity",
+ "Dmg": "Dmg",
+ "Encumbrance": "Encumbrance",
+ "Equipment": "Equipment",
+ "Flaws": "Flaws",
+ "Health": "Health",
+ "Heavy": "Heavy",
+ "Initiative": "Initiative",
+ "Intelligence": "Intelligence",
+ "Languages": "Languages",
+ "lbs": "lbs",
+ "Levels": "Levels",
+ "Light": "Light",
+ "Maximum": "Maximum",
+ "Medium": "Medium",
+ "Mod": "Mod",
+ "Modifier": "Modifier",
+ "Money": "Money",
+ "More-details": "More details",
+ "Motivation": "Motivation",
+ "Move": "Move",
+ "Notes": "Notes",
+ "On": "On",
+ "Perception": "Perception",
+ "Primary-Attributes": "Primary Attributes",
+ "Prompt": "Prompt",
+ "Rate": "Rate",
+ "Rating": "Rating",
+ "Resources": "Resources",
+ "Rng": "Rng",
+ "Secondary-Attributes": "Secondary Attributes",
+ "Size": "Size",
+ "Skills": "Skills",
+ "Spd": "Spd",
+ "star-specialized-skill": "* specialized skill",
+ "Strength": "Strength",
+ "Stun": "Stun",
+ "Style": "Style",
+ "Talents": "Talents",
+ "Total-Carried": "Total Carried",
+ "Weapons": "Weapons",
+ "Weight": "Weight",
+ "Willpower": "Willpower",
+ "Wounds": "Wounds"
+}
\ No newline at end of file
diff --git a/Infected!/translations/ca.json b/Infected!/translations/ca.json
new file mode 100644
index 0000000000..d70bde845f
--- /dev/null
+++ b/Infected!/translations/ca.json
@@ -0,0 +1,127 @@
+{
+ "Language": "Language",
+ "CharacterName": "Character Name",
+ "PlayerName": "Player Name",
+ "Disposition": "Disposition",
+ "Campaign": "Campaign",
+ "Attributes": "Attributes",
+ "Attribute": "Attribute",
+ "physical": "physical",
+ "Brawn": "Brawn",
+ "BrawnRoll": "Brawn Roll",
+ "Dexterity": "Dexterity",
+ "DexterityRoll": "Dexterity Roll",
+ "social": "social",
+ "Presence": "Presence",
+ "PresenceRoll": "Presence Roll",
+ "Tact": "Tact",
+ "TactRoll": "Tact Roll",
+ "mental": "mental",
+ "Awareness": "Awareness",
+ "AwarenessRoll": "Awareness Roll",
+ "Intelligence": "Intelligence",
+ "IntelligenceRoll": "Intelligence Roll",
+ "spiritual": "spiritual",
+ "Permanent": "Permanent",
+ "Temporary": "Temporary",
+ "Resolve": "Resolve",
+ "ResolveRoll": "Resolve Roll",
+ "Luck": "Luck",
+ "LuckRoll": "Luck Roll",
+ "Dexterity+Awareness": "Dexterity + Awareness",
+ "BaseInitiative": "Base Initiative",
+ "VitalStatistics": "Vital Statistics",
+ "Morality": "Morality",
+ "MoralityRoll": "Morality Roll",
+ "BaseHealth": "Base Health",
+ "Brawn+Luck": "Brawn + Luck",
+ "ExtraHealth": "Extra Health",
+ "Health": "Health",
+ "TotalHealth": "Total Health",
+ "Battered": "Battered",
+ "Current": "Current",
+ "Injured": "Injured",
+ "Wounded": "Wounded",
+ "DamagePenalty": "Damage Penalty",
+ "Skills": "Skills",
+ "Skill": "Skill",
+ "AnimalHandling": "Animal Handling",
+ "Athletics": "Athletics",
+ "Command": "Command",
+ "Construction": "Construction",
+ "Deception": "Deception",
+ "Deduction": "Deduction",
+ "Diplomacy": "Diplomacy",
+ "Dodge": "Dodge",
+ "Domestic": "Domestic",
+ "HandToHand": "Hand to Hand",
+ "Intimidation": "Intimidation",
+ "Knowledge": "Knowledge",
+ "Medical": "Medical",
+ "Melee": "Melee",
+ "Military": "Military",
+ "Observation": "Observation",
+ "Perform": "Perform",
+ "Pilot": "Pilot",
+ "Ranged": "Ranged",
+ "Rogue": "Rogue",
+ "Stealth": "Stealth",
+ "Wilderness": "Wilderness",
+ "AnimalHandlingRoll": "Animal Handling Roll",
+ "AthleticsRoll": "Athletics Roll",
+ "CommandRoll": "Command Roll",
+ "ConstructionRoll": "Construction Roll",
+ "DeceptionRoll": "Deception Roll",
+ "DeductionRoll": "Deduction Roll",
+ "DiplomacyRoll": "Diplomacy Roll",
+ "DodgeRoll": "Dodge Roll",
+ "DomesticRoll": "Domestic Roll",
+ "HandToHandRoll": "Hand to Hand Roll",
+ "IntimidationRoll": "Intimidation Roll",
+ "KnowledgeRoll": "Knowledge Roll",
+ "LanguageRoll": "Language Roll",
+ "MedicalRoll": "Medical Roll",
+ "MeleeRoll": "Melee Roll",
+ "MilitaryRoll": "Military Roll",
+ "ObservationRoll": "Observation Roll",
+ "PerformRoll": "Perform Roll",
+ "PilotRoll": "Pilot Roll",
+ "RangedRoll": "Ranged Roll",
+ "RogueRoll": "Rogue Roll",
+ "StealthRoll": "Stealth Roll",
+ "WildernessRoll": "Wilderness Roll",
+ "Circumstances": "Circumstances",
+ "Advantages+Disadvantages": "Advantages & Disadvantages",
+ "Experience": "Experience",
+ "Unused": "Unused",
+ "Total": "Total",
+ "RangedWeapon": "Ranged Weapon",
+ "InitMod": "Init Mod",
+ "StrikeMod": "Strike Mod",
+ "Damage": "Damage",
+ "Range": "Range",
+ "Magazine": "Magazine",
+ "HR": "HR",
+ "Notes": "Notes",
+ "Armour": "Armour",
+ "Torso": "Torso",
+ "Head": "Head",
+ "Other": "Other",
+ "MovementPenalty": "Movement Penalty",
+ "AwarenessPenalty": "Awareness Penalty",
+ "MeleeWeapon": "Melee Weapon",
+ "ParryMod": "Parry Mod",
+ "Equipment": "Equipment",
+ "Value": "Value",
+ "Rolled": "Rolled",
+ "Success": "Success",
+ "Failure": "Failure",
+ "Bonus": "Bonus",
+ "Effect": "Effect",
+ "current": "current",
+ "max": "max",
+ "strike": "strike",
+ "initiative": "initiative",
+ "InitiativeRoll": "Roll for initiative",
+ "BaseValue": "Base Value"
+}
\ No newline at end of file
diff --git a/Infected!/translations/hu.json b/Infected!/translations/hu.json
new file mode 100644
index 0000000000..d70bde845f
--- /dev/null
+++ b/Infected!/translations/hu.json
@@ -0,0 +1,127 @@
+{
+ "Language": "Language",
+ "CharacterName": "Character Name",
+ "PlayerName": "Player Name",
+ "Disposition": "Disposition",
+ "Campaign": "Campaign",
+ "Attributes": "Attributes",
+ "Attribute": "Attribute",
+ "physical": "physical",
+ "Brawn": "Brawn",
+ "BrawnRoll": "Brawn Roll",
+ "Dexterity": "Dexterity",
+ "DexterityRoll": "Dexterity Roll",
+ "social": "social",
+ "Presence": "Presence",
+ "PresenceRoll": "Presence Roll",
+ "Tact": "Tact",
+ "TactRoll": "Tact Roll",
+ "mental": "mental",
+ "Awareness": "Awareness",
+ "AwarenessRoll": "Awareness Roll",
+ "Intelligence": "Intelligence",
+ "IntelligenceRoll": "Intelligence Roll",
+ "spiritual": "spiritual",
+ "Permanent": "Permanent",
+ "Temporary": "Temporary",
+ "Resolve": "Resolve",
+ "ResolveRoll": "Resolve Roll",
+ "Luck": "Luck",
+ "LuckRoll": "Luck Roll",
+ "Dexterity+Awareness": "Dexterity + Awareness",
+ "BaseInitiative": "Base Initiative",
+ "VitalStatistics": "Vital Statistics",
+ "Morality": "Morality",
+ "MoralityRoll": "Morality Roll",
+ "BaseHealth": "Base Health",
+ "Brawn+Luck": "Brawn + Luck",
+ "ExtraHealth": "Extra Health",
+ "Health": "Health",
+ "TotalHealth": "Total Health",
+ "Battered": "Battered",
+ "Current": "Current",
+ "Injured": "Injured",
+ "Wounded": "Wounded",
+ "DamagePenalty": "Damage Penalty",
+ "Skills": "Skills",
+ "Skill": "Skill",
+ "AnimalHandling": "Animal Handling",
+ "Athletics": "Athletics",
+ "Command": "Command",
+ "Construction": "Construction",
+ "Deception": "Deception",
+ "Deduction": "Deduction",
+ "Diplomacy": "Diplomacy",
+ "Dodge": "Dodge",
+ "Domestic": "Domestic",
+ "HandToHand": "Hand to Hand",
+ "Intimidation": "Intimidation",
+ "Knowledge": "Knowledge",
+ "Medical": "Medical",
+ "Melee": "Melee",
+ "Military": "Military",
+ "Observation": "Observation",
+ "Perform": "Perform",
+ "Pilot": "Pilot",
+ "Ranged": "Ranged",
+ "Rogue": "Rogue",
+ "Stealth": "Stealth",
+ "Wilderness": "Wilderness",
+ "AnimalHandlingRoll": "Animal Handling Roll",
+ "AthleticsRoll": "Athletics Roll",
+ "CommandRoll": "Command Roll",
+ "ConstructionRoll": "Construction Roll",
+ "DeceptionRoll": "Deception Roll",
+ "DeductionRoll": "Deduction Roll",
+ "DiplomacyRoll": "Diplomacy Roll",
+ "DodgeRoll": "Dodge Roll",
+ "DomesticRoll": "Domestic Roll",
+ "HandToHandRoll": "Hand to Hand Roll",
+ "IntimidationRoll": "Intimidation Roll",
+ "KnowledgeRoll": "Knowledge Roll",
+ "LanguageRoll": "Language Roll",
+ "MedicalRoll": "Medical Roll",
+ "MeleeRoll": "Melee Roll",
+ "MilitaryRoll": "Military Roll",
+ "ObservationRoll": "Observation Roll",
+ "PerformRoll": "Perform Roll",
+ "PilotRoll": "Pilot Roll",
+ "RangedRoll": "Ranged Roll",
+ "RogueRoll": "Rogue Roll",
+ "StealthRoll": "Stealth Roll",
+ "WildernessRoll": "Wilderness Roll",
+ "Circumstances": "Circumstances",
+ "Advantages+Disadvantages": "Advantages & Disadvantages",
+ "Experience": "Experience",
+ "Unused": "Unused",
+ "Total": "Total",
+ "RangedWeapon": "Ranged Weapon",
+ "InitMod": "Init Mod",
+ "StrikeMod": "Strike Mod",
+ "Damage": "Damage",
+ "Range": "Range",
+ "Magazine": "Magazine",
+ "HR": "HR",
+ "Notes": "Notes",
+ "Armour": "Armour",
+ "Torso": "Torso",
+ "Head": "Head",
+ "Other": "Other",
+ "MovementPenalty": "Movement Penalty",
+ "AwarenessPenalty": "Awareness Penalty",
+ "MeleeWeapon": "Melee Weapon",
+ "ParryMod": "Parry Mod",
+ "Equipment": "Equipment",
+ "Value": "Value",
+ "Rolled": "Rolled",
+ "Success": "Success",
+ "Failure": "Failure",
+ "Bonus": "Bonus",
+ "Effect": "Effect",
+ "current": "current",
+ "max": "max",
+ "strike": "strike",
+ "initiative": "initiative",
+ "InitiativeRoll": "Roll for initiative",
+ "BaseValue": "Base Value"
+}
\ No newline at end of file
diff --git a/Inspectress-Inc/translations/ca.json b/Inspectress-Inc/translations/ca.json
new file mode 100644
index 0000000000..2a0a3e95ce
--- /dev/null
+++ b/Inspectress-Inc/translations/ca.json
@@ -0,0 +1,26 @@
+{
+ "nombre": "Full Name:",
+ "alias": "Aliases:",
+ "puesto": "Position:",
+ "descripcion": "Description:",
+ "transfondo": "Background:",
+ "talentos": "Talents:",
+ "cerebro": "ACADEMICS",
+ "cuerpo": "ATHLETICS",
+ "tecnologia": "TECNOLOGY",
+ "labia": "CONTACT",
+ "estres": "CURRENT STRESS",
+ "alarde": "CURRENT COOL",
+ "caracteristicas": "Characteristics",
+ "explicacion_normal": "Normal Agents - Distribute 9 dice between your character's four skills. Skills can range from 1 to 4",
+ "explicacion_preternatural": "Weird Agents - Distribute 10 dice between your character's four skills. Skills can range from 0 to 10. Leftover dice are put in Cool",
+ "titulo-tabla": "Skill Roll Chart",
+ "resultado": "Result",
+ "descripcion2": "Description",
+ "resultado6": "Amazing! Describe the result and gain 2 Franchise Dice.",
+ "resultado5": "Good. Describe the result and gain 1 Franchise Dice.",
+ "resultado4": "Fair. Describe the mostly positive result of your action but you must include negative of humorous effect.",
+ "resultado3": "Not Great. The GM decides your fate but you may be given a chance to suggest a single positive (albeit minor) effect.",
+ "resultado2": "Bad. The GM decides your fate or you may suggest something suitably negative.",
+ "resultado1": "Terrible! The GM gets to hose you with a truly dire situation resulting from your incompetence."
+}
\ No newline at end of file
diff --git a/Inspectress-Inc/translations/hu.json b/Inspectress-Inc/translations/hu.json
new file mode 100644
index 0000000000..2a0a3e95ce
--- /dev/null
+++ b/Inspectress-Inc/translations/hu.json
@@ -0,0 +1,26 @@
+{
+ "nombre": "Full Name:",
+ "alias": "Aliases:",
+ "puesto": "Position:",
+ "descripcion": "Description:",
+ "transfondo": "Background:",
+ "talentos": "Talents:",
+ "cerebro": "ACADEMICS",
+ "cuerpo": "ATHLETICS",
+ "tecnologia": "TECNOLOGY",
+ "labia": "CONTACT",
+ "estres": "CURRENT STRESS",
+ "alarde": "CURRENT COOL",
+ "caracteristicas": "Characteristics",
+ "explicacion_normal": "Normal Agents - Distribute 9 dice between your character's four skills. Skills can range from 1 to 4",
+ "explicacion_preternatural": "Weird Agents - Distribute 10 dice between your character's four skills. Skills can range from 0 to 10. Leftover dice are put in Cool",
+ "titulo-tabla": "Skill Roll Chart",
+ "resultado": "Result",
+ "descripcion2": "Description",
+ "resultado6": "Amazing! Describe the result and gain 2 Franchise Dice.",
+ "resultado5": "Good. Describe the result and gain 1 Franchise Dice.",
+ "resultado4": "Fair. Describe the mostly positive result of your action but you must include negative of humorous effect.",
+ "resultado3": "Not Great. The GM decides your fate but you may be given a chance to suggest a single positive (albeit minor) effect.",
+ "resultado2": "Bad. The GM decides your fate or you may suggest something suitably negative.",
+ "resultado1": "Terrible! The GM gets to hose you with a truly dire situation resulting from your incompetence."
+}
\ No newline at end of file
diff --git a/Into The Dark/translations/ca.json b/Into The Dark/translations/ca.json
new file mode 100644
index 0000000000..8302925d6b
--- /dev/null
+++ b/Into The Dark/translations/ca.json
@@ -0,0 +1,22 @@
+{
+ "name": "NAME",
+ "origin": "ORIGIN",
+ "training": "TRAINING",
+ "attr-body": "BODY",
+ "attr-determination": "DETERMINATION",
+ "attr-memory": "MEMORY",
+ "attr-technology": "TECHNOLOGY",
+ "attr-violence": "VIOLENCE",
+ "protection": "PROTECTION",
+ "wounds": "WOUNDS",
+ "stress": "STRESS",
+ "shell": "SHELL",
+ "specializations-and-talens": "SPECIALIZATIONS AND TALENTS",
+ "weapons-and-gear": "WEAPONS AND GEAR",
+ "experience": "EXPERIENCE",
+ "experience-rule": "Every 3PX, choose one option and check it.",
+ "plus-one-to-attr": "+1 to one attribute",
+ "new-specialization": "A new specialization",
+ "new-talent": "A new talent",
+ "modifier": "Modifier"
+}
\ No newline at end of file
diff --git a/Into The Dark/translations/hu.json b/Into The Dark/translations/hu.json
new file mode 100644
index 0000000000..8302925d6b
--- /dev/null
+++ b/Into The Dark/translations/hu.json
@@ -0,0 +1,22 @@
+{
+ "name": "NAME",
+ "origin": "ORIGIN",
+ "training": "TRAINING",
+ "attr-body": "BODY",
+ "attr-determination": "DETERMINATION",
+ "attr-memory": "MEMORY",
+ "attr-technology": "TECHNOLOGY",
+ "attr-violence": "VIOLENCE",
+ "protection": "PROTECTION",
+ "wounds": "WOUNDS",
+ "stress": "STRESS",
+ "shell": "SHELL",
+ "specializations-and-talens": "SPECIALIZATIONS AND TALENTS",
+ "weapons-and-gear": "WEAPONS AND GEAR",
+ "experience": "EXPERIENCE",
+ "experience-rule": "Every 3PX, choose one option and check it.",
+ "plus-one-to-attr": "+1 to one attribute",
+ "new-specialization": "A new specialization",
+ "new-talent": "A new talent",
+ "modifier": "Modifier"
+}
\ No newline at end of file
diff --git a/Into the Odd/translations/ca.json b/Into the Odd/translations/ca.json
new file mode 100644
index 0000000000..0383532b49
--- /dev/null
+++ b/Into the Odd/translations/ca.json
@@ -0,0 +1,11 @@
+{
+ "hit-points-u": "Hit Points",
+ "dexterity-u": "Dexterity",
+ "strength-u": "Strength",
+ "willpower-u": "Willpower",
+ "weapon-u": "Weapon",
+ "damage-u": "Dmg.",
+ "item-u": "Item",
+ "quantity-u": "Qty.",
+ "arcana-followers-notes-u": "Arcana, Followers, Notes"
+}
diff --git a/Into the Odd/translations/hu.json b/Into the Odd/translations/hu.json
new file mode 100644
index 0000000000..0383532b49
--- /dev/null
+++ b/Into the Odd/translations/hu.json
@@ -0,0 +1,11 @@
+{
+ "hit-points-u": "Hit Points",
+ "dexterity-u": "Dexterity",
+ "strength-u": "Strength",
+ "willpower-u": "Willpower",
+ "weapon-u": "Weapon",
+ "damage-u": "Dmg.",
+ "item-u": "Item",
+ "quantity-u": "Qty.",
+ "arcana-followers-notes-u": "Arcana, Followers, Notes"
+}
diff --git a/ItrasBy/translations/ca.json b/ItrasBy/translations/ca.json
new file mode 100644
index 0000000000..3b522624c3
--- /dev/null
+++ b/ItrasBy/translations/ca.json
@@ -0,0 +1,15 @@
+{
+ "nom :": "Nom :",
+ "concept :": "Concept :",
+ "apparence :": "Apparence :",
+ "âge :": "Âge :",
+ "yeux :": "Yeux :",
+ "cheveux :": "Cheveux :",
+ "personnage": "Personnage",
+ "historique": "Historique",
+ "personnalités": "Personnalités",
+ "qualités dramatiques": "Qualités Dramatiques",
+ "aimants à intrigues": "Aimants à Intrigues",
+ "personnages secondaires": "Personnages Secondaires",
+ "notes": "Notes"
+}
\ No newline at end of file
diff --git a/ItrasBy/translations/hu.json b/ItrasBy/translations/hu.json
new file mode 100644
index 0000000000..3b522624c3
--- /dev/null
+++ b/ItrasBy/translations/hu.json
@@ -0,0 +1,15 @@
+{
+ "nom :": "Nom :",
+ "concept :": "Concept :",
+ "apparence :": "Apparence :",
+ "âge :": "Âge :",
+ "yeux :": "Yeux :",
+ "cheveux :": "Cheveux :",
+ "personnage": "Personnage",
+ "historique": "Historique",
+ "personnalités": "Personnalités",
+ "qualités dramatiques": "Qualités Dramatiques",
+ "aimants à intrigues": "Aimants à Intrigues",
+ "personnages secondaires": "Personnages Secondaires",
+ "notes": "Notes"
+}
\ No newline at end of file
diff --git a/Karyu Densetsu/translations/ca.json b/Karyu Densetsu/translations/ca.json
new file mode 100644
index 0000000000..acb6ca8717
--- /dev/null
+++ b/Karyu Densetsu/translations/ca.json
@@ -0,0 +1,82 @@
+{
+ "name": "Nome",
+ "concept": "Conceito",
+ "aura": "Aura",
+ "sync": "Sincronização",
+ "karma": "Karma",
+ "nagen": "Nagen",
+ "profile": "Perfil",
+ "techniques": "Técnicas",
+ "equipments": "Equipamentos",
+ "injuries": "Feridas",
+ "vigorformula": "Aura + Força + Vontade",
+ "vigor_bar": "Barra de Vigor",
+ "max": "Máx",
+ "current": "Atual",
+ "mod": "Mod",
+ "attributes": "Atributos",
+ "agility": "Agilidade",
+ "strength": "Força",
+ "instinct": "Instinto",
+ "presence": "Presença",
+ "reason": "Razão",
+ "will": "Vontade",
+ "occupations": "Ocupações",
+ "artist": "Artista",
+ "athlete": "Atleta",
+ "scientist": "Cientista",
+ "diplomat": "Diplomata",
+ "engineer": "Engenheiro",
+ "medic": "Médico",
+ "mystic": "Místico",
+ "pilot": "Piloto",
+ "cheater": "Trapaceiro",
+ "watchful": "Vigilante",
+ "trumps": "Trunfos",
+ "trump1": "Trunfo 1",
+ "trump1-description": "Descrição do Trunfo",
+ "trump2": "Trunfo 2",
+ "trump2-description": "Descrição do Trunfo",
+ "fighting_style": "Estilo de Luta",
+ "style_name": "Nome do Estilo",
+ "grappling": "Agarrão",
+ "blow": "Golpe",
+ "combo": "Combo",
+ "projectile": "Projétil",
+ "block": "Bloqueio",
+ "evasion": "Evasão",
+ "threshold": "Limiar",
+ "canalizingformula": "Aura + 2",
+ "canalizing": "Canalização",
+ "defenseformula": "Aura + Agilidade + Razão ou Instinto (o que for maior) + Evasão",
+ "defense": "Defesa",
+ "protectionformula": "Aura + Força + Bloqueio",
+ "protection": "Proteção",
+ "paths": "Caminhos",
+ "pathname": "Nome do caminho",
+ "pathevent": "Evento do caminho",
+ "turnaround": "Reviravolta",
+ "bonds": "Laços",
+ "bond": "Laço",
+ "notes": "Anotações",
+ "technique_name": "Nome da Técnica",
+ "type": "Tipo",
+ "grapple": "Agarrão",
+ "element": "Elemento",
+ "water": "Água",
+ "air": "Ar",
+ "fire": "Fogo",
+ "earth": "Terra",
+ "ether": "Éter",
+ "damage": "Dano",
+ "ougi": "Ougi",
+ "ougi_effect": "Efeito do Ougi",
+ "upgrades": "Upgrades",
+ "upgrades_list": "Lista de upgrades",
+ "description": "Descrição",
+ "equipment": "Equipamento",
+ "copyright": "Karyu Densetsu é um jogo escrito por Nina Bichara e Thiago Rosa.",
+ "advantagedisadvantage": "Vantagem/Desvantagem",
+ "syncdice": "Dados de Sincronização",
+ "techoccupation": "Técnica ou Ocupação"
+}
diff --git a/Karyu Densetsu/translations/hu.json b/Karyu Densetsu/translations/hu.json
new file mode 100644
index 0000000000..acb6ca8717
--- /dev/null
+++ b/Karyu Densetsu/translations/hu.json
@@ -0,0 +1,82 @@
+{
+ "name": "Nome",
+ "concept": "Conceito",
+ "aura": "Aura",
+ "sync": "Sincronização",
+ "karma": "Karma",
+ "nagen": "Nagen",
+ "profile": "Perfil",
+ "techniques": "Técnicas",
+ "equipments": "Equipamentos",
+ "injuries": "Feridas",
+ "vigorformula": "Aura + Força + Vontade",
+ "vigor_bar": "Barra de Vigor",
+ "max": "Máx",
+ "current": "Atual",
+ "mod": "Mod",
+ "attributes": "Atributos",
+ "agility": "Agilidade",
+ "strength": "Força",
+ "instinct": "Instinto",
+ "presence": "Presença",
+ "reason": "Razão",
+ "will": "Vontade",
+ "occupations": "Ocupações",
+ "artist": "Artista",
+ "athlete": "Atleta",
+ "scientist": "Cientista",
+ "diplomat": "Diplomata",
+ "engineer": "Engenheiro",
+ "medic": "Médico",
+ "mystic": "Místico",
+ "pilot": "Piloto",
+ "cheater": "Trapaceiro",
+ "watchful": "Vigilante",
+ "trumps": "Trunfos",
+ "trump1": "Trunfo 1",
+ "trump1-description": "Descrição do Trunfo",
+ "trump2": "Trunfo 2",
+ "trump2-description": "Descrição do Trunfo",
+ "fighting_style": "Estilo de Luta",
+ "style_name": "Nome do Estilo",
+ "grappling": "Agarrão",
+ "blow": "Golpe",
+ "combo": "Combo",
+ "projectile": "Projétil",
+ "block": "Bloqueio",
+ "evasion": "Evasão",
+ "threshold": "Limiar",
+ "canalizingformula": "Aura + 2",
+ "canalizing": "Canalização",
+ "defenseformula": "Aura + Agilidade + Razão ou Instinto (o que for maior) + Evasão",
+ "defense": "Defesa",
+ "protectionformula": "Aura + Força + Bloqueio",
+ "protection": "Proteção",
+ "paths": "Caminhos",
+ "pathname": "Nome do caminho",
+ "pathevent": "Evento do caminho",
+ "turnaround": "Reviravolta",
+ "bonds": "Laços",
+ "bond": "Laço",
+ "notes": "Anotações",
+ "technique_name": "Nome da Técnica",
+ "type": "Tipo",
+ "grapple": "Agarrão",
+ "element": "Elemento",
+ "water": "Água",
+ "air": "Ar",
+ "fire": "Fogo",
+ "earth": "Terra",
+ "ether": "Éter",
+ "damage": "Dano",
+ "ougi": "Ougi",
+ "ougi_effect": "Efeito do Ougi",
+ "upgrades": "Upgrades",
+ "upgrades_list": "Lista de upgrades",
+ "description": "Descrição",
+ "equipment": "Equipamento",
+ "copyright": "Karyu Densetsu é um jogo escrito por Nina Bichara e Thiago Rosa.",
+ "advantagedisadvantage": "Vantagem/Desvantagem",
+ "syncdice": "Dados de Sincronização",
+ "techoccupation": "Técnica ou Ocupação"
+}
diff --git a/Kids on Bikes Official/translations/ca.json b/Kids on Bikes Official/translations/ca.json
new file mode 100644
index 0000000000..027d8500fb
--- /dev/null
+++ b/Kids on Bikes Official/translations/ca.json
@@ -0,0 +1,72 @@
+{
+ "Name": "Name",
+ "Age": "Age",
+ "Fear": "Fear",
+ "Motivation": "Motivation",
+ "Fight": "Fight",
+ "Flight": "Flight",
+ "Brains": "Brains",
+ "Brawn": "Brawn",
+ "Charm": "Charm",
+ "Grit": "Grit",
+ "COOL UNDER PRESSURE": "COOL UNDER PRESSURE",
+ "EASY GOING": "EASY GOING",
+ "GROSS": "GROSS",
+ "HEROIC": "HEROIC",
+ "INTUITIVE": "INTUITIVE",
+ "LOYAL": "LOYAL",
+ "LUCKY": "LUCKY",
+ "PREPARED": "PREPARED",
+ "PROTECTIVE": "PROTECTIVE",
+ "QUICK HEALING": "QUICK HEALING",
+ "REBELLIOUS": "REBELLIOUS",
+ "TOUGH": "TOUGH",
+ "TREASURE HUNTER": "TREASURE HUNTER",
+ "UNASSUMING": "UNASSUMING",
+ "WEALTHY": "WEALTHY",
+ "SKILLED AT:": "SKILLED AT:",
+ "SKILLED AT DESCRIPTION": "SKILLED AT DESCRIPTION",
+ "ABSENT MINDED": "ABSENT MINDED",
+ "BLUNT": "BLUNT",
+ "BOASTFUL": "BOASTFUL",
+ "CLUMSY": "CLUMSY",
+ "CONCEITED": "CONCEITED",
+ "COWARDLY": "COWARDLY",
+ "DECEITFUL": "DECEITFUL",
+ "DEMANDING": "DEMANDING",
+ "DISLOYAL": "DISLOYAL",
+ "DISOBEDIENT": "DISOBEDIENT",
+ "DOGMATIC": "DOGMATIC",
+ "ENVIOUS": "ENVIOUS",
+ "FLIPPANT": "FLIPPANT",
+ "GLOOMY": "GLOOMY",
+ "GREEDY": "GREEDY",
+ "HOT-TEMPERED": "HOT-TEMPERED",
+ "IGNORANT": "IGNORANT",
+ "INCONSIDERATE": "INCONSIDERATE",
+ "INSECURE": "INSECURE",
+ "IRRATIONAL": "IRRATIONAL",
+ "NEUROTIC": "NEUROTIC",
+ "OBNOXIOUS": "OBNOXIOUS",
+ "PARANOID": "PARANOID",
+ "PATRONIZING": "PATRONIZING",
+ "PERVERSE": "PERVERSE",
+ "PETTY": "PETTY",
+ "PICKY": "PICKY",
+ "PREJUDICE": "PREJUDICE",
+ "PRIM": "PRIM",
+ "RECKLESS": "RECKLESS",
+ "RESENTFUL": "RESENTFUL",
+ "RESTLESS": "RESTLESS",
+ "RUDE": "RUDE",
+ "SECRETIVE": "SECRETIVE",
+ "SELF-CENTERED": "SELF-CENTERED",
+ "SELF-PITYING": "SELF-PITYING",
+ "SLOVENLY": "SLOVENLY",
+ "SUPERSTITIOUS": "SUPERSTITIOUS",
+ "VAIN": "VAIN",
+ "VINDICTIVE": "VINDICTIVE",
+ "Powers": "Powers",
+ "Backpack": "Backpack",
+ "Notes": "Notes"
+}
\ No newline at end of file
diff --git a/Kids on Bikes Official/translations/hu.json b/Kids on Bikes Official/translations/hu.json
new file mode 100644
index 0000000000..027d8500fb
--- /dev/null
+++ b/Kids on Bikes Official/translations/hu.json
@@ -0,0 +1,72 @@
+{
+ "Name": "Name",
+ "Age": "Age",
+ "Fear": "Fear",
+ "Motivation": "Motivation",
+ "Fight": "Fight",
+ "Flight": "Flight",
+ "Brains": "Brains",
+ "Brawn": "Brawn",
+ "Charm": "Charm",
+ "Grit": "Grit",
+ "COOL UNDER PRESSURE": "COOL UNDER PRESSURE",
+ "EASY GOING": "EASY GOING",
+ "GROSS": "GROSS",
+ "HEROIC": "HEROIC",
+ "INTUITIVE": "INTUITIVE",
+ "LOYAL": "LOYAL",
+ "LUCKY": "LUCKY",
+ "PREPARED": "PREPARED",
+ "PROTECTIVE": "PROTECTIVE",
+ "QUICK HEALING": "QUICK HEALING",
+ "REBELLIOUS": "REBELLIOUS",
+ "TOUGH": "TOUGH",
+ "TREASURE HUNTER": "TREASURE HUNTER",
+ "UNASSUMING": "UNASSUMING",
+ "WEALTHY": "WEALTHY",
+ "SKILLED AT:": "SKILLED AT:",
+ "SKILLED AT DESCRIPTION": "SKILLED AT DESCRIPTION",
+ "ABSENT MINDED": "ABSENT MINDED",
+ "BLUNT": "BLUNT",
+ "BOASTFUL": "BOASTFUL",
+ "CLUMSY": "CLUMSY",
+ "CONCEITED": "CONCEITED",
+ "COWARDLY": "COWARDLY",
+ "DECEITFUL": "DECEITFUL",
+ "DEMANDING": "DEMANDING",
+ "DISLOYAL": "DISLOYAL",
+ "DISOBEDIENT": "DISOBEDIENT",
+ "DOGMATIC": "DOGMATIC",
+ "ENVIOUS": "ENVIOUS",
+ "FLIPPANT": "FLIPPANT",
+ "GLOOMY": "GLOOMY",
+ "GREEDY": "GREEDY",
+ "HOT-TEMPERED": "HOT-TEMPERED",
+ "IGNORANT": "IGNORANT",
+ "INCONSIDERATE": "INCONSIDERATE",
+ "INSECURE": "INSECURE",
+ "IRRATIONAL": "IRRATIONAL",
+ "NEUROTIC": "NEUROTIC",
+ "OBNOXIOUS": "OBNOXIOUS",
+ "PARANOID": "PARANOID",
+ "PATRONIZING": "PATRONIZING",
+ "PERVERSE": "PERVERSE",
+ "PETTY": "PETTY",
+ "PICKY": "PICKY",
+ "PREJUDICE": "PREJUDICE",
+ "PRIM": "PRIM",
+ "RECKLESS": "RECKLESS",
+ "RESENTFUL": "RESENTFUL",
+ "RESTLESS": "RESTLESS",
+ "RUDE": "RUDE",
+ "SECRETIVE": "SECRETIVE",
+ "SELF-CENTERED": "SELF-CENTERED",
+ "SELF-PITYING": "SELF-PITYING",
+ "SLOVENLY": "SLOVENLY",
+ "SUPERSTITIOUS": "SUPERSTITIOUS",
+ "VAIN": "VAIN",
+ "VINDICTIVE": "VINDICTIVE",
+ "Powers": "Powers",
+ "Backpack": "Backpack",
+ "Notes": "Notes"
+}
\ No newline at end of file
diff --git a/Kids on Brooms Official/translations/ca.json b/Kids on Brooms Official/translations/ca.json
new file mode 100644
index 0000000000..8ada32a69d
--- /dev/null
+++ b/Kids on Brooms Official/translations/ca.json
@@ -0,0 +1,48 @@
+{
+ "Trope": "Trope",
+ "Character Name": "Character Name",
+ "Age": "Age",
+ "Pronouns": "Pronouns",
+ "Fear": "Fear",
+ "Motivation": "Motivation",
+ "Description": "Description",
+ "Grade": "Grade",
+ "Underclass": "Underclass",
+ "Upperclass": "Upperclass",
+ "Faculty": "Faculty",
+ "Your Broom": "Your Broom",
+ "Look": "Look",
+ "Mechanical Benefit": "Mechanical Benefit",
+ "Your Wand": "Your Wand",
+ "Wood": "Wood",
+ "Core": "Core",
+ "Animal Familiar": "Animal Familiar",
+ "Schoolbag": "Schoolbag",
+ "Strengths": "Strengths",
+ "You start with your 'grade Strength' and two more.": "You start with your 'grade Strength' and two more.",
+ "Strength Name": "Strength Name",
+ "Strength Effects": "Strength Effects",
+ "Flaws": "Flaws",
+ "Flaw Name": "Flaw Name",
+ "Flaw Effects": "Flaw Effects",
+ "d4": "d4",
+ "d6": "d6",
+ "d8": "d8",
+ "d10": "d10",
+ "d12": "d12",
+ "d20": "d20",
+ "Adversity Tokens": "Adversity Tokens",
+ "Begin the game with 3 adversity tokens. Add 1 each time you fail a roll.": "Begin the game with 3 adversity tokens. Add 1 each time you fail a roll.",
+ "Trope Questions": "Trope Questions",
+ "Share these answers with the GM.": "Share these answers with the GM.",
+ "Fight": "Fight",
+ "Flight": "Flight",
+ "Brains": "Brains",
+ "Brawn": "Brawn",
+ "Charm": "Charm",
+ "Grit": "Grit",
+ "Stats": "Stats",
+ "Stat": "Stat",
+ "Magic": "Magic",
+ "Name": "Name"
+}
\ No newline at end of file
diff --git a/Kids on Brooms Official/translations/hu.json b/Kids on Brooms Official/translations/hu.json
new file mode 100644
index 0000000000..8ada32a69d
--- /dev/null
+++ b/Kids on Brooms Official/translations/hu.json
@@ -0,0 +1,48 @@
+{
+ "Trope": "Trope",
+ "Character Name": "Character Name",
+ "Age": "Age",
+ "Pronouns": "Pronouns",
+ "Fear": "Fear",
+ "Motivation": "Motivation",
+ "Description": "Description",
+ "Grade": "Grade",
+ "Underclass": "Underclass",
+ "Upperclass": "Upperclass",
+ "Faculty": "Faculty",
+ "Your Broom": "Your Broom",
+ "Look": "Look",
+ "Mechanical Benefit": "Mechanical Benefit",
+ "Your Wand": "Your Wand",
+ "Wood": "Wood",
+ "Core": "Core",
+ "Animal Familiar": "Animal Familiar",
+ "Schoolbag": "Schoolbag",
+ "Strengths": "Strengths",
+ "You start with your 'grade Strength' and two more.": "You start with your 'grade Strength' and two more.",
+ "Strength Name": "Strength Name",
+ "Strength Effects": "Strength Effects",
+ "Flaws": "Flaws",
+ "Flaw Name": "Flaw Name",
+ "Flaw Effects": "Flaw Effects",
+ "d4": "d4",
+ "d6": "d6",
+ "d8": "d8",
+ "d10": "d10",
+ "d12": "d12",
+ "d20": "d20",
+ "Adversity Tokens": "Adversity Tokens",
+ "Begin the game with 3 adversity tokens. Add 1 each time you fail a roll.": "Begin the game with 3 adversity tokens. Add 1 each time you fail a roll.",
+ "Trope Questions": "Trope Questions",
+ "Share these answers with the GM.": "Share these answers with the GM.",
+ "Fight": "Fight",
+ "Flight": "Flight",
+ "Brains": "Brains",
+ "Brawn": "Brawn",
+ "Charm": "Charm",
+ "Grit": "Grit",
+ "Stats": "Stats",
+ "Stat": "Stat",
+ "Magic": "Magic",
+ "Name": "Name"
+}
\ No newline at end of file
diff --git a/Knight/translations/ca.json b/Knight/translations/ca.json
new file mode 100644
index 0000000000..5af9367fed
--- /dev/null
+++ b/Knight/translations/ca.json
@@ -0,0 +1,1187 @@
+{
+ "": "",
+ "0": "Standard",
+ "fiche-a-afficher": "Fiche à afficher :",
+ "pj": "PJ",
+ "pnj": "PNJ",
+ "creature": "Créature",
+ "bande": "Bande",
+ "jets-sont": "Les jets sont :",
+ "public": "Public",
+ "prive": "Privé",
+ "afficher-lors-d'un-jet": "Afficher lors d'un jet :",
+ "ajouter-pistolet-service": "Ajouter l'arme de section (Pistolet de Service)",
+ "ajouter-marteau-epieu": "Ajouter l'arme de section (Marteau-Épieu)",
+ "utiliser-regles-ia": "Utiliser les règles des IA.",
+ "inclure-onglet-incarner-ia": "Inclure un onglet pour incarner l'IA d'un autre joueur.",
+ "utiliser-cartes-destin": "Utiliser les cartes du destin.",
+ "utiliser-capacites-heroiques": "Utiliser les capacités héroïques.",
+ "afficher-onglet-gestion-art": "Afficher un onglet pour la gestion de l'Art.",
+ "inclure-onglet-gerer-vehicule": "Inclure un onglet pour gérer le véhicule.",
+ "utiliser-regles-egide": "Utiliser les règles de l'égide.",
+ "acces-armures-legende": "Accès aux méta-armures de légende.",
+ "acces-mecha-armures": "Accès aux mécha-armures.",
+ "utiliser-regles-resilience": "Utiliser les règles de la Résilience.",
+ "afficher-onglet-modules": "Afficher l'onglet des Modules.",
+ "inclure-capacites-fan-made": "Inclure les capacités du Codex Fan Made.",
+ "defense": "Défense",
+ "base": "Base",
+ "modif": "Modif",
+ "total": "Total",
+ "reaction": "Réaction",
+ "initiative": "Initiative",
+ "fiche-vehicule": "Fiche Véhicule",
+ "fiche-pj": "Fiche PJ",
+ "fiche-pnj": "Fiche PNJ",
+ "fiche-creature": "Fiche Créature",
+ "fiche-bande": "Fiche Bande",
+ "dossier": "Dossier",
+ "armure": "Armure",
+ "capacite": "Capacité",
+ "capacites": "Capacités",
+ "combat": "Combat",
+ "module": "Module",
+ "overdrive": "Overdrive",
+ "ia": "IA",
+ "ia-incarnee": "IA Incarnée",
+ "historique": "Historique",
+ "art": "Art",
+ "heroisme": "Héroïsme",
+ "vehicule": "Véhicule",
+ "equipage": "Equipage",
+ "carte-d'identite": "Carte d'identité",
+ "nom": "Nom",
+ "surnom": "Surnom",
+ "age": "Âge",
+ "archetype": "Archetype",
+ "archetype/metier": "Archetype/Métier",
+ "haut-fait": "Haut-Fait",
+ "meta-armure": "Méta-armure",
+ "meta-armure-legende": "Méta-armure de légende",
+ "selectionner": "Sélectionner",
+ "mode": "Mode",
+ "sans": "Sans",
+ "guardian": "Guardian",
+ "barbarian": "Barbarian",
+ "bard": "Bard",
+ "berserk": "Berserk",
+ "druid": "Druid",
+ "monk": "Monk",
+ "necromancer": "Necromancer",
+ "paladin": "Paladin",
+ "priest": "Priest",
+ "psion": "Psion",
+ "ranger": "Ranger",
+ "rogue": "Rogue",
+ "shaman": "Shaman",
+ "sorcerer": "Sorcerer",
+ "warlock": "Warlock",
+ "warmaster": "Warmaster",
+ "warrior": "Warrior",
+ "wizard": "Wizard",
+ "section-d'origine": "Section d'origine",
+ "blason": "Blason",
+ "motivation-majeure": "Motivation Majeure",
+ "motivations-mineures": "Motivations Mineures",
+ "espoir-sacrifie": "Espoir sacrifié",
+ "espoir-sacrifie-donne": "Espoir sacrifié/donné",
+ "sacrifice-points-espoir": "Sacrifice de points d'espoir",
+ "points-espoir-vs-humain": "Points d'espoir récupérés contre les humains",
+ "points-espoir-vs-anatheme": "Points d'espoir récupérés contre l'anathème",
+ "bonus-jets-allies": "Bonus aux jets alliés",
+ "bonus-egide": "Bonus à l'égide",
+ "bonus-egide-short": "Bonus Égide",
+ "bonus-degats": "Bonus aux dégâts",
+ "bonus-violence": "Bonus à la violence",
+ "degats-subis-par-tour": "Dégâts subis/tour",
+ "reussites-automatiques": "réussites automatiques",
+ "type": "Type",
+ "colosse-recrue": "Colosse (Recrue)",
+ "colosse-initie": "Colosse (Initié)",
+ "colosse-heros": "Colosse (Héros)",
+ "patron-recrue": "Patron (Recrue)",
+ "patron-initie": "Patron (Initié)",
+ "patron-heros": "Patron (Héros)",
+ "tactique": "Tactique",
+ "jet": "Jet",
+ "bonus/malus-jets": "Bonus/Malus aux Jets",
+ "deplacement": "Déplacement",
+ "force": "Force",
+ "endurance": "Endurance",
+ "hargne": "Hargne",
+ "instinct": "Instinct",
+ "tir": "Tir",
+ "savoir": "Savoir",
+ "technique": "Technique",
+ "aura": "Aura",
+ "parole": "Parole",
+ "sang-froid": "Sang-Froid",
+ "discretion": "Discrétion",
+ "perception": "Perception",
+ "dexterite": "Dextérité",
+ "chair": "Chair",
+ "bête": "Bête",
+ "machine": "Machine",
+ "dame": "Dame",
+ "masque": "Masque",
+ "tout-restaurer": "Tout Restaurer",
+ "actuel": "Actuel",
+ "maximum": "Maximum",
+ "energie": "Énergie",
+ "champ-de-force": "Champ de force",
+ "flux": "Flux",
+ "physique-et-mental": "Physique et Mental",
+ "sante": "Santé",
+ "espoir": "Espoir",
+ "egide": "Egide",
+ "protection-energie-sante": "Protections, Énergie et Santé",
+ "protection-sante": "Protections et Santé",
+ "protection-cohension": "Protections et Cohésion",
+ "bouclier": "Bouclier",
+ "cohesion": "Cohésion",
+ "debordement": "Débordement",
+ "score": "Score",
+ "tour-actuel": "Tour Actuel",
+ "od": "OD",
+ "resilience": "Résilience",
+ "calculer": "Calculer",
+ "calculer-resilience": "Calculer la résilience",
+ "aspects-exceptionnels": "Aspects Exceptionnels",
+ "mineur-(0)": "Mineur (0)",
+ "mineur-(1)": "Mineur (1)",
+ "mineur-(2)": "Mineur (2)",
+ "mineur-(3)": "Mineur (3)",
+ "mineur-(4)": "Mineur (4)",
+ "mineur-(5)": "Mineur (5)",
+ "mineur-(6)": "Mineur (6)",
+ "mineur-(7)": "Mineur (7)",
+ "mineur-(8)": "Mineur (8)",
+ "mineur-(9)": "Mineur (9)",
+ "mineur-(10)": "Mineur (10)",
+ "mineur-(11)": "Mineur (11)",
+ "mineur-(12)": "Mineur (12)",
+ "mineur-(13)": "Mineur (13)",
+ "mineur-(14)": "Mineur (14)",
+ "mineur-(15)": "Mineur (15)",
+ "mineur-(16)": "Mineur (16)",
+ "mineur-(17)": "Mineur (17)",
+ "mineur-(18)": "Mineur (18)",
+ "mineur-(19)": "Mineur (19)",
+ "mineur-(20)": "Mineur (20)",
+ "majeur-(0)": "Majeur (0)",
+ "majeur-(1)": "Majeur (1)",
+ "majeur-(2)": "Majeur (2)",
+ "majeur-(3)": "Majeur (3)",
+ "majeur-(4)": "Majeur (4)",
+ "majeur-(5)": "Majeur (5)",
+ "majeur-(6)": "Majeur (6)",
+ "majeur-(7)": "Majeur (7)",
+ "majeur-(8)": "Majeur (8)",
+ "majeur-(9)": "Majeur (9)",
+ "majeur-(10)": "Majeur (10)",
+ "majeur-(11)": "Majeur (11)",
+ "majeur-(12)": "Majeur (12)",
+ "majeur-(13)": "Majeur (13)",
+ "majeur-(14)": "Majeur (14)",
+ "majeur-(15)": "Majeur (15)",
+ "majeur-(16)": "Majeur (16)",
+ "majeur-(17)": "Majeur (17)",
+ "majeur-(18)": "Majeur (18)",
+ "majeur-(19)": "Majeur (19)",
+ "majeur-(20)": "Majeur (20)",
+ "bete": "Bête",
+ "points-faibles": "Points Faibles",
+ "sorcerer-ponctionner-l'energie": "Ponctionner l'énergie",
+ "evolution": "Évolution",
+ "150-PG": "150 PG",
+ "barbariane-150PG-description": "Limite de taille à 8 mètres.",
+ "200-PG": "200 PG",
+ "barbariane-200PG-description": "Pas de malus de défense.",
+ "250-PG": "250 PG",
+ "350-PG": "350 PG",
+ "500-PG": "500 PG",
+ "barbariane-250PG-description": "Limite de taille à 10 mètres.",
+ "bard-150PG-description": "Portée Moyenne / Peut affecter jusqu'à 4 alliés.",
+ "bard-200PG-description": "Le mode changeling coûte 2PE de moins.",
+ "bard-250PG-description": "Peut faire exploser son apparence ou ses faux-êtres lors de la désactivation.",
+ "berserk-250PG-description": "Tant qu’il porte la méta-armure, le personnage augmente désormais son total de points d’espoir de 25.
Il reçoit un effet supplémentaire de son choix du mode Illumination.",
+ "berserk-350PG-description-1": "Les effets Beacon, Blaze et Torch augmentent en efficacité :",
+ "berserk-350PG-description-2": "Le chevalier reçoit un effet supplémentaire de son choix du mode Illumination.",
+ "berserk-350PG-titre-blaze": "Blaze :",
+ "berserk-350PG-description-blaze": "Provoque désormais 4D6 (12) points de dégâts et de violence.",
+ "berserk-350PG-titre-beacon": "Beacon :",
+ "berserk-350PG-description-beacon": "Octroie désormais un bonus de 4 réussites automatiques.",
+ "berserk-350PG-titre-torch": "Torch :",
+ "berserk-350PG-description-torch": "Offre désormais une égide de 4 ou un bonus d’égide de 4.",
+ "berserk-500PG-description": "Désormais, toutes les pertes d’espoir du personnage (en dehors des pertes causées par les capacités de la méta-armure) sont réduites de 3 (minimum 1). L’effet est cumulable avec d’autres avantages ou effets.
Le chevalier reçoit un effet supplémentaire de son choix du mode Illumination.",
+ "gloire-totale": "Gloire Totale",
+ "niveau-du-lion": "Niveau du Lion",
+ "niveau-du-wolf": "Niveau du Wolf",
+ "niveau-du-crow": "Niveau du Crow",
+ "monk-150PG-description": "+2D6 en dégâts et violence pour le mode Céa.",
+ "monk-200PG-description": "Le mode Zen peut être activé pour récupérer les points d'espoirs perdus lors de n'importe quel combat ayant eu lieu durant la mission en cours.",
+ "Vague-d'énergie-:": "Vague d'énergie :",
+ "monk-vague-d'energie-250PG-description": "+2 en Parasitage / Salve d'énergie : +3 en Dispersion",
+ "Rayon-d'énergie-:": "Rayon d'énergie :",
+ "monk-bonus-maintien": "Bonus de maintien",
+ "monk-rayon-d'energie-250PG-description": "Perce Armure devient Ignore Armure",
+ "paladin-150PG-description": "Peut sloter une arme de tir à une main, ou à deux mains (sans l'attribut lourd) sur chacun de ses bras (une par bras maximum), et continuer à porter des armes dans ses mains. Les armes slotées sont considérées être en main. Le chevalier peut donc passer d'une arme à l'autre lors de ses différents tours.",
+ "paladin-200PG-description": "+2 pour le CdF du Shrine. Peut l'activer durant 6 tour / une minute pour 5PE et à portée moyenne pour 10PE.",
+ "paladin-250PG-description": "L'effet 'lente et lourde' est annulé.",
+ "priest-150PG-description": "Les créations du mode NanoC durent 1h. 2PE/heure supplémentaire.",
+ "priest-200PG-description": "1D6+6 supplémentaire à toutes les réparations (mode Mechanic).",
+ "priest-250PG-description": "Permet la création au choix : moto steed, stalion, maraudeur II, ou vector léger, pour 9PE et une durée de 1h (mode NanoC, au contact).",
+ "psion-150PG-description": "Le Mode Puppet Master fonctionne contre les salopards sur un test base Aura et pour 2 de flux. Chaque cible supplémentaire coûte 2 de flux et prolonger l'ordre coûte 1 de flux. Flux non dépensés en cas d'échec. Un type d'ennemi par utilisation.",
+ "psion-200PG-description": "Le Mode Discord fonctionne contre les salopards sur un test base Aura. Flux non dépensés en cas d'échec. Malus passe à 3 Dès pour les actions / 2 pour la réaction / 2 pour la défense.",
+ "psion-250PG-description": "Le Mode Puppet Master fonctionne contre les bandes sur un test base Aura. Flux non dépensés en cas d'échec. Le score de débordement actuel est infligé à tous les autres ennemis présents dans la scène. Un type d'ennemi par utilisation.",
+ "50-PG": "50 PG",
+ "ranger-50PG-1-description": "Peut ajouter un ou plusieurs effets pour 6PE : anti-Anathème / Démoralisant / Pénétrant 10 / Ignore Armure / En Chaîne / Fureur",
+ "ranger-50PG-2-description": "Augmentation des dégâts à 5D / Augmentation de la violence à 3D / Maximum de dégâts et violence à 9D",
+ "ranger-50PG-3-description": "Le longbow perd l'effet lourd et gagne l'effet deux mains.",
+ "100-PG": "100 PG",
+ "ranger-100PG-description": "Les effets coûtent 2PE de moins (sauf augmentation dégât / violence), minimum 1.",
+ "rogue-150PG-description": "Possibilité de dépenser 2PE pour que le mode Ghost dure 6 tours en phase de conflit et 6PE pour qu'il dure 15 minutes en dehors des conflits.",
+ "rogue-200PG-description": "Seul les ennemis possédant un aspect Machine exceptionnelle majeure peuvent détecteur la présence du chevalier en mode Ghost. Il bénéficie, comme précédemment, de 3 réussites automatiques pour passer inaperçu.",
+ "rogue-250PG-description": "Le mode Ghost ne se désactive pas lors des attaques du chevalier en cas de dépense de 3PE.",
+ "shaman-150PG-description": "Trois totems maximum peuvent maintenant être matérialisés en même temps.",
+ "shaman-200PG-description": "Désormais, le mode Ascension peut être activé même quand le chevalier est hors de sa méta-armure. Dans ce cas, l’IA de la méta-armure prend l’apparence du chevalier en combinaison Guardian ou en méta-armure, au choix du chevalier.",
+ "shaman-250PG-description": "Les totems peuvent maintenant agir de manière indépendante (toujours en suivant les ordres du chevalier) et sans limite de portée. Ils sont bien plus finement matérialisés et ressemblent trait pour trait à la méta-armure du chevalier. Ils peuvent aussi être matérialisés pour une scène entière ou une phase de conflit entière pour un coût total de 10 PE.",
+ "sorcerer-vol-en-nuee": "Vol en nuée : ",
+ "sorcerer-150PG-vol-en-nuee-description": " Module de vol passe niveau 2.",
+ "sorcerer-phase": "Phase : ",
+ "sorcerer-150PG-phase-description": "Module de phase passe niveau 2.",
+ "sorcerer-etirement": "Étirement : ",
+ "sorcerer-150PG-etirement-description": "La portée passe à moyenne.",
+ "sorcerer-corps-de-métal": "Corps de métal : ",
+ "sorcerer-150PG-corps-de-metal-description": "Bonus de CdF passe à 4.",
+ "sorcerer-corps-fluide": "Corps fluide : ",
+ "sorcerer-150PG-corps-fluide-description": "Bonus de défense / réaction passe à 3.",
+ "sorcerer-polymorphie-de-guerre": "Polymorphie de guerre : ",
+ "sorcerer-150PG-polymorphie-de-guerre-description": "Les modules passent au niveau 2. Effets et bonus à choisir.",
+ "sorcerer-250PG-description": "En activant le mode Morph, le chevalier obtient les effets des 6 capacités en même temps.",
+ "berserk-mode-illumination": "Mode Illumination",
+ "berserk-selection-effets": "Sélection des Effets",
+ "berserk-illumination-blaze": "Blaze",
+ "berserk-illumination-candle": "Candle",
+ "berserk-illumination-beacon": "Beacon",
+ "berserk-illumination-torch": "Torch",
+ "berserk-illumination-projector": "Projector",
+ "berserk-illumination-lighthouse": "Lighthouse",
+ "berserk-illumination-lantern": "Lantern",
+ "berserk-mode-rage": "Mode Rage",
+ "berserk-bonus-rage": "Bonus Rage",
+ "berserk-nourri-rage": "Nourri par la rage",
+ "berserk-rage-colere": "Colère - Niveau 1",
+ "berserk-rage-rage": "Rage - Niveau 2",
+ "berserk-rage-fureur": "Fureur - Niveau 3",
+ "total-actuel": "Total actuel",
+ "shaman-impregnation": "Imprégnation",
+ "shaman-mode-totem": "Mode Totem",
+ "shaman-mode-ascension": "Mode Ascension",
+ "shaman-nombre-totem": "Nombre de totems",
+ "shaman-caracteristique-totem-1": "Caractéristique du Totem 1",
+ "shaman-caracteristique-totem-2": "Caractéristique du Totem 2",
+ "shaman-caracteristique-totem-3": "Caractéristique du Totem 3",
+ "shaman-totem-1": "Totem 1",
+ "shaman-totem-2": "Totem 2",
+ "shaman-totem-3": "Totem 3",
+ "shaman-od-totem-1": "OD Totem 1",
+ "shaman-od-totem-2": "OD Totem 2",
+ "shaman-od-totem-3": "OD Totem 3",
+ "warlock-mode-forward": "Mode Forward",
+ "warlock-mode-record": "Mode Record",
+ "warlock-mode-record-success": "Succès enregistrés",
+ "warlock-mode-record-dmg": "Dégâts enregistrés",
+ "warlock-mode-record-violence": "Violence enregistrée",
+ "warlock-mode-rewind": "Mode Rewind",
+ "warlock-contrecoups": "Contrecoups",
+ "contrecoups-dechirure": "Déchirure",
+ "contrecoups-dechirure-description": "Le corps du personnage est déchiré dans le temps. Il reçoit une blessure grave au hasard qui s’applique automatiquement.",
+ "contrecoups-disparition": "Disparition",
+ "contrecoups-disparition-description": "Dans un flash, le personnage disparaît de la scène et n’en revient qu’à la fin.",
+ "contrecoups-incident": "Incident",
+ "contrecoups-incident-description-1": "Le personnage subit ",
+ "contrecoups-incident-description-2": " points de dégâts directement sur la santé. La capacité Rewind ne peut pas annuler ces dégâts.",
+ "contrecoups-siphon": "Siphon",
+ "contrecoups-siphon-description-1": "L’énergie du personnage est instantanément baissée de ",
+ "contrecoups-siphon-description-2": " points.",
+ "contrecoups-sursaut": "Sursaut",
+ "contrecoups-sursaut-description-1": "Pendant ",
+ "contrecoups-sursaut-description-2": " tours, la méta-armure saute constamment dans le temps. Il doit retirer 2 réussites à chacun de ses tests.",
+ "contrecoups-fragmentation": "Fragmentation",
+ "contrecoups-fragmentation-description-1": "Le personnage subit des dégâts sur sa psyché et oublie qui il est pendant ",
+ "contrecoups-fragmentation-description-2": " tours. Au MJ et PJ d’improviser.",
+ "contrecoups-desorientation": "Désorientation",
+ "contrecoups-desorientation-description-1": "Le chevalier est mentalement désorienté. Il subit une perte de ",
+ "contrecoups-desorientation-description-2": " points d’espoir.",
+ "contrecoups-defaillance": "Défaillance",
+ "contrecoups-defaillance-description-1": "Le CdF de la méta-armure tombe à 0 durant ",
+ "contrecoups-defaillance-description-2": " tours.",
+ "contrecoups-desagregation": "Désagrégation",
+ "contrecoups-desagregation-description-1": "La méta-armure du personnage subit ",
+ "contrecoups-desagregation-description-2": " points de dégâts sans CdF. La capacité Rewind ne peut les annuler.",
+ "warlock-150PG-description": "Désormais, les coûts en PE des modes Rewind et Record sont diminués de 3.",
+ "warlock-200PG-description": "Désormais, le mode Rewind peut être activé juste après (pas avant, ni pendant) une action d’un autre PJ ou d’un PNJ, même si le chevalier devrait être incapable d’effectuer une action ou s’il a par exemple été tué. Les effets infligés par des PNJ et qui devraient persister, comme domination, contrôle et isolement, sont ignorés par le PJ.
Attention : Le chevalier doit toujours attendre 6 secondes avant de réactiver le mode Rewind et ne pourra le réactiver qu’une fois le tour de jeu complet passé.",
+ "warlock-250PG-description": "L’armure est mieux stabilisée en termes temporels. Dé- sormais, le personnage peut relancer son jet sur le tableau des paradoxes temporels et choisir entre les deux résultats.",
+ "warmaster-150PG-description": "+10 PE sur le total.",
+ "warmaster-200PG-description": "Le personnage peut bénéficier dorénavant de toutes les impulsions.",
+ "warmaster-250PG-description": "Le mode Falcon ne coûte que 3PE et ne nécessite aucune action. +10 PE sur le total.",
+ "warrior-150PG-description": "Activer un type ne coûte plus d'action.",
+ "warrior-200PG-description": "Le chevalier possède tous les types.",
+ "warrior-250PG-description": "Les types offrent désormais 2 OD au lieu d'1.",
+ "wizard-150PG-description": "Le mode Boréalis fonctionne maintenant à portée moyenne.",
+ "wizard-200PG-description": "Les dépenses en PE des modes Boréalis et Oriflamme sont réduit de 3 (min. 1).",
+ "wizard-250PG-description": "Le mode Oriflamme fonctionne maintenant à portée moyenne.",
+ "style-de-combat": "Style de Combat",
+ "standard": "Standard",
+ "couvert": "À Couvert",
+ "agressif": "Agressif",
+ "akimbo": "Akimbo",
+ "ambidextre": "Ambidextre",
+ "defensif": "Défensif",
+ "pilonnage": "Pilonnage",
+ "puissant": "Puissant",
+ "suppression": "Suppression",
+ "precis": "Précis",
+ "style-precis": "Style précis",
+ "mineur": "Mineur",
+ "aspect-exceptionnel-chair-mineur": "Le PNJ soustrait toujours son score de l’aspect exceptionnel Chair aux dégâts qu’il reçoit.",
+ "majeur": "Majeur",
+ "aspect-exceptionnel-chair-majeur": "Le PNJ ignore purement les effets barrage X, choc X et meurtrier des armes.",
+ "aspect-exceptionnel-bete-mineur": "(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect exceptionnel Bête.",
+ "aspect-exceptionnel-bete-majeur": "(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect Bête (en plus du score de l’aspect exceptionnel).",
+ "aspect-exceptionnel-machine-mineur": "(Déjà inclus) Le PNJ ajoute son score de Machine exceptionnelle à son score de réaction.",
+ "aspect-exceptionnel-machine-majeur": "Le PNJ est insensible aux capacités d’armure qui jouent sur les sens telles que le mode Ghost ou le mode Changeling. L’invisibilité comme les illusions ou les leurres n’ont pas d’effet sur lui.",
+ "aspect-exceptionnel-dame-mineur": "Le PNJ, s’il est accompagné d’autres PNJ de la même faction que lui, peut toujours décider de reporter les dégâts qu’il subit sur des alliés proches, à portée courte. Cela représente le fait que des PNJ alliés s’interposent pour sauvegarder sa vie.",
+ "aspect-exceptionnel-dame-majeur": "Un PJ qui souhaite attaquer ce PNJ doit réussir un test base Hargne dont la difficulté est égale au score de la Dame exceptionnelle du PNJ. S’il ne réussit pas ce test, il est subjugué par le PNJ et ne se résout pas à l’attaquer.",
+ "aspect-exceptionnel-masque-mineur": "(Déjà inclus) Le PNJ ajoute son score de Masque exceptionnel à son score de défense.",
+ "aspect-exceptionnel-masque-majeur": "(Déjà inclus) Le PNJ agit toujours, peu importe son nombre d’actions, comme s’il avait un score d’initiative de 30. Le MJ ne lance pas les dés.",
+ "mode-goliath": "Mode Goliath",
+ "taille-bonus": "Taille Bonus",
+ "bonus": "Bonus",
+ "degats-contact": "Dégâts (contact)",
+ "degats-violence-contact": "Dégâts / Violence (contact)",
+ "malus": "Malus",
+ "apparence": "Apparence",
+ "faux-êtres": "Faux-Êtres",
+ "effet-des-armes": "Effet des armes",
+ "anti-anatheme": "Anti-Anathème",
+ "anti-anatheme-description": "L’arme ignore purement et simplement la valeur de bouclier et de Chair exceptionnelle (qu’elle soit majeure ou mineure) de la créature de l’Anathème prise pour cible. Les PA, puis la santé de la cible sont directement touchés. Lorsqu’une arme de ce type touche une bande de créatures de l’Anathème, ses scores de bouclier et de Chair exceptionnelle sont ignorés.",
+ "anti-vehicule": "Anti-Véhicule",
+ "anti-vehicule-description": "Les armes possédant cet effet sont conçues pour détruire les véhicules, les blindés et abattre les ennemis de type colosse. Lorsque l’arme tire sur un véhicule ou un colosse, elle inflige ses dégâts normaux et n’a pas besoin d’infliger des tranches de 10 points de dégâts pour en infliger 1 à ces énormes ennemis.",
+ "artillerie": "Artillerie",
+ "artillerie-description": "Si la cible a préalablement été désignée, l’arme peut tirer sans les malus de portée et sans ligne de vue (il faut quand même une ligne de tir direct). La cible ne bénéficie d’aucun bonus de couvert. Attention, il faut que la munition puisse atteindre la cible d’une manière ou d’une autre et qu’un test de tir soit effectué. Une cible préalablement désignée est toujours atteignable, quelle que soit la distance et le « couvert », sans avoir besoin de ligne de tir dégagée.",
+ "assassin": "Assassin",
+ "assassin-description": "Ajoute XD6 aux dégâts lors des attaques surprises.",
+ "assistance-attaque": "Assistance à l'attaque",
+ "assistance-attaque-description": "Lorsqu’un jet pour toucher est effectué avec cette arme, chaque réussite excédentaire au-dessus du score de réaction (dans le cas d’un tir) ou de défense (dans le cas d’une attaque au contact) de la cible permet de lui infliger 1 point de dégât (ou de violence dans le cas d’une bande) supplémentaire.",
+ "barrage": "Barrage",
+ "barrage-description": "Au lieu de faire une attaque, le chevalier peut décider, au prix de son action de combat, de diminuer la défense et la réaction de la bande ou du PNJ ciblé d’un nombre de points égal à X jusqu’au début de son prochain tour, permettant ainsi à ses alliés de toucher plus facilement. L’effet s’applique automatiquement. Aucun autre effet, et aucun dégât de l’arme ne s’applique. Plusieurs effets barrage peuvent s’appliquer sur une même cible et se cumulent. Mais attention, l’effet barrage infligé par l’arme d’un PJ prend fin au début de son tour de jeu suivant (dès ce que c’est à lui de jouer de nouveau).",
+ "cadence": "Cadence",
+ "cadence-description": "L’arme est très rapide et peut cibler X adversaires par action de combat au lieu d’un seul. Une attaqu doit être réalisée pour chacune des cibles, avec 3 dés d malus. Chacune des cibles ne peut être distante de plus d 2 mètres.",
+ "chargeur": "Chargeur",
+ "chargeur-description": "L’arme ou le module dispose d’un nombre d’utilisations indiqué par X. Une fois utilisé autant de fois que X, on estime qu’il n’a plus de munitions et ne peut donc plus faire feu. L’arme ou le module doit être rechargé (gratuitement) à Camelot entre deux missions.",
+ "choc": "Choc",
+ "choc-description": "Si le jet pour toucher avec l’arme est supérieur au score de l’aspect Chair (divisé par 2 pour un PNJ) de la cible, celle-ci perd ses X prochaines actions. Cet effet ne fonctionne pas contre les bandes. Attention, l’effet ne peut pas se cumuler alors que la cible est déjà sous l’effet choc.\n\nDans certaines circonstances, l’effet choc peut être considéré comme automatique et ne prend donc pas en compte le score de l’aspect Chair. Lorsque l’effet choc est censé s’appliquer automatiquement, il faut tout de même que le personnage touche sa cible. En revanche, son résultat n’a pas besoin d’égaler l’aspect Chair divisé par deux de la cible pour que l’effet fonctionne. En fonction des circonstances, le MJ peut décider qu’un personnage sous l’effet choc subit un malus de 2 à sa réaction et à sa défense. L’effet ne se cumule pas avec parasitage X.",
+ "defense-reaction": "Défense X / Réaction X",
+ "defense-reaction-description": "L’utilisateur bénéficie d’un bonus en défense ou en réaction, X représentant cette valeur, tant qu’il utilise cette arme ou module. Les bonus reçus peuvent se cumuler tant que le personnage peut bénéficier de l’effet.",
+ "degats-continus": "Dégâts Continus",
+ "degats-continus-description": "L’arme inflige X points de dégâts à chaque tour durant 1D6 tours. Les dégâts sont subis par la cible à chacun de ses tours de jeu et ignorent les éventuels scores de CdF ou de bouclier. Au regard de la technologie utilisée, l’effet ne peut se stopper que si la cible reçoit les soins appropriés ou s’il se termine de lui-même. Typiquement, cet effet se retrouve sur les armes causant des brûlures. Cet effet ne peut être cumulé sur une même créature tant que l’effet est déjà présent au moins une fois.",
+ "demoralisant": "Démoralisant",
+ "demoralisant-description": "Avec une attaque réussie, l’arme enlève 2 points au score de débordement que les bandes composées d’humains infligent, avant calcul des dégâts effectifs.\n\nLes dégâts effectifs du tour sont donc égaux débordement moins 2 multiplié par le nombre de tours écoulés à ce tour.\n\nAutrement dit, démoralisant réduit le débordement pour le tour en cours, et uniquement le tour en cours. Précision : Si l’effet démoralisant est appliqué plusieurs fois, cela se cumule en ajoutant un tour de durée (et non pas en sous-trayant des points supplémentaires au débordement de la bande ciblée).",
+ "designation": "Désignation",
+ "designation-description": "L’arme peut désigner une cible (une seule cible, pas une bande) une fois par tour. Son utilisateur et ses alliés reçoivent un bonus de 1 réussite automatique pour toucher la cible et ignorent toujours les éventuels échecs critiques qu’ils pourraient subir lorsqu’ils tentent de la toucher. Désigner une cible ne coûte pas d’action. Il n’y a aucun test à effectuer pour désigner une cible et la portée de la désignation est celle de l’arme utilisée. La cible demeure désignée durant toute la scène ou toute la phase de conflit.\n\nUne fois désignée, l’armure va suivre les mouvements et les bruits de la cible et représenter sa position, ce qui permet au chevalier de lui tirer dessus avec une arme disposant de l’effet artillerie notamment, ou d’utiliser automatiquement tout effet venant de ses éventuelles visions alternatives.\n\nL’effet permet par exemple, couplé avec un module de type vision prédatrice, de voir la cible à travers les murs, silhouettée sur la visière à Réalité Augmentée de la méta-armure. Tant que la signature de la cible reste visible par la méta-armure, la cible reste désignée. Attention : L’effet ne peut être cumulé sur une même cible.",
+ "destructeur": "Destructeur",
+ "destructeur-description": "Lorsque les dégâts impactent les points d’armure de la cible, si elle a des PA, on ajoute 2D6 au total de dégâts. Si un seul point de dégâts passe le bouclier et le CdF de la cible, l’effet est appliqué.",
+ "deux-mains": "Deux Mains",
+ "deux-mains-description": "Cet effet signifie simplement que le chevalier doit utiliser ses deux mains pour frapper ou tirer avec l’arme. Utiliser à une main une arme possédant cet effet est impossible, l’arme étant trop lourde ou possédant trop de recul pour toucher efficacement.",
+ "dispersion": "Dispersion",
+ "dispersion-description": "L’arme peut toucher plusieurs ennemis et ses dégâts peuvent donc s’appliquer à plusieurs du moment que ces ennemis sont à moins de deux mètres les uns des autres. X représente le nombre d’ennemis que l’arme peut toucher dans une même action. Un seul jet d’attaque est à effectuer contre un seul ennemi. Les autres ennemis proches subissent automatiquement les dégâts et les autres effets que dispersion, à condition que le résultat du test d’attaque dépasse leur score d’opposition. Typiquement, les lance-flammes ou les armes explosives infligent cet effet. Cet effet n’affecte pas les bandes contre lesquelles seule la violence peut s’appliquer.\n\nAttention : Si l’effet est utilisé contre des ennemis au contact avec un autre PJ, ce dernier subit aussi les dégâts de la dispersion.",
+ "en-chaine": "En Chaîne",
+ "en-chaine-description": "Lorsque le PJ utilisant cette arme réussit à éliminer (pas forcément à tuer, neutraliser suffit) un hostile ou un salopard, il peut effectuer au prix de 3 PE, au même tour et à la même initiative, une autre attaque sur un autre hostile ou un autre salopard qui se trouve à portée de son arme (un test pour toucher est de nouveau nécessaire). Si cette deuxième attaque élimine la cible, l’effet peut s’appliquer une nouvelle fois et ainsi de suite. Le coût en énergie intervient en plus de l’éventuel coût en énergie de l’arme. Chaque nouvelle attaque doit donner lieu à une dépense d’énergie en conséquence.\n\nDans le cas où plusieurs ennemis sont éliminés en même temps, l’effet en chaîne ne s’applique qu’une seule fois.",
+ "esperance": "Espérance",
+ "esperance-description": "Contre des désespérés, l’équipement est extrêmement puissant. S’il le veut, un PJ peut décider d’échanger les dégâts qu’il devrait infliger contre l’application de l’effet espérance. L’arme, plutôt que d’infliger des dégâts, traverse alors le corps du désespéré, arrachant une partie de son désespoir.\n\nS’il le fait, chaque PNJ désespéré touché par l’attaque peut effectuer un test de Bête difficulté ardu (5) (ou Hargne combo Sang-Froid dans le cas d’un PJ) pour combattre le désespoir. Chaque attaque supplémentaire infligée par l’équipement à un même désespéré et appliquant l’effet espérance fait baisser le niveau de difficulté du test de 1. Si le désespéré réussit son test, alors il a réussi à vaincre le désespoir et n’est plus un ennemi. Il peut se joindre aux chevaliers ou rester terrorisé par ce qu’il a commis ou par ce qui lui est arrivé (au choix du MJ).\n\nContre une bande de désespérés, on considère que l’équipement fait simplement baisser sa cohésion. Cependant, si le personnage utilisant un équipement avec l’effet espérance a infligé assez de violence à une bande pour qu’elle tombe à 0 point de cohésion, les désespérés qui la composent reprennent espoir et retrouvent simplement leurs esprits. Ils se souviendront tout de même des actes qu’ils ont commis.\n\nContre les autres types d’ennemis, les équipements possédant l’effet espérance infligent des dégâts et de la violence de manière normale.",
+ "fureur": "Fureur",
+ "fureur-description": "Lorsque l’arme est utilisée contre une bande avec un score d’aspect Chair de 10 ou plus, la violence de l’arme est augmentée de 4D6.",
+ "ignore-armure": "Ignore Armure",
+ "ignore-armure-description": "L’arme ignore purement et simplement la valeur de points d’armure d’un adversaire. La santé de la cible est directement touchée si les dégâts passent le CdF ou le bouclier.",
+ "ignore-champ-de-force": "Ignore Champ de Force",
+ "ignore-champ-de-force-description": "L’arme ignore purement et simplement le champ de force d’un adversaire. Les PS de la cible sont directement touchés si les dégâts passent les PA ou le bouclier.",
+ "jumele-akimbo": "Jumelé (Akimbo)",
+ "od-combat3-jumele-akimbo": "OD Combat 3 (Jumelé Akimbo)",
+ "od-tir3-jumele-akimbo": "OD Tir 3 (Jumelé Akimbo)",
+ "jumele-akimbo-description": "Lorsqu’on utilise deux exemplaires de cette arme en style akimbo, le malus est diminué de 2 (soit 1 dé de malus au lieu de 3).",
+ "jumele-ambidextrie": "Jumelé (Ambidextrie)",
+ "od-combat4-jumele-ambidextrie": "OD Combat 4 (Jumelé Ambidextrie)",
+ "od-tir4-jumele-ambidextrie": "OD Tir 4 (Jumelé Ambidextrie)",
+ "jumele-ambidextrie-description": "Lorsqu’on utilise deux armes disposant de cet effet en style ambidextre, le malus est diminué de 2 (soit 1 dé de malus au lieu de 3).",
+ "leste": "Lesté",
+ "leste-description": "Lorsque l’arme est utilisée, son utilisateur ajoute le score de la caractéristique Force multipliée par deux (ou Chair complet pour un PNJ) lorsqu’il détermine les dégâts plutôt que sa Force seule (ou Chair divisé par 2). Seuls les PJ ayant un score de Force égal ou supérieur à 4 ou possédant un overdrive de Force peuvent utiliser une arme avec un tel effet.",
+ "lourd": "Lourd",
+ "lourd-description": "Pour utiliser cette arme, vous devez dépenser une (et une seule) action de déplacement et une (et une seule) action de combat. Les actions supplémentaires acquises ne sont pas touchées par cet effet.",
+ "lumiere": "Lumière",
+ "lumiere-description": "Lorsque l’arme frappe une créature de l’Anathème ou une bande de l’Anathème, ses scores de défense et de réaction sont réduits d’une certaine valeur jusqu’à la fin du prochain tour du PJ qui a infligé l’effet lumière. X représente cette valeur. Cet effet ne peut pas se cumuler sur une même cible.",
+ "meurtrier": "Meurtrier",
+ "meurtrier-description": "Lorsque les dégâts impactent la santé de la cible, on ajoute 2D6 au total des dégâts. Si un seul point de dégâts passe l’armure, le bouclier et le CdF de la cible, l’effet meurtrier est appliqué.",
+ "obliteration": "Oblitération",
+ "obliteration-description": "Ces équipements particulièrement puissants infligent des dégâts considérables aux cibles les moins résistantes. Contre un ennemi de type hostile, ils infligent toujours le résultat maximal des dés de dégâts, comme si chacun des dés avait fait 6. Les dés ne sont simplement pas lancés. Si l’arme possède l’effet dispersion, chaque cible hostile touchée subit le maximum de dégâts.",
+ "orfevrerie": "Orfèvrerie",
+ "orfevrerie-description": "Lorsque l’arme est utilisée, son utilisateur ajoute sa caractéristique Dextérité (+ 1 point de dégâts par overdrive) (ou Masque divisé par 2, arrondi à l’entier supérieur, pour un PNJ) lorsqu’il détermine les dégâts en plus d’autres caractéristiques déjà incluses.",
+ "parasitage": "Parasitage",
+ "parasitage-description": "Cet effet s’applique uniquement aux méta-armures, exosquelettes, robots, véhicules, créatures de la Machine et tous les ennemis possédant la capacité sensibilité IEM. La cible touchée par une attaque avec parasitage X perd automatiquement ses X prochaines actions.\nAttention : l’effet ne peut pas se cumuler alors que la cible est déjà sous l’effet parasitage X et ne se cumule pas avec l’effet choc X.",
+ "penetrant": "Pénétrant",
+ "penetrant-description": "L’arme ignore une certaine valeur de champ de force, X représentant cette valeur. Si la valeur est égale ou supérieure au champ de force de l’ennemi, celui-ci est tout simplement ignoré et les points d’armure (ou les points de santé si la cible n’a pas de PA) sont directement touchés. Cet effet ne fonctionne pas contre le score de bouclier d’une cible.",
+ "perce-armure": "Perce Armure",
+ "perce-armure-description": "L’arme ignore une certaine valeur d’armure, X représentant cette valeur. Si la valeur est égale ou supérieure aux points d’armure de l’ennemi, le total de PA est simplement ignoré et la santé est directement touchée.",
+ "precision": "Précision",
+ "precision-description": "Lorsque l’arme est utilisée, son utilisateur ajoute sa caractéristique Tir (+ 1 point de dégâts par overdrive) (ou Machine divisé par 2, arrondi à l’entier supérieur, pour u PNJ) lorsqu’il détermine les dégâts.",
+ "silencieux": "Silencieux",
+ "silencieux-description": "Le personnage ne peut être repéré par un autre personnage parce qu’il utilise son arme. Lorsque cet effet est utilisé pendant une attaque surprise, une invisibilité, un mode Ghost ou un mode Changeling, le score de la caractéristique Discrétion (plus les éventuels OD) du PJ est ajouté aux dégâts. Dans le cas des PNJ, c’est la moitié du score de Masque (plus le score de Masque exceptionnel éventuel) qui est ajouté aux dégâts. Cet effet peut s’ajouter à ceux du mode Ghost et du niveau 2 de l’overdrive de Discrétion.",
+ "soumission": "Soumission",
+ "soumission-description": "Après avoir touché sa cible avec un effet soumission, l’attaquant peut soumettre sa cible physiquement et l’empêcher de se déplacer ou d’attaquer qui que ce soit d’autre que l’attaquant, et ce au contact. Pour se libérer de l’effet soumission, la cible touchée doit, à son tour, réussir un test de base Déplacement ou Combat (aspect Chair ou Bête) dont la difficulté est définie par le nombre de réussites de l’attaquant. Si la cible n’a pas pu se libérer à son tour, l’attaquant peut maintenir la soumission sans relancer les dés et infliger des dégâts normalement, ou relancer un test d’attaque afin de renforcer sa prise. Si le jet est à nouveau réussi, les dégâts sont infligés sans prendre en considération tout éventuel champ de force ou bouclier (pour les créatures de l’Anathème). L’effet soumission ne peut impacter les colosses.",
+ "tenebricide": "Ténébricide",
+ "tenebricide-description": "L’équipement a été pensé pour anéantir les créatures de l’Anathème et uniquement celles-ci. Contre des ennemis humains (de n’importe quel type), il n’inflige que la moitié de ses dés de dégâts et de ses dés de violence.",
+ "tir-rafale": "Tir en rafale",
+ "tir-rafale-description": "Lors du calcul des dégâts, il est possible, une fois par attaque, d’annuler tous les résultats et de relancer les dés. Le nouveau résultat remplace le premier et doit être conservé. Il n’est pas possible de prendre la moyenne de dégâts en utilisant cet effet.",
+ "tir-securite": "Tir en sécurité",
+ "tir-securite-description": "Grâce à une caméra sur le bout du canon ou à un canon déformable, le porteur de l’arme peut tirer tout en bénéficiant des bonus du style à couvert sans subir de malus au tir.",
+ "ultraviolence": "Ultraviolence",
+ "ultraviolence-description": "Lorsque l’arme est utilisée contre une bande avec un score d’aspect Chair de moins de 10, la violence de l’arme est augmentée de 2D6.",
+ "amelioration-structurelle-des-armes": "Amélioration (structurelle) des armes",
+ "agressive": "Agressive",
+ "agressive-description": "Lorsque le personnage se bat en style agressif avec l’arme, celle-ci voit ses dégâts augmenter de 1D6 (3).",
+ "assassine": "Assassine",
+ "assassine-description": "Désormais, l’arme possède l’effet silencieux.",
+ "allegee": "Allégée",
+ "allegee-description": "Spécial : Une arme avec l’amélioration allégée ne peut recevoir l’amélioration massive.\n\nL’arme perd 1D6 (3) aux dégâts qu’elle infligeait à l’origine. En contrepartie, elle perd l’effet deux mains et peut donc être manipulée à une main.",
+ "meutrier": "Meutrier",
+ "meutrier-description": "L’arme gagne l’effet meurtrier.",
+ "canon-raccourci": "Canon raccourci",
+ "canon-raccourci-description": "À portée courte ou inférieure, l’arme possède l’effet dispersion 3. En revanche, à portée moyenne ou supérieure, la difficulté des tirs est augmentée de 3 (comme si la réaction des ennemis était augmentée de 3 points).",
+ "chambre-double": "Chambre double",
+ "chambre-double-description": "L’arme gagne à chaque tour l’effet cadence 2.",
+ "chargeur-balles-grappes": "Chargeur et balles grappes",
+ "chargeur-balles-grappes-description": "L’arme voit sa violence augmenter de 1D6, en revanche, ses dégâts diminuent de 1D6. Ne peut être posé sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.",
+ "chargeur-munitions-explosives": "Chargeur et munitions explosives",
+ "chargeur-munitions-explosives-description": "L’arme voit ses dégâts augmenter de 1D6, en revanche, sa violence diminue de 1D6. Ne peut être posé sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.",
+ "connectee": "Connectée",
+ "connectee-description": "L’arme possède désormais l’effet assistance à l’attaque.",
+ "electrifiee": "Électrifiée",
+ "electrifiee-description": "L’arme gagne l’effet choc 1.",
+ "grenades-intelligentes-avancees": "Grenades intelligentes avancées",
+ "grenades-intelligentes-avancees-description": "Les dégâts et la violence des grenades intelligentes sont augmentés de 2D6 (sauf pour les grenades flashbang et IEM qui ne font pas de dégâts). Ne peut être ajouté qu'aux grenades. Ne peut être pris qu'une fois.",
+ "indestructible": "Indestructible",
+ "indestructible-description": "L’arme est indestructible. Elle ne peut pas être brisée, broyée, cassée, démantelée, brûlée, etc.",
+ "interface-guidage": "Interface de guidage",
+ "interface-guidage-description": "L’arme gagne l’effet tir en sécurité. Ne convient qu'aux armes tirant des balles, des grenades, des missiles ou des roquettes.",
+ "jumelage": "Jumelage",
+ "jumelage-description": "Les armes gagnent l’effet jumelage (akimbo) ou jumelage (ambidextrie) selon qu’elles sont identiques ou différentes.",
+ "jumelle": "Jumelle",
+ "jumelle-description": "Arme de contact à une main uniquement. Lorsque l’arme est utilisée de concert avec sa jumelle, les deux armes gagnent l’effet jumelé (akimbo).",
+ "lumineuse": "Lumineuse",
+ "lumineuse-description": "Arme ne possédant pas l'effet lumière X ou silencieux. Désormais l’arme possède l’effet lumière 2.",
+ "lunette-intelligente": "Lunette intelligente",
+ "lunette-intelligente-description": "Les armes à deux mains ou lourdes voient leur portée augmenter d’un niveau, sans malus. Ne peut être appliqué aux armes de type lance-flammes.",
+ "munitions-hyper-velocite": "Munitions à Hyper Vélocité",
+ "munitions-hyper-velocite-description": "L’armure bénéficie de l’effet assistance à l’attaque. Cependant, ce nouveau système est lourd et pèse sur l’arme. Les armes à une main sont ainsi considérées comme des armes à deux mains et les armes à deux mains comme des armes lourdes (cela ne veut pas dire que vous pouvez y ajouter plus d’améliorations, simplement que vous en subissez les malus). Ne peut être appliqué sur les armes lourdes ou de type laser.",
+ "massive": "Massive",
+ "massive-description": "Spécial : Une arme avec l’amélioration massive ne peut recevoir l’amélioration allégée.\n\nDésormais, l’arme possède l’effet lesté. En revanche, lorsqu’il a l’arme en main, le chevalier voit sa défense diminuer de 1 point",
+ "munitions-drones": "Munitions drones",
+ "munitions-drones-description": "L’amélioration confère un bonus de 3 réussites automatiques au tir contre une cible. Ne peut être appliqué sur des armes de type lance-flammes.",
+ "munitions-iem": "Munitions IEM",
+ "munitions-iem-description": "L’arme gagne l’effet parasitage 2, mais perd 1D6 de dégâts et de violence. Ne peut être appliqué sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.",
+ "munitions-non-letales": "Munitions non létales",
+ "munitions-non-letales-description": "Les tirs de l’arme ne peuvent pas tuer la cible. Ne peut être appliqué sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.",
+ "munitions-subsoniques": "Munitions subsoniques",
+ "munitions-subsoniques-description": "L’arme possède l’effet silencieux. Ne peut être appliqué sur des armes de type lance-flammes, laser ou lance-grenade.",
+ "pointeur-laser": "Pointeur laser",
+ "pointeur-laser-description": "L’arme procure une réussite automatique au tireur. Ne peut être appliqué sur des armes de type lance-flammes.",
+ "protection-d'arme": "Protection d'arme",
+ "protection-d'arme-description": "La réaction du tireur est augmentée de 2. L'arme doit être à Deux Mains ou Lourde.",
+ "protectrice": "Protectrice",
+ "protectrice-description": "Si le personnage se bat en style défensif, le malus n’est que de 1D lorsqu’il attaque avec l’arme. Attention, s’il porte plusieurs attaques avec des armes différentes, toutes doivent posséder l’amélioration protectrice pour que le bonus soit effectif.",
+ "revetement-omega": "Revêtement Omega",
+ "revetement-omega-description": "L’arme gagne l’effet assassin 2.",
+ "sournoise": "Sournoise",
+ "sournoise-description": "L’arme gagne l’effet orfèvrerie.",
+ "structure-element-alpha": "Structure en Element Alpha",
+ "structure-element-alpha-description": "L’arme est indestructible. Elle ne peut pas être brisée, broyée, cassée, démantelée, brûlée, etc.",
+ "sur-mesure": "Sur Mesure",
+ "sur-mesure-description": "Spécial : Si cette arme est perdue ou détruite, alors le chevalier perd la moitié du coût de l’arme (plus les coûts des éventuelles améliorations) sur son total de PG (ce qui peut lui faire perdre une évolution de méta-armure par exemple). Ses PG actuels ne sont pas modifiés.\n\nDésormais, lorsqu’il touche une cible avec cette arme, le personnage ajoute son score dans la caractéristique Combat (OD inclus) aux dégâts qu’il lui inflige",
+ "systeme-refroidissement": "Système de refroidissement",
+ "systeme-refroidissement-description": "L’arme concernée gagne l’effet tir en rafale et barrage 1. Une arme légère gagne l’effet deux mains, une arme à deux mains gagne l’effet lourd. N'est disponible que pour les armes de type balles, fléchettes, lasers et soniques.",
+ "bonus/malus-aux-jets-des-compagnons": "Bonus/Malus aux Jets des Compagnons",
+ "panneau-d'information": "Panneau d'Information",
+ "druid-mod-companions": "Mod Companions",
+ "10-PE": "10 PE",
+ "20-PE": "20 PE",
+ "30-PE": "30 PE",
+ "40-PE": "40 PE",
+ "50-PE": "50 PE",
+ "aucun": "Aucun",
+ "druid-companion-lion": "Lion",
+ "druid-companion-wolf": "Wolf",
+ "druid-companion-crow": "Crow",
+ "mode-zen": "Mode Zen",
+ "espoir-potentiellement-recuperable": "Espoir potentiellement récupérable :",
+ "total-hargne-sang-froid": "Total Hargne + Sang-Froid",
+ "total-od-hargne-sang-froid": "Total OD Hargne + Sang-Froid",
+ "mode-cea": "Mode Céa",
+ "vague-d'energie": "Vague d'énergie",
+ "degats": "Dégâts",
+ "violence": "Violence",
+ "portee": "Portée",
+ "salve-d'energie": "Salve d'énergie",
+ "rayon-d'energie": "Rayon d'énergie",
+ "maintenu-sur-un-ennemi-pendant-tour": "Maintenu sur un ennemi pendant (en tour) :",
+ "champ-de-force-shrine": "Champ de Force Shrine",
+ "activer": "Activer",
+ "bonus-cdf": "Bonus de CdF",
+ "force-requise": "Force Requise",
+ "chair-requise": "Chair Requise",
+ "mode-watchtower": "Mode Watchtower",
+ "active": "Activé",
+ "reaction-actuelle": "Réaction actuelle",
+ "mode-puppet-master": "Mode Puppet Master",
+ "ordre-donne": "Ordre Donné",
+ "mode-discord": "Mode Discord",
+ "malus-action": "Malus Actions",
+ "malus-reaction": "Malus Réaction",
+ "malus-defense": "Malus Défense",
+ "mode-windtalker": "Mode Windtalker",
+ "actions-creatures": "Actions des Créatures",
+ "vision": "Vision",
+ "portee-contact": "Contact",
+ "portee-courte": "Courte",
+ "portee-moyenne": "Moyenne",
+ "portee-longue": "Longue",
+ "portee-lointaine": "Lointaine",
+ "portee-0-2": "0 à 2m",
+ "portee-2-15": "2 à 15m",
+ "portee-15-50": "15 à 50m",
+ "portee-0-50": "0 à 50m",
+ "portee-51-300": "51 à 300m",
+ "portee-50-300": "50 à 300m",
+ "portee-+300": "+ de 300m",
+ "portee-301-1000": "301m à 1km",
+ "portee-1100-3000": "1,1 à 3km",
+ "portee-3100-6000": "3,1 à 6km",
+ "mode-ghost": "Mode Ghost",
+ "mode-morph": "Mode Morph",
+ "mode-morph-etirement": "Étirement",
+ "mode-morph-etirement-immobilisation": "Immobilisation",
+ "mode-morph-vol-en-nuee": "Vol en Nuée",
+ "mode-morph-phase": "Phase",
+ "mode-morph-corps-en-metal": "Corps de Métal",
+ "mode-morph-corps-fluide": "Corps Fluide",
+ "mode-morph-polymorphie-de-guerre": "Polymorphie de Guerre",
+ "mode-morph-polymorphie-de-guerre-module-genere": "Module Généré",
+ "mode-morph-polymorphie-de-guerre-module-genere-effets-choisis": "Effets Choisis",
+ "mode-falcon": "Mode Falcon",
+ "mode-falcon-faiblesses-detectees": "Faiblesses détectées",
+ "mode-warlord": "Mode Warlord",
+ "warlord": "Warlord",
+ "warlord-choix-impulsion": "Choix des Impulsions",
+ "warlord-action": "Action",
+ "warlord-esquive": "Esquive",
+ "warlord-force": "Force",
+ "warlord-guerre": "Guerre",
+ "warlord-energie": "Energie",
+ "personnel": "Personnel",
+ "warlord-impulsion-d'action": "Impulsion d'Action",
+ "warlord-impulsion-d'esquive": "Impulsion d'Esquive",
+ "warlord-impulsion-de-force": "Impulsion de Force",
+ "warlord-impulsion-de-guerre": "Impulsion de Guerre",
+ "warlord-impulsion-d'energie": "Impulsion d'Energie",
+ "warrior-types": "Les «Types»",
+ "warrior-selection-types": "Sélection des Types",
+ "warrior-bouton-type-soldier": "Soldier",
+ "warrior-bouton-type-hunter": "Hunter",
+ "warrior-bouton-type-scholar": "Scholar",
+ "warrior-bouton-type-herald": "Herald",
+ "warrior-bouton-type-scout": "Scout",
+ "warrior-type-soldier": "Type Soldier",
+ "warrior-type-hunter": "Type Hunter",
+ "warrior-type-scholar": "Type Scholar",
+ "warrior-type-herald": "Type Herald",
+ "warrior-type-scout": "Type Scout",
+ "mode-borealis": "Mode Boréalis",
+ "attaque": "Attaque",
+ "wizard-mode-oriflamme": "Mode Oriflamme",
+ "capacites-fan-made": "Capacités Fan Made",
+ "capacite-fan-made-Attaque-dans-les-ombres": "Attaque dans les Ombres",
+ "capacites-speciales": "Capacités spéciales",
+ "capacites-speciales-phase-2": "Phase 2",
+ "notes": "Notes",
+ "aspects": "Aspects",
+ "valeurs-derivees": "Valeurs Dérivées",
+ "arme": "Arme",
+ "armes": "Armes",
+ "modules": "Modules",
+ "evolutions": "Evolutions",
+ "aspect": "Aspect",
+ "special": "Spécial",
+ "effets": "Effets",
+ "ameliorations-d'armes": "Améliorations d'armes",
+ "tenebricite": "Ténébricité",
+ "balles-grappes": "Balles grappes",
+ "canon-long": "Canon Long",
+ "munitions-h-velocite": "Munitions à H. Vélocité",
+ "munitions-explosives": "Munitions Explosives",
+ "munitions-n-letales": "Munitions N. Létales",
+ "structure-alpha": "Structure Alpha",
+ "systeme-refroid": "Système de Refroid.",
+ "slots-du-lion": "Slots du Lion",
+ "tete": "Tête",
+ "slots-restants/slots-maximum": "Slots restants / Slots maximum",
+ "torse": "Torse",
+ "bras-gauche": "Bras Gauche",
+ "bras-droit": "Bras Droit",
+ "jambe-gauche": "Jambe Gauche",
+ "jambe-droite": "Jambe Droite",
+ "activation": "Activation",
+ "depenser-pe-module": "Dépenser les PE du module",
+ "depenser-pe-capacite": "Dépenser les PE de la capacité",
+ "point-d'energie-short": "PE",
+ "duree": "Durée",
+ "slots": "Slots",
+ "configuration": "Configuration",
+ "druid-wolf-labor": "Labor",
+ "druid-wolf-medik": "Medik",
+ "druid-wolf-tech": "Tech",
+ "druid-wolf-fighter": "Fighter",
+ "druid-wolf-recon": "Recon",
+ "point-energie-short": "PE",
+ "druid-3-companions-restants": "3 Companions Restants",
+ "druid-2-companions-restants": "2 Companions Restants",
+ "druid-1-companions-restants": "1 Companions Restant",
+ "druid-companion-labor-description-niveau-1": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 1 dé par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.",
+ "druid-companion-labor-description-niveau-2": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 2 dé par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.",
+ "druid-companion-labor-description-niveau-3": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 3 dés par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.",
+ "druid-companion-medik-description-niveau-1": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 1 dé supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.",
+ "druid-companion-medik-description-niveau-2": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 2 dés supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.",
+ "druid-companion-medik-description-niveau-3": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 3 dés supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.",
+ "druid-companion-tech-description-niveau-1": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 1 dé supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.",
+ "druid-companion-tech-description-niveau-2": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 2 dés supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.",
+ "druid-companion-tech-description-niveau-3": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 3 dés supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.",
+ "druid-companion-fighter-description-niveau-1": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 1 dé supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.",
+ "druid-companion-fighter-description-niveau-2": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 2 dés supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.",
+ "druid-companion-fighter-description-niveau-3": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 3 dés supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.",
+ "druid-companion-recon-description-niveau-1": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 1 dé supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).",
+ "druid-companion-recon-description-niveau-2": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 2 dés supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).",
+ "druid-companion-recon-description-niveau-3": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 3 dés supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).",
+ "druid-companion-labor": "Labor",
+ "druid-companion-niveau-1": "Niveau 1",
+ "druid-companion-niveau-2": "Niveau 2",
+ "druid-companion-niveau-3": "Niveau 3",
+ "tours-de-combat": "Tours de combat",
+ "specificites": "Spécificités",
+ "druid-companion-crow-specificite": "La bande est équipée d'un module de vol niveau 3 constamment activé qui ne coûte aucune énergie.
Les points de dégâts qui lui sont infligés lui font perdre de la cohésion.",
+ "ranger-fusil-longbow": "Fusil Longbow",
+ "ranger-effets-2PE": "Effets à 2PE",
+ "ranger-effets-1PE": "Effets à 1PE",
+ "ranger-effets-3PE": "Effets à 3PE",
+ "ranger-effets-6PE": "Effets à 6PE",
+ "ranger-effets-4PE": "Effets à 4PE",
+ "nods": "Nods",
+ "nods-soin": "Soin",
+ "nods-armure": "Armure",
+ "nods-energie": "Energie",
+ "nod-soin": "Nod de soin",
+ "nod-d'armure": "Nod d'armure",
+ "nod-d'energie": "Nod d'énergie",
+ "recuperation": "Récuperation",
+ "armes-contact": "Armes de Contact",
+ "armes-distance": "Armes à Distance",
+ "armes-improvisees": "Armes Improvisées",
+ "autres-armes": "Autres Armes",
+ "protections": "Protections",
+ "munitions-hyper-velocite-short": "Munitions à H. Vélocité",
+ "druid-companions-restants": "1 Companions Restant",
+ "ameliorations-structurelles": "Améliorations Structurelles",
+ "ameliorations-d'ornement": "Améliorations d'Ornement",
+ "barbelee": "Barbelée",
+ "soeur": "Soeur",
+ "soeur-description": "Lorsque l’arme est utilisée avec une autre arme à une main en style ambidextrie, elle gagne l’effet jumelé (ambidextrie). Le malus n’est diminué que sur l’attaque effectuée avec l’arme possédant l’amélioration et uniquement celle-ci.",
+ "arabesques-iridescentes": "Arabesques iridescentes",
+ "arabesques-iridescentes-description": "Condition : L’arme a porté le coup fatal à un patron de l’Anathème.\n\nEffet : L’arme possède désormais l’effet lumière 1 ou octroie un bonus de 1 à l’effet lumière X.",
+ "arme-azurine": "Arme azurine",
+ "arme-azurine-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Dame.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Dame.",
+ "arme-rouge-sang": "Arme rouge sang",
+ "arme-rouge-sang-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Chair.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Chair.",
+ "armure-gravee": "Armure gravée",
+ "armure-gravee-description": "Condition : L’arme a porté le coup fatal ou a mis hors combat un patron alors que le chevalier était à 10 points de santé ou moins.\n\nEffet : Lorsque le chevalier l’a en main, l’arme lui procure désormais un bonus de 2 au champ de force de sa méta-armure et de sa combinaison Guardian.",
+ "blason-chevalier": "Blason du chevalier",
+ "blason-chevalier-description": "Condition : L’arme a permis au chevalier d’accomplir une de ses motivations mineures au moins cinq fois.\n\nEffet : Désormais, lorsque le chevalier accomplit la motivation mineure liée à son blason et que l’arme l’a aidé pour cela, il gagne un point d’espoir supplémentaire à ajouter à sa valeur actuelle.",
+ "bouclier-grave": "Bouclier gravé",
+ "bouclier-grave-description": "Condition : L’arme a permis de protéger un allié ou un innocent d’une attaque.\n\nEffet : L’arme procure l’effet défense 1 ou octroie un bonus de 1 à l’effet défense X.",
+ "chene-sculpte": "Chêne sculpté",
+ "chene-sculpte-description": "Condition : L’arme a porté le coup fatal à un colosse de l’Anathème.\n\nEffet : L’arme reçoit un bonus de 2D6 (6) points de dégâts lorsqu’elle cible un colosse de l’Anathème.",
+ "chromee": "Chromée",
+ "chromee-lignes-lumineuses-colorees-description": "Conditions : En une phase de conflit, le chevalier a porté le coup fatal ou mis hors combat au moins 6 hostiles ou salopards. L’arme ne possède pas l’effet dispersion X.\n\nEffet : L’arme possède désormais l’effet cadence 2.",
+ "code-knight-grave": "Code du knight gravé",
+ "code-knight-grave-description": "Conditions : L’arme a permis au personnage d’accomplir sa motivation majeure ou a aidé un allié à accomplir la sienne. Un chevalier de la Table Ronde accepte que le code soit gravé sur l’arme.\n\nEffet : Lorsque le chevalier a l’arme en main, ses pertes d’espoir sont réduites de 1 point. Ce bonus peut se cumuler avec d’autres réductions.",
+ "crane-rieur-grave": "Crâne rieur gravé",
+ "crane-rieur-grave-description": "Conditions : L’arme a porté le coup fatal ou mis hors combat au moins vingt hostiles. L’arme ne possède pas l’effet oblitération.\n\nEffet : L’arme possède désormais l’effet oblitération.",
+ "faucheuse-gravee": "Faucheuse gravée",
+ "faucheuse-gravee-description": "Condition : L’arme a porté le coup fatal ou mis hors combat un salopard.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) à ses dégâts.",
+ "faucon-plumes": "Faucon et plumes",
+ "faucon-plumes-luminescentes-description": "Conditions : L’arme a porté le coup fatal à une incarnation d’un des Seigneurs de l’Anathème. L’arme ne possède pas l’effet anti-Anathème.\n\nEffet : L’arme possède désormais l’effet anti-Anathème.",
+ "flammes-stylisees": "Flammes stylisées",
+ "flammes-stylisees-description": "Condition : L’arme a porté le coup fatal ou mis hors combat une bande.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) à sa violence.",
+ "griffures-gravees": "Griffures gravées",
+ "griffures-gravees-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Bête.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Bête.",
+ "masque-brise-sculpte": "Masque brisé sculpté",
+ "masque-brise-sculpte-description": "Condition : L’arme a porté le coup fatal à un patron serviteur du Masque.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature du Masque.",
+ "rouages-casses": "Rouages cassés",
+ "rouages-casses-graves-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Machine.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Machine.",
+ "sillons": "Sillons",
+ "sillons-formant-lignes-fleches-description": "Condition : L’arme a porté le coup fatal ou a mis hors combat un patron (hors patron de l’Anathème).\n\nEffet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.",
+ "munitions-non-letales-short": "Munitions N. Létales",
+ "pointeur-d'arme": "Protection d'Arme",
+ "structure-element-alpha-short": "Structure Alpha",
+ "systeme-refroidissement-short": "Système de Refroid.",
+ "utilisation-armes-improvisees": "Utilisation de l'arme improvisée",
+ "contact": "Contact",
+ "lancer": "Lancer",
+ "od-requis": "OD Requis",
+ "utilisations": "Utilisations",
+ "arme-improvisee-od1-exemple1": "Lampadaire, panneau, petit arbre, cadavre, etc.",
+ "arme-improvisee-od1-exemple2": "Citerne d'essence, transformateur électrique, etc.",
+ "arme-improvisee-od1-exemple3": "Moto, petit véhicule, etc.",
+ "arme-improvisee-od2-exemple1": "Arbre, poteau en béton, etc.",
+ "arme-improvisee-od2-exemple2": "Petit château d'eau, cuve industrielle pleine, etc.",
+ "arme-improvisee-od2-exemple3": "Voiture, véhicule de taille moyenne, etc.",
+ "arme-improvisee-od3-exemple1": "Charpente métallique, gros arbre, etc.",
+ "arme-improvisee-od3-exemple2": "Façade de maison, morceau de route, rails, etc.",
+ "arme-improvisee-od3-exemple3": "Camionnette, gros 4x4, etc.",
+ "arme-improvisee-od4-exemple1": "Façade de petit immeuble, remorque de camion, etc.",
+ "arme-improvisee-od4-exemple2": "Camion, petit véhicule de chantier, etc.",
+ "arme-improvisee-od5-exemple1": "Façade d'immeuble, grue, container plein, etc.",
+ "arme-improvisee-od5-exemple2": "Yacht de 20 mètres, blindé, mécha-armure, etc.",
+ "overdrives": "Overdrives",
+ "grenades": "Grenades",
+ "grenade-shrapnel": "Shrapnel",
+ "grenade-shrapnel-description": "Ultraviolence / Meurtrier / Dispersion 6",
+ "grenade-flashbang": "Flashbang",
+ "grenade-flashbang-description": "Choc 1 / Barrage 2 / Lumière 2 / Dispersion 6 / Aucun dégâts-violence",
+ "grenade-anti-blindage": "Anti-Blindage",
+ "grenade-anti-blindage-description": "Destructeur / Perce Armure 20 / Pénétrant 6 / Dispersion 6",
+ "grenade-iem": "IEM",
+ "grenade-iem-description": "Parasitage 2 / Dispersion 6 / Aucun dégâts-violence",
+ "grenade-explosive": "Explosive",
+ "grenade-explosive-description": "Anti-véhicule / Dispersion 3 / Choc 1",
+ "equipe": "Equipé",
+ "anatheme": "Anathème",
+ "anatheme-description": "Le PNJ peut décider d’infliger ses dégâts sur les points d’espoir plutôt que sur les points de santé. Le CdF fonctionne, mais pas les points d’armure. Si le PNJ est tué, les PJ ayant subi cet effet récupèrent 1D6 points d’espoir par tranche complète de 6 points d’espoir perdus.",
+ "assassin-x": "Assassin X",
+ "barrage-x": "Barrage X",
+ "cadence-x": "Cadence X",
+ "chargeur-x": "Chargeur X",
+ "choc-x": "Choc X",
+ "defense-x-reaction-x": "Défense X / Réaction X",
+ "degats-continus-x": "Dégâts Continus X",
+ "dispersion-x": "Dispersion X",
+ "lumiere-x": "Lumière X",
+ "parasitage-x": "Parasitage X",
+ "penetrant-x": "Pénétrant X",
+ "perce-armure-x": "Perce Armure X",
+ "amelioration-d'ornement-des-armes": "Amélioration d'ornement des armes",
+ "slots-de-l'armure": "Slots de l'Armure",
+ "slots-restants/maximum": "Slots restants / Slots maximum",
+ "identite": "Identité",
+ "ia-code-fabrication": "Code de Fabrication",
+ "ia-atout": "Atout",
+ "ia-handicap": "Handicap",
+ "ia-caractere": "Caractère",
+ "ia-proprietaire": "Propriétaire",
+ "afficher": "Afficher",
+ "od-deplacement-titre": "Calculateur de trajectoire et servomoteurs améliorés",
+ "od1-deplacement-description": "Le héros peut parcourir en une action de déplacement une distance égale ou inférieure à portée courte. En cas d’utilisation du module de course avec cet overdrive, l’action de déplacement citée plus haut est gratuite et ne compte pas comme une action de déplacement. Une seule peut être effectuée par tour.",
+ "od2-deplacement-description": "Le personnage devient extrêmement agile, même si son armure semble ne pas pouvoir le permettre. Lorsqu’il effectue une action de déplacement, les obstacles de sa taille ne le gênent pas (muret, couvert, camionnette, portail, etc.). Il peut les passer sans effectuer de test. Attention, cela ne veut pas dire qu’il est silencieux.",
+ "od3-deplacement-description": "Le héros peut parcourir en une action de déplacement une distance égale ou inférieure à portée moyenne. En cas d’utilisation du module de course avec cet overdrive, cette action est gratuite et ne compte pas comme une action de déplacement. Une seule peut être effectuée par tour.",
+ "od4-deplacement-description": "Le personnage devient aussi agile qu’un félin, même si son armure semble ne pas pouvoir le permettre. Lorsqu’il effectue une action de déplacement, les obstacles dont la taille est égale ou inférieure à 5 mètres ne le gênent pas (mur, fenêtre du premier étage, remorque de camion, etc.). Il peut les passer sans effectuer de test.",
+ "od5-deplacement-description": "En méta-armure, le personnage est si agile qu’il ne subit les dégâts et malus de chute que depuis des hauteurs égales à 50 mètres et plus. En dessous, il sait se réceptionner sans dégâts.",
+ "od-force-titre": "Fibres musculaires et endosquelette augmenté",
+ "od1-force-description": "Le personnage peut soulever 500 kg, il ajoute 3 points à ses dégâts au contact.",
+ "od2-force-description": "Le personnage peut soulever 2 tonnes, il ajoute désormais 6 points à ses dégâts au contact.",
+ "od3-force-description": "Le personnage peut soulever 10 tonnes, il ajoute désormais 9 points à ses dégâts au contact.",
+ "od4-force-description": "Le personnage peut soulever 30 tonnes, il ajoute désormais 12 points à ses dégâts au contact.",
+ "od5-force-description": "Le personnage peut soulever 80 tonnes, il ajoute désormais 15 points à ses dégâts au contact.",
+ "od-endurance-titre": "Compensateur de dégâts",
+ "od2-endurance-description": "Le personnage ne subit plus l’effet choc 1.",
+ "od3-endurance-description": "Tant qu’il porte sa méta-armure, le personnage gagne 6 points de santé.",
+ "od4-endurance-description": "Le personnage ne subit plus les effets choc 2 et inférieurs.",
+ "od5-endurance-description": "Le personnage soustrait toujours son score d’Endurance (sans les overdrives) au score de débordement des bandes. Ainsi, si une bande provoque un malus de débordement de 8 et que le héros a un score d’Endurance de 4, il ne se voit infliger que 4 points de dégâts (8 – 4 = 4). Lorsque le malus s’accumule, le personnage soustrait son Endurance à chaque addition du malus. Ainsi, si la bande doit infliger 16 points de dégâts après 2 tours de phase de conflit (8 au premier tour plus 8 au second), le héros soustrait son Endurance à chaque fois, c’est-à-dire 4 dans l’exemple, et ne se voit infliger ainsi que 8 points de dégâts.",
+ "od-hargne-titre": "Booster d’adrénaline",
+ "od3-hargne-description": "Le personnage ne meurt pas lorsqu’il tombe à 0 point de santé. En lieu et place, il combat la mort et reste vivant, mais subit tout de même une blessure grave. Si un ennemi réussit de nouveau une attaque sur le personnage ou si le personnage subit de nouveau des dégâts sur sa santé (peu importe les dégâts subis), il tombe à l’agonie et subit les effets habituels.",
+ "od4-hargne-description": "Le personnage est un roc. Lorsqu’il tombe à 0 point de santé, il peut agir normalement. Il ne subit pas de blessure grave. À chaque nouveau dégât sur sa santé, au début de son tour de jeu, le héros doit réussir un test base Harne dont la difficulté est la somme des dégâts qu’il a subis sur sa santé lors du dernier tour multipliée par deux. S’il rate, il tombe à l’agonie et subit les effets habituels. S’il réussit, il continue à combattre malgré les blessures. Quoi qu’il arrive, pour chaque tranche de 5 points de santé perdus après avoir atteint 0 point de santé, le personnage subit une blessure grave.",
+ "od5-hargne-description": "Le personnage ignore purement et simplement la capacité Anathème.",
+ "od-combat-titre": "IA de close combat",
+ "od2-combat-description": "Lorsqu’il entre dans une phase de conflit dans laquelle il combat et tant qu’il se bat au corps à corps, le personnage gagne un bonus de 2 en réaction. Cela représente le fait qu’il se sert de son ou ses ennemis pour se protéger des tirs.",
+ "od3-combat-description": "Le personnage peut utiliser le style akimbo avec les armes de contact, en ayant seulement un malus de 1 dé à ses jets d’attaque.",
+ "od4-combat-description": "Le personnage peut utiliser le style ambidextre avec les armes de contact, en ayant seulement un malus de 1 dé à ses jets d’attaque.",
+ "od5-combat-description": "Lorsqu’une bande est présente dans un combat contre un hostile, un salopard, un patron ou un colosse, le personnage peut décider, avec une seule et même attaque de combat par tour, d’infliger la violence de ses armes à la bande et les dégâts de son attaque à l’ennemi visé. L’attaque doit toucher l’ennemi ciblé, la violence sur la bande n’étant qu’un effet bonus.",
+ "od-instinct-titre": "Activateur cérébral",
+ "od2-instinct-description": "Au début d’une phase de conflit, le personnage teste toujours deux fois son initiative et choisit le meilleur score.",
+ "od3-instinct-description": "Pour chaque overdrive d’Instinct, le personnage ajoute désormais 3 points à son score d’initiative.",
+ "od4-instinct-description": "Lorsqu’il est attaqué par surprise, le personnage conserve toujours ses scores de défense et de réaction normaux ainsi que son CdF.",
+ "od5-instinct-description": "Le personnage ressent lorsque des ennemis invisibles sont présents dans le lieu où il se trouve. Il ne peut jamais être pris en embuscade. Ses alliés profitent de cette capacité.",
+ "od-tir-titre": "Assistance au tir",
+ "od2-tir-description": "Le personnage ignore le premier malus de portée. S’il veut tirer à portée moyenne avec une arme à portée courte, il ne reçoit pas de malus. Cependant, s’il veut tirer à portée longue avec une arme à portée courte, il reçoit le malus précisé par les règles, et aTiri de suite. Seul le premier malus est annulé.",
+ "od3-tir-description": "Le personnage peut utiliser le style akimbo avec les armes à distance en ayant seulement un malus de 1 dé à ses jets d’attaque.",
+ "od4-tir-description": "Le personnage peut utiliser le style ambidextre avec les armes à distance en ayant seulement un malus de 1 dé à ses jets d’attaque.",
+ "od5-tir-description": "Lorsqu’une bande est présente dans une phase de conflit contre un hostile, un salopard, un patron ou un colosse, le personnage peut décider, avec une seule et même attaque de Tir par tour, d’infliger la violence de ses armes à la bande et les dégâts de son attaque à l’ennemi visé. L’attaque doit toucher l’ennemi ciblé, la violence sur la bande n’étant qu’un effet bonus.",
+ "od-savoir-titre": "IA évoluée",
+ "od1-savoir-description": "Le personnage a instantanément accès aux banques d’information standard et aux encyclopédies sur la RA. Les informations lui sont transmises via son IA.",
+ "od2-savoir-description": "Grâce à l’IA, le personnage peut obtenir des informations en temps réel sur une situation proche (à moins de 2 kilomètres). L’IA se connecte aux flux d’informations, aux caméras locales, aux satellites, etc. Pour que ce bonus fonctionne, il faut que le personnage interroge l’IA. Le MJ doit répondre aux questions de manière honnête, mais n’est pas obligé de tout révéler.",
+ "od3-savoir-description": "Désormais, lorsque le personnage soigne un être vivant, il lui rend 1D6 points de santé supplémentaire (maximum une fois par scène). L’IA l’assiste et le guide lors des soins qu’il procure, même lors des opérations de chirurgie.",
+ "od4-savoir-description": "Le personnage a maintenant accès à toutes les bases de données du Knight et des immortels grâce à son IA. Il connaît la fiche d’identité et l’histoire de chaque personne répertoriée en quelques secondes seulement. Pour que ce bonus fonctionne, il faut que le personnage interroge l’IA. Au MJ d’improviser et de donner ces informations de manière honnête.",
+ "od5-savoir-description": "L’IA, très évoluée, empêche le personnage de s’enfoncer dans des situations dangereuses ou grotesques. Par des conseils ou un léger pilotage automatique de quelques millièmes de seconde, elle permet au héros d’éviter les catastrophes. Dès à présent, le personnage ignore purement et simplement les échecs critiques sur n’importe quel test.",
+ "od-technique-titre": "Système d’ingénierie intégré (gant outil, bras articulé, etc.)",
+ "od1-technique-description": "Le personnage peut se connecter, s’il est à portée de contact, à n’importe quel appareil technologique, n’importe quelle machine, etc., pour peu qu’il n’y ait pas de pare-feu. En se connectant, le personnage peut récupérer des données, mais aussi voir l’état de la machine, etc.",
+ "od2-technique-description": "Le héros peut effectuer un test base Technique pour connaître le fonctionnement, réparer, hacker, modifier, bricoler ou démonter n’importe quel objet technologique ou machine, même ceux qu’il ne connaît pas et dont il n’a jamais entendu parler. La difficulté du test dépend de la complexité de l’objet, elle est donc à la discrétion du MJ.",
+ "od3-technique-description": "Le personnage peut se connecter à n’importe quel objet technologique ou machine à portée lointaine grâce au wifi. Il peut en outre passer directement les pare-feu les plus simples, sans effectuer de test, toujours à la discrétion du MJ.",
+ "od4-technique-description": "Lorsqu’il répare un objet, une machine ou une armure, plutôt que de lancer des dés pour connaître les points que l’objet récupère, le héros peut décider de lui rendre directement 12 PA.",
+ "od5-technique-description": "Le personnage peut bidouiller instinctivement des virus, des programmes de contrôle ou encore des routines qu’il peut inclure à distance dans une machine ou un objet technologique. La puissance du programme est égale à un test base Technique lors de sa création. Cette puissance doit être opposée à une difficulté pouvant représenter un pare-feu ou encore la distance entre le héros et la machine. Le personnage peut faire fonctionner en simultanée un nombre de programmes égal à son score de Technique sans les overdrives. Il ne peut lancer qu’un programme par tour de jeu et, en phase de conflit, cela lui coûte son action de déplacement. Enfin, lors de la création d’un programme, le héros doit discuter de ses effets avec le MJ. Les effets doivent rester simples (activer et commander un véhicule à distance, récupérer des données après un compte à rebours, détruire des données via un virus, etc.).",
+ "od-aura-titre": "Régulateur de phéromone",
+ "od2-aura-description": "Le personnage, lorsqu’il Combat des humains, est toujours attaqué en dernier par les hostiles ou les salopards.",
+ "od3-aura-description": "Lorsqu’il rencontre des humains, qu’il aide ou non, le personnage peut décider de s’en faire des contacts qui deviendront ses amis ou ses amants. Par scénario, le héros peut ainsi se créer deux contacts qu’il pourra joindre via le RA, qui pourront l’aider et même l’assister dans des situations variées, voire l’accompagner comme des pages. Attention, seuls les PNJ avec un score de Dame ou de Machine divisé par 2 inférieur au score d’Aura du héros peuvent devenir des contacts.",
+ "od4-aura-description": "Le personnage, par un simple test base Aur opposé au score de Machine divisé par 2 le plus haut parmi les PNJ, peut attirer toute l’attention sur lui, permettant ainsi de créer des diversions, de préparer un discours, etc. Il attire généralement l’attention pendant un tour de jeu Aurplet (10 secondes). En Aurbat, cette capacité peut fonctionner, mais est soumise à un test base Aur dont la difficulté est à la discrétion du MJ.",
+ "od5-aura-description": "Le personnage en impose tellement qu’il peut ajouter son score d’Aur à son total de défense.",
+ "od-parole-titre": "Modulateur de voix",
+ "od1-parole-description": "Lorsqu’un allié vient de tomber à 0 point de vie (il y a moins d’une minute), le héros peut décider de lui parler et de l’encourager à rester en vie. Tant que le héros lui parle, l’allié conserve un dernier souffle de vie et ne mourra pas, même s’il a subi la mort sur son tirage de blessure grave (dans ce cas, il doit effectuer un nouveau jet jusqu’à ce qu’il obtienne autre chose que la mort). Le héros ne peut rien faire d’autre qu’être au chevet de l’allié (un seul allié). Ce bonus ne modifie pas les autres effets des blessures et ceux des soins prodigués par les autorités Parpétentes.",
+ "od2-parole-description": "Par ses paroles, le personnage peut faire regagner 1D6 points d’espoir à un autre héros. Il doit déclamer un discours plein d’espoir. Il ne peut utiliser ce bonus qu’une fois par héros lors d’un scénario.",
+ "od3-parole-description": "Le personnage est capable d’imiter la voix de n’importe quelle personne qu’il a déjà entendue parler sans effectuer de jet base Parole ou Discrétion.",
+ "od4-parole-description": "En modulant sa voix et en se concentrant sur un être humain (pas une créature ou un robot), le personnage est capable de l’hypnotiser tant qu’il parle, sur un jet base Parole opposé à son score de Machine divisé par 2. Si le test réussit, tant que le héros parle (au prix d’une action de Parbat lors d’une phase de conflit), la personne visée ne peut plus agir et est en pleine hypnose. Avec un test réussi base Parole contre le score de Machine divisé par 2 de la personne visée, le héros peut lui faire acParplir des actions simples (qui n’attentent à la vie de personne) tant qu’il reste concentré et tant qu’il parle. Les PNJ disposant d’un aspect Bête exceptionnelle, Machine exceptionnelle, Dame exceptionnelle ou Masque exceptionnel sont immunisés à cet effet.",
+ "od5-parole-description": "Par ses paroles, le personnage peut faire regagner 2D6 points d’espoir à un allié. Il doit déclamer un discours plein d’espoir. Il ne peut utiliser ce bonus qu’une fois par allié lors d’un scénario. Cette capacité remplace celle du niveau 3.",
+ "od-sang-froid-titre": "Diffuseur d’endorphine",
+ "od2-sang-froid-description": "Très calme grâce à sa méta-armure, le personnage ignore toujours les malus de difficulté dus à une situation stressante que le MJ pourrait lui infliger.",
+ "od3-sang-froid-description": "Le personnage peut relancer (une seule fois par test) un jet d’espoir raté (Hargne combo SangFroid). Il doit conserver le second résultat s’il choisi de relancer son jet.",
+ "od4-sang-froid-description": "Le personnage ignore la capacité peur.",
+ "od5-sang-froid-description": "Le personnage est immunisé à la capacité domination.",
+ "od-discretion-titre": "Atténuateur de bruit et camouflage intelligent",
+ "od2-discretion-description": "Désormais, lorsqu’il attaque un ennemi qui ne le voit pas, le personnage ajoute son score de Discrétion (sans les overdrives) aux dégâts infligés. Ce bonus peut être cumulé avec d’autres modules ou effets.",
+ "od3-discretion-description": "Le personnage ne peut jamais être repéré à cause de ses bruits de pas. S’il doit parcourir une distance courte ou moyenne alors qu’il a peu de chance d’être repéré, il ne fait pas de test et réussit automatiquement.",
+ "od4-discretion-description": "Lorsqu’il reste immobile pour se cacher, le personnage se fond dans le décor. Les ennemis ayant un score de Machine inférieur à 10 ne le voient simplement pas. Pour les autres, il doit tout de même effectuer un test.",
+ "od5-discretion-description": "Désormais, lorsqu’il attaque un ennemi qui ne le voit pas, le personnage ajoute son score de Discrétion (avec les overdrives) aux dégâts infligés. Ce bonus peut être cumulé avec d’autres modules ou effets. En outre, il peut toujours décider de Dismencer une phase de conflit en embuscade.",
+ "od-dexterite-titre": "Système d’aide à la coordination",
+ "od3-dexterite-description": "Le personnage ne peut jamais être désarmé à cause d’une attaque ou d’une défense ratée en phase de conflit, même en cas d’échec critique. En outre, il ne peut pas tomber ou être renversé à cause d’un malus d’environnement (pluie, boue, givre, etc.).",
+ "od4-dexterite-description": "Le personnage ignore l’effet lourd des armes. En outre, lors d’un test base Dexbat ou Tir, il peut toujours décider de remplacer ces caractéristiques par la Dextérité.",
+ "od5-dexterite-description": "Le personnage peut parer les projectiles et les tirs avec ses armes. Dès à présent, il peut utiliser son score de défense au lieu de son score de réaction pour éviter (parer dans ce cas) les tirs et les choses qui lui sont lancées.",
+ "od-perception-titre": "Afficheur tête haute et sens augmentés",
+ "od1-perception-description": "Le personnage dispose d’un zoom x400. Il peut ainsi zoomer sur des détails situés à portée lointaine.",
+ "od2-perception-description": "Le personnage dispose maintenant d’un zoom audio lui permettant d’entendre des conversations situées à portée lointaine.",
+ "od3-perception-description": "Désormais, le personnage possède un zoom olfactif, lui permettant de sentir des odeurs à portée lointaine, mais aussi de les identifier via la base de données. De plus, le héros dispose d’un « zoom » pour son sens du toucher. Il peut ainsi repérer des aspérités minuscules en touchant une surface ou encore ressentir les vibrations. Ces zooms nécessitent d’être activés volontairement via une pensée.",
+ "od4-perception-description": "L’afficheur tête haute affiche maintenant une série d’informations sur tout objet, personne ou bâtiment sur lequel le personnage se concentre. Voici la liste des informations disponibles pour les objets, machines : nom, poids, taille, diamètre, dangerosité, carburant ou munitions utilisés, concepteur, date de fabrication, détails supplémentaires si répertoriés.
Pour les bâtiments : nom, date de création, créateur, taille, nombre de pièces, état du bâtiment, appartenance actuelle, détails supplémentaires si répertoriés.
Pour les personnes : poids, taille, âge, nom, niveau de menace si répertoriés, origines, détails supplémentaires si répertoriés. Si le personnage appartient à une arche, ses relations, sa profession et son casier judiciaire sont disponibles.",
+ "od5-perception-description": "Désormais, le personnage dispose d’un sonar constamment actif. Il repère les êtres vivants situés à portée moyenne autour de lui (qu’ils soient situés plus haut ou plus bas) malgré les obstacles (murs, sol, plafond…). Lorsqu’il est attaqué par surprise, dans le dos ou par un ennemi invisible, le personnage conserve toujours ses scores de défense et de réaction normaux.",
+ "experience": "Expérience",
+ "utilise": "Utilisé",
+ "avantages": "Avantages",
+ "langues": "Langues",
+ "gloire": "Gloire",
+ "inconvenient": "Inconvénients",
+ "blessures-graves": "Blessures Graves",
+ "blessures-mort": "Mort",
+ "blessures-mort-description": "Le personnage est mort.",
+ "blessures-organes-internes": "Organes internes touchés",
+ "blessures-organes-internes-touches-description": "Le personnage reçoit un malus de 1 à toutes ses caractéristiques.",
+ "blessures-cerveau-touche": "Cerveau touché",
+ "blessures-cerveau-touche-description": "Le personnage reçoit un malus de 1 à ses caractéristiques liées aux aspects Bête, Machine, Dame et Masque et perd une action de son choix par tour en phase de conflit.",
+ "blessures-colonne-vertebrale-touchee": "Colonne vertébrale touchée",
+ "blessures-colonne-vertebrale-touchee-description": "Le personnage reçoit un malus de 2 à toutes ses caractéristiques liées aux aspects Chair, Bête et Masque.",
+ "blessures-hemorragie-interne": "Hémorragie interne",
+ "blessures-hemorragie-interne-description": "Le personnage est mort s’il ne récupère pas 1 point de santé dans la minute qui vient.",
+ "blessures-poumons-perfores": "Poumons perforés",
+ "blessures-poumons-perfores-description": "Le personnage reçoit un malus de 2 à ses caractéristiques Endurance et Déplacement.",
+ "blessures-crane-brise": "Crâne brisé",
+ "blessures-crane-brise-description": "Le personnage perd 1 point dans toutes ses caractéristiques liées aux aspects Machine, Dame et Masque.",
+ "blessures-yeux-detruits": "Yeux détruits",
+ "blessures-yeux-detruits-description": "Le personnage perd l’usage de ses yeux. Il ne peut plus voir et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.",
+ "blessures-dos-brise": "Dos brisé",
+ "blessures-dos-brise-description": "Le personnage perd 1 point dans toutes ses caractéristiques liées aux aspects Chair et Bête.",
+ "blessures-main-brise": "Main brisée",
+ "blessures-main-brise-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Combat, Technique, Tir et Dextérité.",
+ "blessures-oreille-eclatee": "Oreille éclatée",
+ "blessures-oreille-eclatee-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Perception, Déplacement et Instinct.",
+ "blessures-cotes-brisees": "Côtes brisées",
+ "blessures-cotes-brisees-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Endurance et Combat.",
+ "blessures-colonne-vertebrale-brisee": "Colonne vertébrale brisée",
+ "blessures-colonne-vertebrale-brisee-description": "Le personnage perd tout simplement l’usage de ses deux jambes. Tous les tests concernés sont impossibles à réussir.",
+ "blessures-machoire-langue-dents-detruites": "Mâchoire, langue et dents détruites",
+ "blessures-machoire-langue-dents-detruites-description": "Le personnage reçoit un malus de 3 à ses caractéristiques liées à l’aspect Dame. De plus, il ne peut plus parler.",
+ "blessures-pied-brise": "Pied brisé",
+ "blessures-pied-brise-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Combat, Déplacement, Discrétion et Force.",
+ "blessures-dos-touche": "Dos touché",
+ "blessures-dos-touche-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Force et Déplacement.",
+ "blessures-tempe-touchee": "Tempe touchée",
+ "blessures-tempe-touchee-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Hargne et Sang-Froid.",
+ "blessures-blessure-mineure": "Blessure mineure",
+ "blessures-blessure-mineure-description": "Le personnage subit un malus dans une caractéristique à la discrétion du MJ. Rien de grave.",
+ "blessures-bras-mutile": "Bras mutilé",
+ "blessures-bras-mutile-description": "Le personnage ne peut plus utiliser d’arme lourde ou à deux mains et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.",
+ "blessures-jambe-mutilee": "Jambe mutilée",
+ "blessures-jambe-mutilee-description": "Le personnage ne peut plus marcher, ni courir ou sauter et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.",
+ "blessures-traumatisme-cranien": "Traumatisme crânien",
+ "blessures-traumatisme-cranien-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Savoir, Technique et Instinct.",
+ "blessures-borgne": "Borgne",
+ "blessures-borgne-description": "Le personnage perd un œil et reçoit un malus de 1 à ses caractéristiques Tir et Perception.",
+ "blessures-rien": "Rien !",
+ "blessures-rien-description": "Le personnage est juste à l’agonie et ne reçoit aucune blessure supplémentaire.",
+ "traumas": "Traumas",
+ "traumas-insignifiants": "Traumas insignifiants",
+ "traumas-legers": "Traumas légers",
+ "traumas-graves": "Traumas graves",
+ "traumas-lourds": "Traumas Lourds",
+ "traumas-anxiete": "Anxiété",
+ "traumas-anxiete-description": "Le personnage est de plus en plus anxieux et s’inquiète de presque tout. Sa confiance est diminuée. Lorsque le PJ prend un risque ou fait face à une situation dangereuse, le MJ peut augmenter la difficulté de ses actions de 1 niveau.",
+ "traumas-tic": "Tic",
+ "traumas-tic-description": "Le PJ, dans une situation définie par le MJ, développe un type de mouvement compulsif gênant lors de ses interactions sociales. La difficulté des interactions sociales du personnage peut être augmentée de 1 niveau, au choix du MJ.",
+ "traumas-perte-confiance": "Perte de confiance",
+ "traumas-perte-confiance-description": "Le personnage perd un peu de confiance en lui. Pour symbolise cela, une fois par mission, le MJ peut refuser que le PJ récupère des points d’espoir en accomplissant une motivation mineure.",
+ "traumas-peur-monstre": "Peur du monstre",
+ "traumas-peur-monstre-description": "Le MJ choisit une créature de l’Anathème que le PJ pourra rencontrer à l’avenir et qu’il a déjà rencontrée au moins une fois. Le personnage a peur de ce monstre. Pour symboliser cela, la créature de l’Anathème bénéficie d’un bonus de 3 en défense et de 3 en réaction.",
+ "traumas-rituel": "Rituel",
+ "traumas-rituel-description": "Le MJ et le PJ définissent ensemble un rituel court que le personnage se sent obligé d’accomplir lors d’une situation précise. Par exemple, il peut s’agir de vérifier les systèmes de sa méta-armure avant d’engager un combat, de nettoyer ses armes dès que la situation se calme ou encore de toujours contrôler le nombre de nods et de grenades de ses alliés.",
+ "traumas-collection": "Collection",
+ "traumas-collection-description": "Le PJ se sent désormais obligé de collectionner des choses en rapport avec la cause de son trauma. Par exemple, s’il a subi un trauma à cause d’un type de créature, il en collectionne par exemple le crâne ou les dents. S’il a subi un trauma à cause de la perte d’alliés ou d’innocents, il conserve des photos d’eux ou des noms dans un carnet. Cette collection doit être morbide ou inquiétante pour les alliés du PJ.",
+ "traumas-faiblesse": "Faiblesse",
+ "traumas-faiblesse-description": "L’esprit du personnage s’étiole doucement et amenuise ses forces. Le PJ choisit une de ses caractéristiques les plus hautes, il doit retirer 1 point à celle-ci.",
+ "traumas-somatisation": "Somatisation",
+ "traumas-somatisation-description": "Le trauma du personnage influe sur son physique. Le PJ choisit une des caractéristiques de son aspect Chair, il doit retirer 1 point à celle-ci.",
+ "traumas-distanciation": "Distanciation",
+ "traumas-distanciation-description": "Le trauma du personnage influe sur son instinct et sa colère. Le PJ choisit une des caractéristiques de son aspect Bête, il doit retirer 1 point à celle-ci.",
+ "traumas-reveries": "Rêveries",
+ "traumas-reveries-description": "Le trauma du personnage amenuise sa concentration. Le PJ choisit une des caractéristiques de son aspect Machine, il doit retirer 1 point à celle-ci.",
+ "traumas-hypersensibilite": "Hypersensibilité",
+ "traumas-hypersensibilite-description": "Le trauma du personnage diminue sa faculté à ne pas perdre la face. Le PJ choisit une des caractéristiques de son aspect Dame, il doit retirer 1 point à celle-ci.",
+ "traumas-trouble-sensitif": "Trouble sensitif",
+ "traumas-trouble-sensitif-description": "Le trauma du personnage touche ses sens. Le PJ choisit une des caractéristiques de son aspect Masque, il doit retirer 1 point à celle-ci.",
+ "traumas-dissociation": "Dissociation",
+ "traumas-dissociation-description": "La personnalité du personnage semble parfois changer brutalement. Une fois par partie, le MJ peut imposer une attitude ou un choix au personnage. Ce comportement ou ce choix sont importants pour lui.",
+ "traumas-depression": "Dépression",
+ "traumas-depression-description": "Le personnage entre dans une grave dépression après les événements. Pour symboliser cela, toutes ses récupérations d’espoir sont minorées de 1.",
+ "traumas-paranoia": "Paranoïa",
+ "traumas-paranoia-description": "Le trauma du PJ développe en lui un sentiment de paranoïa. Il est la cible de quelque chose, tous s’unissent contre lui. Le PJ ne donne plus sa confiance et ne peut jamais participer à une entraide ou en bénéficier.",
+ "traumas-trouble-memoriel": "Trouble mémoriel",
+ "traumas-trouble-memoriel-description": "Le personnage perd le nom et le visage de plusieurs personnes de son entourage, allant jusqu’à oublier leur nom et leur rôle dans sa vie. Le personnage perd 3 contacts au choix du MJ. Il ne se souvient plus d’eux.",
+ "traumas-addiction": "Addiction",
+ "traumas-addiction-description": "Le personnage développe une addiction à une substance lui permettant d’apaiser son esprit et d’oublier sa douleur psychique. La substance (alcool, drogue) provoque chez le personnage un état spécifique (à définir avec le MJ) qui lui donne un malus de 3 dés lors d’une situation de type combat, enquête, interaction sociale ou encore poursuite. Les effets persistent une journée. Tant que le personnage n’a pas recours à la substance, il ne peut pas regagner de points d’espoir et subit une sensation de manque.",
+ "traumas-hallucinations": "Hallucinations",
+ "traumas-hallucinations-description": "Le personnage se met à avoir régulièrement des hallucinations, voyant des choses ou des personnes absentes, entendant des voix ou des musiques irréelles. Une fois par partie, le MJ peut prendre le personnage à part et lui décrire l’hallucination qu’il subit. Celle-ci peut survenir n’importe quand et durer jusqu’à une scène entière.",
+ "traumas-anatheme": "Anathème",
+ "traumas-anatheme-description": "Quelque chose est entré dans l’esprit du personnage et ébranle peu à peu ses plus hautes compétences. Le personnage perd 2 points dans sa caractéristique la plus haute.",
+ "traumas-abattement": "Abattement",
+ "traumas-abattement-description": "La force physique du personnage est brisée par son trauma, comme si son corps subissait à la place de son esprit. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Chair.",
+ "traumas-decouragement": "Découragement",
+ "traumas-decouragement-description": "Le chevalier ne trouve plus le courage de se battre, sa motivation disparaît doucement au profit d’une résignation qui ne lui ressemble pas. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Bête.",
+ "traumas-oubli": "Découragement",
+ "traumas-oubli-description": "Suite au trauma, le personnage oublie des pans entiers de sa culture et de ses connaissances académiques. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Machine.",
+ "traumas-phobie-sociale": "Phobie sociale",
+ "traumas-phobie-sociale-description": "Le personnage se met à craindre le regard et le jugement des autres. Il doit faire des efforts titanesques pour s’adresser à autrui. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Dame.",
+ "traumas-perte-controle": "Perte de contrôle",
+ "traumas-perte-controle-description": "Les sens du personnage et son corps semblent de moins en moins lui obéir. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Masque.",
+ "domaine-artistique": "Domaine Artistique",
+ "art-effet-pratique": "Effet de pratique",
+ "art-qualite": "Qualité",
+ "art-bonus": "Bonus",
+ "art-qualite-apprenti": "Apprenti",
+ "art-qualite-apprenti-score": "(3 à 5)",
+ "art-qualite-initie": "Initié",
+ "art-qualite-initie-score": "(6 à 8)",
+ "art-qualite-maitre": "Maître",
+ "art-qualite-maitre-score": "(9+)",
+ "art-effet-d'oeuvre": "Effet d'Oeuvre",
+ "oeuvres-arts-en-creation": "Oeuvres d'arts en créations",
+ "art-duree": "Durée",
+ "art-oeuvre": "Oeuvre",
+ "oeuvres-d'arts-crees": "Oeuvres d'arts créées",
+ "cartes-destins": "Cartes du Destin",
+ "capacites-heroiques": "Capacités héroïques",
+ "aucune": "Aucune",
+ "action-deplacement": "Action de déplacement",
+ "action-combat": "Action de combat",
+ "vehicule-manoeuvrabilite": "Manoeuvrabilité",
+ "vehicule-vitesse": "Vitesse",
+ "vehicule-equipage": "Equipage",
+ "pilotage": "Pilotage",
+ "des": "Dés",
+ "protection-energie": "Protections et Énergie",
+ "vehicule-poste": "Poste",
+ "succes": "Succès",
+ "mode-ghost-active": "Mode Ghost : Activé",
+ "taille-mode-goliath": "Taille du mode Goliath",
+ "bonus-goliath": "Bonus Goliath",
+ "effet": "Effet",
+ "resultat": "Résultat",
+ "style": "Style",
+ "bonus-divers": "Bonus Divers",
+ "effets-de-l'arme": "Effets de l'Arme",
+ "depense-d'energie": "Dépense d'énergie",
+ "ameliorations-de-l'arme": "Améliorations de l'Arme",
+ "bonus-od-force": "Bonus OD Force",
+ "bonus-od-discretion": "Bonus OD Discrétion",
+ "cadence-cibles-multiples-3": "(Cibles multiples, -3)",
+ "canon-long-portee-moyenne": "Canon Long (Portée Moyenne)",
+ "canon-long-details": "Canon Long (Portée Courte : +3 Difficulté)",
+ "chambre-double-cadence-2-cibles-multiples": "ChambreDouble (Cadence 2) (Cibles multiples, -3)",
+ "interface-de-guidage-tir-securite": "Interface de Guidage (Tir en Sécurité)",
+ "lunette-intelligente-details": "Lunette Intelligente (+1 Portée)",
+ "munitions-hyper-velocite-details": "Munitions à Hyper Velocite (Assistance à l'Attaque)",
+ "munitions-iem-parasitage": "Munitions IEM (Parasitage 2)",
+ "munitions-subsoniques-details": "Munitions Subsoniques (Silencieux)",
+ "protection-d'arme-details": "Protection d'Arme (Reaction +2)",
+ "systeme-refroidissement-details": "Système de Refroidissement (Tir en Rafale + Barrage 1)",
+ "canon-raccourci-details": "Canon Raccourci (Portée Courte : Dispersion 3 / Sinon : +3 Difficulté)",
+ "rouages-casses-graves": "Rouages Cassés Gravés",
+ "sillons-formant-des-lignes-et-des-fleches": "Sillons Formant des Lignes et des Flèches",
+ "assassine-details": "Assassine (Silencieux)",
+ "barbelee-details": "Barbelée (Meutrier)",
+ "connectee-details": "Connectée (Assistance à l'attaque)",
+ "electrifiee-details": "Électrifiée (Choc 1)",
+ "indestructible-details": "Indestructible",
+ "jumelle-details": "Jumelle (Jumelé Akimbo)",
+ "lumineuse-details": "Lumineuse (Lumière 2)",
+ "massive-details": "Massive (Défense -1)",
+ "protectrice-details": "Protectrice (Défensif)",
+ "soeur-details": "Soeur (Jumelé Ambidextrie)",
+ "sournoise-details": "Sournoise (Orfevrerie)",
+ "arabesques-iridescentes-details": "Arabesques Iridescentes (Lumière +1)",
+ "armure-gravee-details": "Armure Gravée (CdF +2)",
+ "bouclier-grave-details": "Bouclier Gravé (Défense +1)",
+ "code-knight-grave-details": "Code du Knight Gravé (-1 Perte d'Espoir)",
+ "crane-rieur-grave-details": "Crâne Rieur Gravé (Oblitération)",
+ "chrome-avec-lignes-lumineuses-avec-malus-details": "Chromes avec Lignes Lumineuses et Colorées (Cadence 2, Cibles multiples, -3)",
+ "faucon-plumes-luminescentes-details": "Faucon et Plumes Luminescentes (Anti-Anathème)",
+ "cadence-une-cible-aucun-malus": "(Une cible, aucun malus)",
+ "chambre-double-cadence-2-une-cible": "Chambre Double (Cadence 2) (Une cible, aucun malus)",
+ "aspect-mineur": "Aspect Mineur",
+ "aspect-mineur-bete-contact": "Aspect Mineur (Bête/Contact)",
+ "munitions-iem-details": "Munitions IEM (Parasitage 2)",
+ "aspect-exceptionnel": "Aspect Exceptionnel",
+ "malus/bonus": "Malus/Bonus",
+ "chrome-avec-lignes-lumineuses-sans-malus-details": "Chromes avec Lignes Lumineuses et Colorées (Cadence 2, Une cible, aucun malus)",
+ "bonus-bete-mineur": "Bonus Bête Mineur",
+ "bonus-bete-majeur": "Bonus Bête Majeur",
+ "barbarian-mode-goliath": "Mode Goliath",
+ "bard-apparence": "Apparence",
+ "bard-faux-êtres": "Faux-Êtres",
+ "bard-desactivation-explosive": "Désactivation explosive",
+ "degats/violence": "Dégâts / Violence",
+ "monk-mode-cea": "Mode Céa",
+ "monk-vague-d'energie": "Vague d'énergie",
+ "monk-salve-d'energie": "Salve d'énergie",
+ "monk-rayon-d'energie": "Rayon d'énergie",
+ "paladin-champ-de-force-shrine": "Champ de Force Shrine",
+ "paladin-mode-watchtower": "Mode Watchtower",
+ "paladin-lente-et-lourde": "Lente et Lourde",
+ "paladin-lente-et-lourde-description": "La méta-armure ne peut pas utiliser de module de course, de déplacement ou de saut. En outre, il peut être risqué de passer sur certains types de sols, trop fragiles. La difficulté des tests base Discrétion et Déplacement avec la méta-armure Paladin est toujours augmentée d'un niveau.",
+ "priest-mode-mechanic": "Mode Mechanic",
+ "distance-portee-longue": "Distance (Portée Longue)",
+ "priest-mode-nanoc": "Mode NanoC",
+ "priest-creations": "Créations",
+ "psion-mode-puppet-master": "Mode Puppet Master",
+ "psion-ordre-donne": "Ordre Donné",
+ "psion-mode-discord": "Mode Discord",
+ "psion-mode-windtalker": "Mode Windtalker",
+ "ranger-vision": "Vision",
+ "wizard-mode-borealis": "Mode Boréalis",
+ "sur-vehicule": "Sur Véhicule",
+ "bonus-style-couvert": "+2 en réaction\n-3D en attaques",
+ "bonus-style-agressif": "+3D en attaque\n-2 en réaction et en défense",
+ "bonus-style-akimbo": "Armes identiques\nDés de dégâts x2\n-3D en attaque",
+ "bonus-style-ambidextre": "Deux attaques\n-3D en attaque",
+ "bonus-style-defensif": "+2 en défense\n-3D en attaque",
+ "bonus-style-precis": "Arme de contact avec l'effet deux mains\n+1 Caractéristique parmi Dextérité, Savoir, Instinct ou Sang-Froid (sans OD)\nUtilise action de combat + déplacement (Nécessite arme à deux mains)",
+ "bonus-style-pilonnage": "Arme de tir avec l'effet deux mains\n+1D de Dégâts ou de Violence par tir successif sur la même cible (au-delà de 1), maximum 6\n-2 dés en attaques",
+ "bonus-style-puissant": "Arme de contact avec l'effet lourd\nPermet de sacrifier 1D en attaque contre un bonus de 1D en dégâts ou violence (maximum 6)\n-2 en réaction et en défense",
+ "bonus-style-suppression": "Arme de tir avec l'effet lourd\nPermet de sacrifier 2D de dégâts pour diminuer de 1D de dégâts les dégâts adverse lors du prochain tour, maximum 6D sacrifiés.\nPermet de sacrifier 2D de violence pour diminuer le débordement d'une bande pour le tour en cours de 1, maximum 8D sacrifiés",
+ "tour": "Tour",
+ "tours": "Tours",
+ "distance": "Distance",
+ "attaque-depuis-les-ombres": "Attaque depuis les ombres",
+ "wizard-affecte-uniquement-anatheme": "Affecte uniquement les créatures de l'Anathème",
+ "bonus-warrior": "Bonus Warrior",
+ "+1 Caractéristique": "+1 Caractéristique",
+ "+2 Caractéristique": "+2 Caractéristiques",
+ "bonus-en": "Bonus en",
+ "style-suppression-malus-inflige-degats": "Style Suppression : Malus infligé aux Hostiles, Salopards et Patrons ciblé(s) en dégâts",
+ "style-suppression-malus-inflige-violence": "Style Suppression : Malus infligé à la bande, au débordement",
+ "malus-aux-degats": "Malus aux dégâts",
+ "malus-a-la-violence": "Malus à la violence",
+ "pilotage-de": "Pilotage de",
+ "choc-automatique-si-chair": "Choc automatique si chair",
+ "grenade-avancee": "Grenade avancée",
+ "mecha-armure": "Mécha-Armure",
+ "mecha-armures": "Mécha-Armures",
+ "puissance": "Puissance",
+ "senseurs": "Senseurs",
+ "systemes": "Systèmes",
+ "autoreparation": "Autoréparation",
+ "test-autoreparation": "Test d'Autoréparation",
+ "autre": "Autre",
+ "archangel": "Archangel",
+ "nephilim": "Nephilim",
+ "demon": "Demon",
+ "blindage": "Blindage",
+ "blindage-repare": "Blindage réparé",
+ "noyau": "Noyau",
+ "noyaux": "Noyaux",
+ "noyaux-d-energie": "Noyaux d'énergie",
+ "gabriel": "Gabriel",
+ "raphael": "Raphaël",
+ "og": "OG",
+ "anak": "Anak",
+ "djinn": "Djinn",
+ "asura": "Asura",
+ "briser-resilience": "Briser la résilience",
+ "souffle-demoniaque": "Souffle démoniaque",
+ "boucliers-amrita": "Boucliers Amrita",
+ "offering": "Offering",
+ "curse": "Curse",
+ "depense-noyaux-energie": "Dépense de noyaux d'énergie",
+ "pod-miracle": "Pod Miracle",
+ "resistance-pod": "Résistance du Pod",
+ "drones-evacuation": "Drones d'évacuation",
+ "zone-entiere": "Zone entière",
+ "pod-invulnerabilite": "Pod d'Invulnérabilité",
+ "degats-violence-requis": "Dégâts/Violence requis",
+ "chair-bete-requis": "Chair/Bête requis",
+ "invulnerabilite": "Invulnérabilité",
+ "station-defense-automatisee": "Station de défense automatisée",
+ "sans-limite": "Sans limite",
+ "pod-missile": "Pod missile",
+ "pod-roquette": "Pod roquette",
+ "missile-jericho": "Missile Jericho",
+ "mode-siege-tower": "Mode Siège Tower",
+ "module-wraith": "Module Wraith",
+ "type-jet": "Type de jet",
+ "nanobrume": "Nanobrume",
+ "poings-soniques": "Poings soniques",
+ "poings-soniques-effets": "Après une attaque contre une cible unique (et après avoir appliqué les dégâts), le Demon peut toujours appliquer la violence des poings soniques à une bande située à portée contact ou courte courte.",
+ "choc-soniques": "Choc sonique",
+ "vol-mark-iv": "Vol Mark IV",
+ "saut-mark-iv": "Saut Mark IV",
+ "module-emblem": "Module Emblem",
+ "hauteur": "Hauteur",
+ "vague-soin": "Vague de soin",
+ "drones-airain": "Drones d'Airain",
+ "module-inferno": "Module Inferno",
+ "canon-metatron": "Canon Métatron",
+ "canon-magma": "Canon Magma",
+ "lames-cinetiques-geantes": "Lames cinétiques géantes",
+ "lames-cinetiques-geantes-effets": "Spécial – Le Demon peut dépenser 1 noyau d’énergie pour obtenir l’effet pénétrant 10. Il peut aussi en dépenser 2 pour obtenir l’effet ignore CdF.",
+ "canon-noe": "Canon Noé",
+ "mitrailleuse-surtur": "Mitrailleuse Surtur",
+ "tourelles-lasers-automatisees": "Tourelles lasers automatisées",
+ "degats-si-surprise": "Dégâts (Si surprise)",
+ "duree-en-tours": "Durée (en tours)",
+ "noyau-x-depense-s": "Noyau(x) dépensé(s)",
+ "si-bonus-degats-violence": "Si bonus Dégâts/Violence",
+ "si-malus-degats-violence": "Si malus Dégâts/Violence",
+ "si-baisse-resilience": "Si baisse résilience",
+ "si-choc": "Si choc",
+ "capacite-ultime": "Capacité ultime",
+ "capacite-passive": "Passive",
+ "capacite-active": "Active"
+}
diff --git a/Knight/translations/fr.json b/Knight/translations/fr.json
index de347a95fa..f3aeffdc70 100644
--- a/Knight/translations/fr.json
+++ b/Knight/translations/fr.json
@@ -1,6 +1,6 @@
{
"": "",
- "0": "Standard",
+ "0": "Standard\n",
"fiche-a-afficher": "Fiche à afficher :",
"pj": "PJ",
"pnj": "PNJ",
@@ -82,7 +82,7 @@
"section-d'origine": "Section d'origine",
"blason": "Blason",
"motivation-majeure": "Motivation Majeure",
- "motivations-mineures": "Motivations Mineures",
+ "motivations-mineures": "Motivation Majeure",
"espoir-sacrifie": "Espoir sacrifié",
"espoir-sacrifie-donne": "Espoir sacrifié/donné",
"sacrifice-points-espoir": "Sacrifice de points d'espoir",
@@ -100,7 +100,7 @@
"colosse-initie": "Colosse (Initié)",
"colosse-heros": "Colosse (Héros)",
"patron-recrue": "Patron (Recrue)",
- "patron-initie": "Patron (Initié)",
+ "patron-initie": "Patron (Recrue)",
"patron-heros": "Patron (Héros)",
"tactique": "Tactique",
"jet": "Jet",
@@ -250,7 +250,7 @@
"sorcerer-150PG-vol-en-nuee-description": " Module de vol passe niveau 2.",
"sorcerer-phase": "Phase : ",
"sorcerer-150PG-phase-description": "Module de phase passe niveau 2.",
- "sorcerer-etirement": "Étirement : ",
+ "sorcerer-etirement": "Module de phase passe niveau 2.",
"sorcerer-150PG-etirement-description": "La portée passe à moyenne.",
"sorcerer-corps-de-métal": "Corps de métal : ",
"sorcerer-150PG-corps-de-metal-description": "Bonus de CdF passe à 4.",
diff --git a/Knight/translations/hu.json b/Knight/translations/hu.json
new file mode 100644
index 0000000000..5af9367fed
--- /dev/null
+++ b/Knight/translations/hu.json
@@ -0,0 +1,1187 @@
+{
+ "": "",
+ "0": "Standard",
+ "fiche-a-afficher": "Fiche à afficher :",
+ "pj": "PJ",
+ "pnj": "PNJ",
+ "creature": "Créature",
+ "bande": "Bande",
+ "jets-sont": "Les jets sont :",
+ "public": "Public",
+ "prive": "Privé",
+ "afficher-lors-d'un-jet": "Afficher lors d'un jet :",
+ "ajouter-pistolet-service": "Ajouter l'arme de section (Pistolet de Service)",
+ "ajouter-marteau-epieu": "Ajouter l'arme de section (Marteau-Épieu)",
+ "utiliser-regles-ia": "Utiliser les règles des IA.",
+ "inclure-onglet-incarner-ia": "Inclure un onglet pour incarner l'IA d'un autre joueur.",
+ "utiliser-cartes-destin": "Utiliser les cartes du destin.",
+ "utiliser-capacites-heroiques": "Utiliser les capacités héroïques.",
+ "afficher-onglet-gestion-art": "Afficher un onglet pour la gestion de l'Art.",
+ "inclure-onglet-gerer-vehicule": "Inclure un onglet pour gérer le véhicule.",
+ "utiliser-regles-egide": "Utiliser les règles de l'égide.",
+ "acces-armures-legende": "Accès aux méta-armures de légende.",
+ "acces-mecha-armures": "Accès aux mécha-armures.",
+ "utiliser-regles-resilience": "Utiliser les règles de la Résilience.",
+ "afficher-onglet-modules": "Afficher l'onglet des Modules.",
+ "inclure-capacites-fan-made": "Inclure les capacités du Codex Fan Made.",
+ "defense": "Défense",
+ "base": "Base",
+ "modif": "Modif",
+ "total": "Total",
+ "reaction": "Réaction",
+ "initiative": "Initiative",
+ "fiche-vehicule": "Fiche Véhicule",
+ "fiche-pj": "Fiche PJ",
+ "fiche-pnj": "Fiche PNJ",
+ "fiche-creature": "Fiche Créature",
+ "fiche-bande": "Fiche Bande",
+ "dossier": "Dossier",
+ "armure": "Armure",
+ "capacite": "Capacité",
+ "capacites": "Capacités",
+ "combat": "Combat",
+ "module": "Module",
+ "overdrive": "Overdrive",
+ "ia": "IA",
+ "ia-incarnee": "IA Incarnée",
+ "historique": "Historique",
+ "art": "Art",
+ "heroisme": "Héroïsme",
+ "vehicule": "Véhicule",
+ "equipage": "Equipage",
+ "carte-d'identite": "Carte d'identité",
+ "nom": "Nom",
+ "surnom": "Surnom",
+ "age": "Âge",
+ "archetype": "Archetype",
+ "archetype/metier": "Archetype/Métier",
+ "haut-fait": "Haut-Fait",
+ "meta-armure": "Méta-armure",
+ "meta-armure-legende": "Méta-armure de légende",
+ "selectionner": "Sélectionner",
+ "mode": "Mode",
+ "sans": "Sans",
+ "guardian": "Guardian",
+ "barbarian": "Barbarian",
+ "bard": "Bard",
+ "berserk": "Berserk",
+ "druid": "Druid",
+ "monk": "Monk",
+ "necromancer": "Necromancer",
+ "paladin": "Paladin",
+ "priest": "Priest",
+ "psion": "Psion",
+ "ranger": "Ranger",
+ "rogue": "Rogue",
+ "shaman": "Shaman",
+ "sorcerer": "Sorcerer",
+ "warlock": "Warlock",
+ "warmaster": "Warmaster",
+ "warrior": "Warrior",
+ "wizard": "Wizard",
+ "section-d'origine": "Section d'origine",
+ "blason": "Blason",
+ "motivation-majeure": "Motivation Majeure",
+ "motivations-mineures": "Motivations Mineures",
+ "espoir-sacrifie": "Espoir sacrifié",
+ "espoir-sacrifie-donne": "Espoir sacrifié/donné",
+ "sacrifice-points-espoir": "Sacrifice de points d'espoir",
+ "points-espoir-vs-humain": "Points d'espoir récupérés contre les humains",
+ "points-espoir-vs-anatheme": "Points d'espoir récupérés contre l'anathème",
+ "bonus-jets-allies": "Bonus aux jets alliés",
+ "bonus-egide": "Bonus à l'égide",
+ "bonus-egide-short": "Bonus Égide",
+ "bonus-degats": "Bonus aux dégâts",
+ "bonus-violence": "Bonus à la violence",
+ "degats-subis-par-tour": "Dégâts subis/tour",
+ "reussites-automatiques": "réussites automatiques",
+ "type": "Type",
+ "colosse-recrue": "Colosse (Recrue)",
+ "colosse-initie": "Colosse (Initié)",
+ "colosse-heros": "Colosse (Héros)",
+ "patron-recrue": "Patron (Recrue)",
+ "patron-initie": "Patron (Initié)",
+ "patron-heros": "Patron (Héros)",
+ "tactique": "Tactique",
+ "jet": "Jet",
+ "bonus/malus-jets": "Bonus/Malus aux Jets",
+ "deplacement": "Déplacement",
+ "force": "Force",
+ "endurance": "Endurance",
+ "hargne": "Hargne",
+ "instinct": "Instinct",
+ "tir": "Tir",
+ "savoir": "Savoir",
+ "technique": "Technique",
+ "aura": "Aura",
+ "parole": "Parole",
+ "sang-froid": "Sang-Froid",
+ "discretion": "Discrétion",
+ "perception": "Perception",
+ "dexterite": "Dextérité",
+ "chair": "Chair",
+ "bête": "Bête",
+ "machine": "Machine",
+ "dame": "Dame",
+ "masque": "Masque",
+ "tout-restaurer": "Tout Restaurer",
+ "actuel": "Actuel",
+ "maximum": "Maximum",
+ "energie": "Énergie",
+ "champ-de-force": "Champ de force",
+ "flux": "Flux",
+ "physique-et-mental": "Physique et Mental",
+ "sante": "Santé",
+ "espoir": "Espoir",
+ "egide": "Egide",
+ "protection-energie-sante": "Protections, Énergie et Santé",
+ "protection-sante": "Protections et Santé",
+ "protection-cohension": "Protections et Cohésion",
+ "bouclier": "Bouclier",
+ "cohesion": "Cohésion",
+ "debordement": "Débordement",
+ "score": "Score",
+ "tour-actuel": "Tour Actuel",
+ "od": "OD",
+ "resilience": "Résilience",
+ "calculer": "Calculer",
+ "calculer-resilience": "Calculer la résilience",
+ "aspects-exceptionnels": "Aspects Exceptionnels",
+ "mineur-(0)": "Mineur (0)",
+ "mineur-(1)": "Mineur (1)",
+ "mineur-(2)": "Mineur (2)",
+ "mineur-(3)": "Mineur (3)",
+ "mineur-(4)": "Mineur (4)",
+ "mineur-(5)": "Mineur (5)",
+ "mineur-(6)": "Mineur (6)",
+ "mineur-(7)": "Mineur (7)",
+ "mineur-(8)": "Mineur (8)",
+ "mineur-(9)": "Mineur (9)",
+ "mineur-(10)": "Mineur (10)",
+ "mineur-(11)": "Mineur (11)",
+ "mineur-(12)": "Mineur (12)",
+ "mineur-(13)": "Mineur (13)",
+ "mineur-(14)": "Mineur (14)",
+ "mineur-(15)": "Mineur (15)",
+ "mineur-(16)": "Mineur (16)",
+ "mineur-(17)": "Mineur (17)",
+ "mineur-(18)": "Mineur (18)",
+ "mineur-(19)": "Mineur (19)",
+ "mineur-(20)": "Mineur (20)",
+ "majeur-(0)": "Majeur (0)",
+ "majeur-(1)": "Majeur (1)",
+ "majeur-(2)": "Majeur (2)",
+ "majeur-(3)": "Majeur (3)",
+ "majeur-(4)": "Majeur (4)",
+ "majeur-(5)": "Majeur (5)",
+ "majeur-(6)": "Majeur (6)",
+ "majeur-(7)": "Majeur (7)",
+ "majeur-(8)": "Majeur (8)",
+ "majeur-(9)": "Majeur (9)",
+ "majeur-(10)": "Majeur (10)",
+ "majeur-(11)": "Majeur (11)",
+ "majeur-(12)": "Majeur (12)",
+ "majeur-(13)": "Majeur (13)",
+ "majeur-(14)": "Majeur (14)",
+ "majeur-(15)": "Majeur (15)",
+ "majeur-(16)": "Majeur (16)",
+ "majeur-(17)": "Majeur (17)",
+ "majeur-(18)": "Majeur (18)",
+ "majeur-(19)": "Majeur (19)",
+ "majeur-(20)": "Majeur (20)",
+ "bete": "Bête",
+ "points-faibles": "Points Faibles",
+ "sorcerer-ponctionner-l'energie": "Ponctionner l'énergie",
+ "evolution": "Évolution",
+ "150-PG": "150 PG",
+ "barbariane-150PG-description": "Limite de taille à 8 mètres.",
+ "200-PG": "200 PG",
+ "barbariane-200PG-description": "Pas de malus de défense.",
+ "250-PG": "250 PG",
+ "350-PG": "350 PG",
+ "500-PG": "500 PG",
+ "barbariane-250PG-description": "Limite de taille à 10 mètres.",
+ "bard-150PG-description": "Portée Moyenne / Peut affecter jusqu'à 4 alliés.",
+ "bard-200PG-description": "Le mode changeling coûte 2PE de moins.",
+ "bard-250PG-description": "Peut faire exploser son apparence ou ses faux-êtres lors de la désactivation.",
+ "berserk-250PG-description": "Tant qu’il porte la méta-armure, le personnage augmente désormais son total de points d’espoir de 25.
Il reçoit un effet supplémentaire de son choix du mode Illumination.",
+ "berserk-350PG-description-1": "Les effets Beacon, Blaze et Torch augmentent en efficacité :",
+ "berserk-350PG-description-2": "Le chevalier reçoit un effet supplémentaire de son choix du mode Illumination.",
+ "berserk-350PG-titre-blaze": "Blaze :",
+ "berserk-350PG-description-blaze": "Provoque désormais 4D6 (12) points de dégâts et de violence.",
+ "berserk-350PG-titre-beacon": "Beacon :",
+ "berserk-350PG-description-beacon": "Octroie désormais un bonus de 4 réussites automatiques.",
+ "berserk-350PG-titre-torch": "Torch :",
+ "berserk-350PG-description-torch": "Offre désormais une égide de 4 ou un bonus d’égide de 4.",
+ "berserk-500PG-description": "Désormais, toutes les pertes d’espoir du personnage (en dehors des pertes causées par les capacités de la méta-armure) sont réduites de 3 (minimum 1). L’effet est cumulable avec d’autres avantages ou effets.
Le chevalier reçoit un effet supplémentaire de son choix du mode Illumination.",
+ "gloire-totale": "Gloire Totale",
+ "niveau-du-lion": "Niveau du Lion",
+ "niveau-du-wolf": "Niveau du Wolf",
+ "niveau-du-crow": "Niveau du Crow",
+ "monk-150PG-description": "+2D6 en dégâts et violence pour le mode Céa.",
+ "monk-200PG-description": "Le mode Zen peut être activé pour récupérer les points d'espoirs perdus lors de n'importe quel combat ayant eu lieu durant la mission en cours.",
+ "Vague-d'énergie-:": "Vague d'énergie :",
+ "monk-vague-d'energie-250PG-description": "+2 en Parasitage / Salve d'énergie : +3 en Dispersion",
+ "Rayon-d'énergie-:": "Rayon d'énergie :",
+ "monk-bonus-maintien": "Bonus de maintien",
+ "monk-rayon-d'energie-250PG-description": "Perce Armure devient Ignore Armure",
+ "paladin-150PG-description": "Peut sloter une arme de tir à une main, ou à deux mains (sans l'attribut lourd) sur chacun de ses bras (une par bras maximum), et continuer à porter des armes dans ses mains. Les armes slotées sont considérées être en main. Le chevalier peut donc passer d'une arme à l'autre lors de ses différents tours.",
+ "paladin-200PG-description": "+2 pour le CdF du Shrine. Peut l'activer durant 6 tour / une minute pour 5PE et à portée moyenne pour 10PE.",
+ "paladin-250PG-description": "L'effet 'lente et lourde' est annulé.",
+ "priest-150PG-description": "Les créations du mode NanoC durent 1h. 2PE/heure supplémentaire.",
+ "priest-200PG-description": "1D6+6 supplémentaire à toutes les réparations (mode Mechanic).",
+ "priest-250PG-description": "Permet la création au choix : moto steed, stalion, maraudeur II, ou vector léger, pour 9PE et une durée de 1h (mode NanoC, au contact).",
+ "psion-150PG-description": "Le Mode Puppet Master fonctionne contre les salopards sur un test base Aura et pour 2 de flux. Chaque cible supplémentaire coûte 2 de flux et prolonger l'ordre coûte 1 de flux. Flux non dépensés en cas d'échec. Un type d'ennemi par utilisation.",
+ "psion-200PG-description": "Le Mode Discord fonctionne contre les salopards sur un test base Aura. Flux non dépensés en cas d'échec. Malus passe à 3 Dès pour les actions / 2 pour la réaction / 2 pour la défense.",
+ "psion-250PG-description": "Le Mode Puppet Master fonctionne contre les bandes sur un test base Aura. Flux non dépensés en cas d'échec. Le score de débordement actuel est infligé à tous les autres ennemis présents dans la scène. Un type d'ennemi par utilisation.",
+ "50-PG": "50 PG",
+ "ranger-50PG-1-description": "Peut ajouter un ou plusieurs effets pour 6PE : anti-Anathème / Démoralisant / Pénétrant 10 / Ignore Armure / En Chaîne / Fureur",
+ "ranger-50PG-2-description": "Augmentation des dégâts à 5D / Augmentation de la violence à 3D / Maximum de dégâts et violence à 9D",
+ "ranger-50PG-3-description": "Le longbow perd l'effet lourd et gagne l'effet deux mains.",
+ "100-PG": "100 PG",
+ "ranger-100PG-description": "Les effets coûtent 2PE de moins (sauf augmentation dégât / violence), minimum 1.",
+ "rogue-150PG-description": "Possibilité de dépenser 2PE pour que le mode Ghost dure 6 tours en phase de conflit et 6PE pour qu'il dure 15 minutes en dehors des conflits.",
+ "rogue-200PG-description": "Seul les ennemis possédant un aspect Machine exceptionnelle majeure peuvent détecteur la présence du chevalier en mode Ghost. Il bénéficie, comme précédemment, de 3 réussites automatiques pour passer inaperçu.",
+ "rogue-250PG-description": "Le mode Ghost ne se désactive pas lors des attaques du chevalier en cas de dépense de 3PE.",
+ "shaman-150PG-description": "Trois totems maximum peuvent maintenant être matérialisés en même temps.",
+ "shaman-200PG-description": "Désormais, le mode Ascension peut être activé même quand le chevalier est hors de sa méta-armure. Dans ce cas, l’IA de la méta-armure prend l’apparence du chevalier en combinaison Guardian ou en méta-armure, au choix du chevalier.",
+ "shaman-250PG-description": "Les totems peuvent maintenant agir de manière indépendante (toujours en suivant les ordres du chevalier) et sans limite de portée. Ils sont bien plus finement matérialisés et ressemblent trait pour trait à la méta-armure du chevalier. Ils peuvent aussi être matérialisés pour une scène entière ou une phase de conflit entière pour un coût total de 10 PE.",
+ "sorcerer-vol-en-nuee": "Vol en nuée : ",
+ "sorcerer-150PG-vol-en-nuee-description": " Module de vol passe niveau 2.",
+ "sorcerer-phase": "Phase : ",
+ "sorcerer-150PG-phase-description": "Module de phase passe niveau 2.",
+ "sorcerer-etirement": "Étirement : ",
+ "sorcerer-150PG-etirement-description": "La portée passe à moyenne.",
+ "sorcerer-corps-de-métal": "Corps de métal : ",
+ "sorcerer-150PG-corps-de-metal-description": "Bonus de CdF passe à 4.",
+ "sorcerer-corps-fluide": "Corps fluide : ",
+ "sorcerer-150PG-corps-fluide-description": "Bonus de défense / réaction passe à 3.",
+ "sorcerer-polymorphie-de-guerre": "Polymorphie de guerre : ",
+ "sorcerer-150PG-polymorphie-de-guerre-description": "Les modules passent au niveau 2. Effets et bonus à choisir.",
+ "sorcerer-250PG-description": "En activant le mode Morph, le chevalier obtient les effets des 6 capacités en même temps.",
+ "berserk-mode-illumination": "Mode Illumination",
+ "berserk-selection-effets": "Sélection des Effets",
+ "berserk-illumination-blaze": "Blaze",
+ "berserk-illumination-candle": "Candle",
+ "berserk-illumination-beacon": "Beacon",
+ "berserk-illumination-torch": "Torch",
+ "berserk-illumination-projector": "Projector",
+ "berserk-illumination-lighthouse": "Lighthouse",
+ "berserk-illumination-lantern": "Lantern",
+ "berserk-mode-rage": "Mode Rage",
+ "berserk-bonus-rage": "Bonus Rage",
+ "berserk-nourri-rage": "Nourri par la rage",
+ "berserk-rage-colere": "Colère - Niveau 1",
+ "berserk-rage-rage": "Rage - Niveau 2",
+ "berserk-rage-fureur": "Fureur - Niveau 3",
+ "total-actuel": "Total actuel",
+ "shaman-impregnation": "Imprégnation",
+ "shaman-mode-totem": "Mode Totem",
+ "shaman-mode-ascension": "Mode Ascension",
+ "shaman-nombre-totem": "Nombre de totems",
+ "shaman-caracteristique-totem-1": "Caractéristique du Totem 1",
+ "shaman-caracteristique-totem-2": "Caractéristique du Totem 2",
+ "shaman-caracteristique-totem-3": "Caractéristique du Totem 3",
+ "shaman-totem-1": "Totem 1",
+ "shaman-totem-2": "Totem 2",
+ "shaman-totem-3": "Totem 3",
+ "shaman-od-totem-1": "OD Totem 1",
+ "shaman-od-totem-2": "OD Totem 2",
+ "shaman-od-totem-3": "OD Totem 3",
+ "warlock-mode-forward": "Mode Forward",
+ "warlock-mode-record": "Mode Record",
+ "warlock-mode-record-success": "Succès enregistrés",
+ "warlock-mode-record-dmg": "Dégâts enregistrés",
+ "warlock-mode-record-violence": "Violence enregistrée",
+ "warlock-mode-rewind": "Mode Rewind",
+ "warlock-contrecoups": "Contrecoups",
+ "contrecoups-dechirure": "Déchirure",
+ "contrecoups-dechirure-description": "Le corps du personnage est déchiré dans le temps. Il reçoit une blessure grave au hasard qui s’applique automatiquement.",
+ "contrecoups-disparition": "Disparition",
+ "contrecoups-disparition-description": "Dans un flash, le personnage disparaît de la scène et n’en revient qu’à la fin.",
+ "contrecoups-incident": "Incident",
+ "contrecoups-incident-description-1": "Le personnage subit ",
+ "contrecoups-incident-description-2": " points de dégâts directement sur la santé. La capacité Rewind ne peut pas annuler ces dégâts.",
+ "contrecoups-siphon": "Siphon",
+ "contrecoups-siphon-description-1": "L’énergie du personnage est instantanément baissée de ",
+ "contrecoups-siphon-description-2": " points.",
+ "contrecoups-sursaut": "Sursaut",
+ "contrecoups-sursaut-description-1": "Pendant ",
+ "contrecoups-sursaut-description-2": " tours, la méta-armure saute constamment dans le temps. Il doit retirer 2 réussites à chacun de ses tests.",
+ "contrecoups-fragmentation": "Fragmentation",
+ "contrecoups-fragmentation-description-1": "Le personnage subit des dégâts sur sa psyché et oublie qui il est pendant ",
+ "contrecoups-fragmentation-description-2": " tours. Au MJ et PJ d’improviser.",
+ "contrecoups-desorientation": "Désorientation",
+ "contrecoups-desorientation-description-1": "Le chevalier est mentalement désorienté. Il subit une perte de ",
+ "contrecoups-desorientation-description-2": " points d’espoir.",
+ "contrecoups-defaillance": "Défaillance",
+ "contrecoups-defaillance-description-1": "Le CdF de la méta-armure tombe à 0 durant ",
+ "contrecoups-defaillance-description-2": " tours.",
+ "contrecoups-desagregation": "Désagrégation",
+ "contrecoups-desagregation-description-1": "La méta-armure du personnage subit ",
+ "contrecoups-desagregation-description-2": " points de dégâts sans CdF. La capacité Rewind ne peut les annuler.",
+ "warlock-150PG-description": "Désormais, les coûts en PE des modes Rewind et Record sont diminués de 3.",
+ "warlock-200PG-description": "Désormais, le mode Rewind peut être activé juste après (pas avant, ni pendant) une action d’un autre PJ ou d’un PNJ, même si le chevalier devrait être incapable d’effectuer une action ou s’il a par exemple été tué. Les effets infligés par des PNJ et qui devraient persister, comme domination, contrôle et isolement, sont ignorés par le PJ.
Attention : Le chevalier doit toujours attendre 6 secondes avant de réactiver le mode Rewind et ne pourra le réactiver qu’une fois le tour de jeu complet passé.",
+ "warlock-250PG-description": "L’armure est mieux stabilisée en termes temporels. Dé- sormais, le personnage peut relancer son jet sur le tableau des paradoxes temporels et choisir entre les deux résultats.",
+ "warmaster-150PG-description": "+10 PE sur le total.",
+ "warmaster-200PG-description": "Le personnage peut bénéficier dorénavant de toutes les impulsions.",
+ "warmaster-250PG-description": "Le mode Falcon ne coûte que 3PE et ne nécessite aucune action. +10 PE sur le total.",
+ "warrior-150PG-description": "Activer un type ne coûte plus d'action.",
+ "warrior-200PG-description": "Le chevalier possède tous les types.",
+ "warrior-250PG-description": "Les types offrent désormais 2 OD au lieu d'1.",
+ "wizard-150PG-description": "Le mode Boréalis fonctionne maintenant à portée moyenne.",
+ "wizard-200PG-description": "Les dépenses en PE des modes Boréalis et Oriflamme sont réduit de 3 (min. 1).",
+ "wizard-250PG-description": "Le mode Oriflamme fonctionne maintenant à portée moyenne.",
+ "style-de-combat": "Style de Combat",
+ "standard": "Standard",
+ "couvert": "À Couvert",
+ "agressif": "Agressif",
+ "akimbo": "Akimbo",
+ "ambidextre": "Ambidextre",
+ "defensif": "Défensif",
+ "pilonnage": "Pilonnage",
+ "puissant": "Puissant",
+ "suppression": "Suppression",
+ "precis": "Précis",
+ "style-precis": "Style précis",
+ "mineur": "Mineur",
+ "aspect-exceptionnel-chair-mineur": "Le PNJ soustrait toujours son score de l’aspect exceptionnel Chair aux dégâts qu’il reçoit.",
+ "majeur": "Majeur",
+ "aspect-exceptionnel-chair-majeur": "Le PNJ ignore purement les effets barrage X, choc X et meurtrier des armes.",
+ "aspect-exceptionnel-bete-mineur": "(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect exceptionnel Bête.",
+ "aspect-exceptionnel-bete-majeur": "(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect Bête (en plus du score de l’aspect exceptionnel).",
+ "aspect-exceptionnel-machine-mineur": "(Déjà inclus) Le PNJ ajoute son score de Machine exceptionnelle à son score de réaction.",
+ "aspect-exceptionnel-machine-majeur": "Le PNJ est insensible aux capacités d’armure qui jouent sur les sens telles que le mode Ghost ou le mode Changeling. L’invisibilité comme les illusions ou les leurres n’ont pas d’effet sur lui.",
+ "aspect-exceptionnel-dame-mineur": "Le PNJ, s’il est accompagné d’autres PNJ de la même faction que lui, peut toujours décider de reporter les dégâts qu’il subit sur des alliés proches, à portée courte. Cela représente le fait que des PNJ alliés s’interposent pour sauvegarder sa vie.",
+ "aspect-exceptionnel-dame-majeur": "Un PJ qui souhaite attaquer ce PNJ doit réussir un test base Hargne dont la difficulté est égale au score de la Dame exceptionnelle du PNJ. S’il ne réussit pas ce test, il est subjugué par le PNJ et ne se résout pas à l’attaquer.",
+ "aspect-exceptionnel-masque-mineur": "(Déjà inclus) Le PNJ ajoute son score de Masque exceptionnel à son score de défense.",
+ "aspect-exceptionnel-masque-majeur": "(Déjà inclus) Le PNJ agit toujours, peu importe son nombre d’actions, comme s’il avait un score d’initiative de 30. Le MJ ne lance pas les dés.",
+ "mode-goliath": "Mode Goliath",
+ "taille-bonus": "Taille Bonus",
+ "bonus": "Bonus",
+ "degats-contact": "Dégâts (contact)",
+ "degats-violence-contact": "Dégâts / Violence (contact)",
+ "malus": "Malus",
+ "apparence": "Apparence",
+ "faux-êtres": "Faux-Êtres",
+ "effet-des-armes": "Effet des armes",
+ "anti-anatheme": "Anti-Anathème",
+ "anti-anatheme-description": "L’arme ignore purement et simplement la valeur de bouclier et de Chair exceptionnelle (qu’elle soit majeure ou mineure) de la créature de l’Anathème prise pour cible. Les PA, puis la santé de la cible sont directement touchés. Lorsqu’une arme de ce type touche une bande de créatures de l’Anathème, ses scores de bouclier et de Chair exceptionnelle sont ignorés.",
+ "anti-vehicule": "Anti-Véhicule",
+ "anti-vehicule-description": "Les armes possédant cet effet sont conçues pour détruire les véhicules, les blindés et abattre les ennemis de type colosse. Lorsque l’arme tire sur un véhicule ou un colosse, elle inflige ses dégâts normaux et n’a pas besoin d’infliger des tranches de 10 points de dégâts pour en infliger 1 à ces énormes ennemis.",
+ "artillerie": "Artillerie",
+ "artillerie-description": "Si la cible a préalablement été désignée, l’arme peut tirer sans les malus de portée et sans ligne de vue (il faut quand même une ligne de tir direct). La cible ne bénéficie d’aucun bonus de couvert. Attention, il faut que la munition puisse atteindre la cible d’une manière ou d’une autre et qu’un test de tir soit effectué. Une cible préalablement désignée est toujours atteignable, quelle que soit la distance et le « couvert », sans avoir besoin de ligne de tir dégagée.",
+ "assassin": "Assassin",
+ "assassin-description": "Ajoute XD6 aux dégâts lors des attaques surprises.",
+ "assistance-attaque": "Assistance à l'attaque",
+ "assistance-attaque-description": "Lorsqu’un jet pour toucher est effectué avec cette arme, chaque réussite excédentaire au-dessus du score de réaction (dans le cas d’un tir) ou de défense (dans le cas d’une attaque au contact) de la cible permet de lui infliger 1 point de dégât (ou de violence dans le cas d’une bande) supplémentaire.",
+ "barrage": "Barrage",
+ "barrage-description": "Au lieu de faire une attaque, le chevalier peut décider, au prix de son action de combat, de diminuer la défense et la réaction de la bande ou du PNJ ciblé d’un nombre de points égal à X jusqu’au début de son prochain tour, permettant ainsi à ses alliés de toucher plus facilement. L’effet s’applique automatiquement. Aucun autre effet, et aucun dégât de l’arme ne s’applique. Plusieurs effets barrage peuvent s’appliquer sur une même cible et se cumulent. Mais attention, l’effet barrage infligé par l’arme d’un PJ prend fin au début de son tour de jeu suivant (dès ce que c’est à lui de jouer de nouveau).",
+ "cadence": "Cadence",
+ "cadence-description": "L’arme est très rapide et peut cibler X adversaires par action de combat au lieu d’un seul. Une attaqu doit être réalisée pour chacune des cibles, avec 3 dés d malus. Chacune des cibles ne peut être distante de plus d 2 mètres.",
+ "chargeur": "Chargeur",
+ "chargeur-description": "L’arme ou le module dispose d’un nombre d’utilisations indiqué par X. Une fois utilisé autant de fois que X, on estime qu’il n’a plus de munitions et ne peut donc plus faire feu. L’arme ou le module doit être rechargé (gratuitement) à Camelot entre deux missions.",
+ "choc": "Choc",
+ "choc-description": "Si le jet pour toucher avec l’arme est supérieur au score de l’aspect Chair (divisé par 2 pour un PNJ) de la cible, celle-ci perd ses X prochaines actions. Cet effet ne fonctionne pas contre les bandes. Attention, l’effet ne peut pas se cumuler alors que la cible est déjà sous l’effet choc.\n\nDans certaines circonstances, l’effet choc peut être considéré comme automatique et ne prend donc pas en compte le score de l’aspect Chair. Lorsque l’effet choc est censé s’appliquer automatiquement, il faut tout de même que le personnage touche sa cible. En revanche, son résultat n’a pas besoin d’égaler l’aspect Chair divisé par deux de la cible pour que l’effet fonctionne. En fonction des circonstances, le MJ peut décider qu’un personnage sous l’effet choc subit un malus de 2 à sa réaction et à sa défense. L’effet ne se cumule pas avec parasitage X.",
+ "defense-reaction": "Défense X / Réaction X",
+ "defense-reaction-description": "L’utilisateur bénéficie d’un bonus en défense ou en réaction, X représentant cette valeur, tant qu’il utilise cette arme ou module. Les bonus reçus peuvent se cumuler tant que le personnage peut bénéficier de l’effet.",
+ "degats-continus": "Dégâts Continus",
+ "degats-continus-description": "L’arme inflige X points de dégâts à chaque tour durant 1D6 tours. Les dégâts sont subis par la cible à chacun de ses tours de jeu et ignorent les éventuels scores de CdF ou de bouclier. Au regard de la technologie utilisée, l’effet ne peut se stopper que si la cible reçoit les soins appropriés ou s’il se termine de lui-même. Typiquement, cet effet se retrouve sur les armes causant des brûlures. Cet effet ne peut être cumulé sur une même créature tant que l’effet est déjà présent au moins une fois.",
+ "demoralisant": "Démoralisant",
+ "demoralisant-description": "Avec une attaque réussie, l’arme enlève 2 points au score de débordement que les bandes composées d’humains infligent, avant calcul des dégâts effectifs.\n\nLes dégâts effectifs du tour sont donc égaux débordement moins 2 multiplié par le nombre de tours écoulés à ce tour.\n\nAutrement dit, démoralisant réduit le débordement pour le tour en cours, et uniquement le tour en cours. Précision : Si l’effet démoralisant est appliqué plusieurs fois, cela se cumule en ajoutant un tour de durée (et non pas en sous-trayant des points supplémentaires au débordement de la bande ciblée).",
+ "designation": "Désignation",
+ "designation-description": "L’arme peut désigner une cible (une seule cible, pas une bande) une fois par tour. Son utilisateur et ses alliés reçoivent un bonus de 1 réussite automatique pour toucher la cible et ignorent toujours les éventuels échecs critiques qu’ils pourraient subir lorsqu’ils tentent de la toucher. Désigner une cible ne coûte pas d’action. Il n’y a aucun test à effectuer pour désigner une cible et la portée de la désignation est celle de l’arme utilisée. La cible demeure désignée durant toute la scène ou toute la phase de conflit.\n\nUne fois désignée, l’armure va suivre les mouvements et les bruits de la cible et représenter sa position, ce qui permet au chevalier de lui tirer dessus avec une arme disposant de l’effet artillerie notamment, ou d’utiliser automatiquement tout effet venant de ses éventuelles visions alternatives.\n\nL’effet permet par exemple, couplé avec un module de type vision prédatrice, de voir la cible à travers les murs, silhouettée sur la visière à Réalité Augmentée de la méta-armure. Tant que la signature de la cible reste visible par la méta-armure, la cible reste désignée. Attention : L’effet ne peut être cumulé sur une même cible.",
+ "destructeur": "Destructeur",
+ "destructeur-description": "Lorsque les dégâts impactent les points d’armure de la cible, si elle a des PA, on ajoute 2D6 au total de dégâts. Si un seul point de dégâts passe le bouclier et le CdF de la cible, l’effet est appliqué.",
+ "deux-mains": "Deux Mains",
+ "deux-mains-description": "Cet effet signifie simplement que le chevalier doit utiliser ses deux mains pour frapper ou tirer avec l’arme. Utiliser à une main une arme possédant cet effet est impossible, l’arme étant trop lourde ou possédant trop de recul pour toucher efficacement.",
+ "dispersion": "Dispersion",
+ "dispersion-description": "L’arme peut toucher plusieurs ennemis et ses dégâts peuvent donc s’appliquer à plusieurs du moment que ces ennemis sont à moins de deux mètres les uns des autres. X représente le nombre d’ennemis que l’arme peut toucher dans une même action. Un seul jet d’attaque est à effectuer contre un seul ennemi. Les autres ennemis proches subissent automatiquement les dégâts et les autres effets que dispersion, à condition que le résultat du test d’attaque dépasse leur score d’opposition. Typiquement, les lance-flammes ou les armes explosives infligent cet effet. Cet effet n’affecte pas les bandes contre lesquelles seule la violence peut s’appliquer.\n\nAttention : Si l’effet est utilisé contre des ennemis au contact avec un autre PJ, ce dernier subit aussi les dégâts de la dispersion.",
+ "en-chaine": "En Chaîne",
+ "en-chaine-description": "Lorsque le PJ utilisant cette arme réussit à éliminer (pas forcément à tuer, neutraliser suffit) un hostile ou un salopard, il peut effectuer au prix de 3 PE, au même tour et à la même initiative, une autre attaque sur un autre hostile ou un autre salopard qui se trouve à portée de son arme (un test pour toucher est de nouveau nécessaire). Si cette deuxième attaque élimine la cible, l’effet peut s’appliquer une nouvelle fois et ainsi de suite. Le coût en énergie intervient en plus de l’éventuel coût en énergie de l’arme. Chaque nouvelle attaque doit donner lieu à une dépense d’énergie en conséquence.\n\nDans le cas où plusieurs ennemis sont éliminés en même temps, l’effet en chaîne ne s’applique qu’une seule fois.",
+ "esperance": "Espérance",
+ "esperance-description": "Contre des désespérés, l’équipement est extrêmement puissant. S’il le veut, un PJ peut décider d’échanger les dégâts qu’il devrait infliger contre l’application de l’effet espérance. L’arme, plutôt que d’infliger des dégâts, traverse alors le corps du désespéré, arrachant une partie de son désespoir.\n\nS’il le fait, chaque PNJ désespéré touché par l’attaque peut effectuer un test de Bête difficulté ardu (5) (ou Hargne combo Sang-Froid dans le cas d’un PJ) pour combattre le désespoir. Chaque attaque supplémentaire infligée par l’équipement à un même désespéré et appliquant l’effet espérance fait baisser le niveau de difficulté du test de 1. Si le désespéré réussit son test, alors il a réussi à vaincre le désespoir et n’est plus un ennemi. Il peut se joindre aux chevaliers ou rester terrorisé par ce qu’il a commis ou par ce qui lui est arrivé (au choix du MJ).\n\nContre une bande de désespérés, on considère que l’équipement fait simplement baisser sa cohésion. Cependant, si le personnage utilisant un équipement avec l’effet espérance a infligé assez de violence à une bande pour qu’elle tombe à 0 point de cohésion, les désespérés qui la composent reprennent espoir et retrouvent simplement leurs esprits. Ils se souviendront tout de même des actes qu’ils ont commis.\n\nContre les autres types d’ennemis, les équipements possédant l’effet espérance infligent des dégâts et de la violence de manière normale.",
+ "fureur": "Fureur",
+ "fureur-description": "Lorsque l’arme est utilisée contre une bande avec un score d’aspect Chair de 10 ou plus, la violence de l’arme est augmentée de 4D6.",
+ "ignore-armure": "Ignore Armure",
+ "ignore-armure-description": "L’arme ignore purement et simplement la valeur de points d’armure d’un adversaire. La santé de la cible est directement touchée si les dégâts passent le CdF ou le bouclier.",
+ "ignore-champ-de-force": "Ignore Champ de Force",
+ "ignore-champ-de-force-description": "L’arme ignore purement et simplement le champ de force d’un adversaire. Les PS de la cible sont directement touchés si les dégâts passent les PA ou le bouclier.",
+ "jumele-akimbo": "Jumelé (Akimbo)",
+ "od-combat3-jumele-akimbo": "OD Combat 3 (Jumelé Akimbo)",
+ "od-tir3-jumele-akimbo": "OD Tir 3 (Jumelé Akimbo)",
+ "jumele-akimbo-description": "Lorsqu’on utilise deux exemplaires de cette arme en style akimbo, le malus est diminué de 2 (soit 1 dé de malus au lieu de 3).",
+ "jumele-ambidextrie": "Jumelé (Ambidextrie)",
+ "od-combat4-jumele-ambidextrie": "OD Combat 4 (Jumelé Ambidextrie)",
+ "od-tir4-jumele-ambidextrie": "OD Tir 4 (Jumelé Ambidextrie)",
+ "jumele-ambidextrie-description": "Lorsqu’on utilise deux armes disposant de cet effet en style ambidextre, le malus est diminué de 2 (soit 1 dé de malus au lieu de 3).",
+ "leste": "Lesté",
+ "leste-description": "Lorsque l’arme est utilisée, son utilisateur ajoute le score de la caractéristique Force multipliée par deux (ou Chair complet pour un PNJ) lorsqu’il détermine les dégâts plutôt que sa Force seule (ou Chair divisé par 2). Seuls les PJ ayant un score de Force égal ou supérieur à 4 ou possédant un overdrive de Force peuvent utiliser une arme avec un tel effet.",
+ "lourd": "Lourd",
+ "lourd-description": "Pour utiliser cette arme, vous devez dépenser une (et une seule) action de déplacement et une (et une seule) action de combat. Les actions supplémentaires acquises ne sont pas touchées par cet effet.",
+ "lumiere": "Lumière",
+ "lumiere-description": "Lorsque l’arme frappe une créature de l’Anathème ou une bande de l’Anathème, ses scores de défense et de réaction sont réduits d’une certaine valeur jusqu’à la fin du prochain tour du PJ qui a infligé l’effet lumière. X représente cette valeur. Cet effet ne peut pas se cumuler sur une même cible.",
+ "meurtrier": "Meurtrier",
+ "meurtrier-description": "Lorsque les dégâts impactent la santé de la cible, on ajoute 2D6 au total des dégâts. Si un seul point de dégâts passe l’armure, le bouclier et le CdF de la cible, l’effet meurtrier est appliqué.",
+ "obliteration": "Oblitération",
+ "obliteration-description": "Ces équipements particulièrement puissants infligent des dégâts considérables aux cibles les moins résistantes. Contre un ennemi de type hostile, ils infligent toujours le résultat maximal des dés de dégâts, comme si chacun des dés avait fait 6. Les dés ne sont simplement pas lancés. Si l’arme possède l’effet dispersion, chaque cible hostile touchée subit le maximum de dégâts.",
+ "orfevrerie": "Orfèvrerie",
+ "orfevrerie-description": "Lorsque l’arme est utilisée, son utilisateur ajoute sa caractéristique Dextérité (+ 1 point de dégâts par overdrive) (ou Masque divisé par 2, arrondi à l’entier supérieur, pour un PNJ) lorsqu’il détermine les dégâts en plus d’autres caractéristiques déjà incluses.",
+ "parasitage": "Parasitage",
+ "parasitage-description": "Cet effet s’applique uniquement aux méta-armures, exosquelettes, robots, véhicules, créatures de la Machine et tous les ennemis possédant la capacité sensibilité IEM. La cible touchée par une attaque avec parasitage X perd automatiquement ses X prochaines actions.\nAttention : l’effet ne peut pas se cumuler alors que la cible est déjà sous l’effet parasitage X et ne se cumule pas avec l’effet choc X.",
+ "penetrant": "Pénétrant",
+ "penetrant-description": "L’arme ignore une certaine valeur de champ de force, X représentant cette valeur. Si la valeur est égale ou supérieure au champ de force de l’ennemi, celui-ci est tout simplement ignoré et les points d’armure (ou les points de santé si la cible n’a pas de PA) sont directement touchés. Cet effet ne fonctionne pas contre le score de bouclier d’une cible.",
+ "perce-armure": "Perce Armure",
+ "perce-armure-description": "L’arme ignore une certaine valeur d’armure, X représentant cette valeur. Si la valeur est égale ou supérieure aux points d’armure de l’ennemi, le total de PA est simplement ignoré et la santé est directement touchée.",
+ "precision": "Précision",
+ "precision-description": "Lorsque l’arme est utilisée, son utilisateur ajoute sa caractéristique Tir (+ 1 point de dégâts par overdrive) (ou Machine divisé par 2, arrondi à l’entier supérieur, pour u PNJ) lorsqu’il détermine les dégâts.",
+ "silencieux": "Silencieux",
+ "silencieux-description": "Le personnage ne peut être repéré par un autre personnage parce qu’il utilise son arme. Lorsque cet effet est utilisé pendant une attaque surprise, une invisibilité, un mode Ghost ou un mode Changeling, le score de la caractéristique Discrétion (plus les éventuels OD) du PJ est ajouté aux dégâts. Dans le cas des PNJ, c’est la moitié du score de Masque (plus le score de Masque exceptionnel éventuel) qui est ajouté aux dégâts. Cet effet peut s’ajouter à ceux du mode Ghost et du niveau 2 de l’overdrive de Discrétion.",
+ "soumission": "Soumission",
+ "soumission-description": "Après avoir touché sa cible avec un effet soumission, l’attaquant peut soumettre sa cible physiquement et l’empêcher de se déplacer ou d’attaquer qui que ce soit d’autre que l’attaquant, et ce au contact. Pour se libérer de l’effet soumission, la cible touchée doit, à son tour, réussir un test de base Déplacement ou Combat (aspect Chair ou Bête) dont la difficulté est définie par le nombre de réussites de l’attaquant. Si la cible n’a pas pu se libérer à son tour, l’attaquant peut maintenir la soumission sans relancer les dés et infliger des dégâts normalement, ou relancer un test d’attaque afin de renforcer sa prise. Si le jet est à nouveau réussi, les dégâts sont infligés sans prendre en considération tout éventuel champ de force ou bouclier (pour les créatures de l’Anathème). L’effet soumission ne peut impacter les colosses.",
+ "tenebricide": "Ténébricide",
+ "tenebricide-description": "L’équipement a été pensé pour anéantir les créatures de l’Anathème et uniquement celles-ci. Contre des ennemis humains (de n’importe quel type), il n’inflige que la moitié de ses dés de dégâts et de ses dés de violence.",
+ "tir-rafale": "Tir en rafale",
+ "tir-rafale-description": "Lors du calcul des dégâts, il est possible, une fois par attaque, d’annuler tous les résultats et de relancer les dés. Le nouveau résultat remplace le premier et doit être conservé. Il n’est pas possible de prendre la moyenne de dégâts en utilisant cet effet.",
+ "tir-securite": "Tir en sécurité",
+ "tir-securite-description": "Grâce à une caméra sur le bout du canon ou à un canon déformable, le porteur de l’arme peut tirer tout en bénéficiant des bonus du style à couvert sans subir de malus au tir.",
+ "ultraviolence": "Ultraviolence",
+ "ultraviolence-description": "Lorsque l’arme est utilisée contre une bande avec un score d’aspect Chair de moins de 10, la violence de l’arme est augmentée de 2D6.",
+ "amelioration-structurelle-des-armes": "Amélioration (structurelle) des armes",
+ "agressive": "Agressive",
+ "agressive-description": "Lorsque le personnage se bat en style agressif avec l’arme, celle-ci voit ses dégâts augmenter de 1D6 (3).",
+ "assassine": "Assassine",
+ "assassine-description": "Désormais, l’arme possède l’effet silencieux.",
+ "allegee": "Allégée",
+ "allegee-description": "Spécial : Une arme avec l’amélioration allégée ne peut recevoir l’amélioration massive.\n\nL’arme perd 1D6 (3) aux dégâts qu’elle infligeait à l’origine. En contrepartie, elle perd l’effet deux mains et peut donc être manipulée à une main.",
+ "meutrier": "Meutrier",
+ "meutrier-description": "L’arme gagne l’effet meurtrier.",
+ "canon-raccourci": "Canon raccourci",
+ "canon-raccourci-description": "À portée courte ou inférieure, l’arme possède l’effet dispersion 3. En revanche, à portée moyenne ou supérieure, la difficulté des tirs est augmentée de 3 (comme si la réaction des ennemis était augmentée de 3 points).",
+ "chambre-double": "Chambre double",
+ "chambre-double-description": "L’arme gagne à chaque tour l’effet cadence 2.",
+ "chargeur-balles-grappes": "Chargeur et balles grappes",
+ "chargeur-balles-grappes-description": "L’arme voit sa violence augmenter de 1D6, en revanche, ses dégâts diminuent de 1D6. Ne peut être posé sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.",
+ "chargeur-munitions-explosives": "Chargeur et munitions explosives",
+ "chargeur-munitions-explosives-description": "L’arme voit ses dégâts augmenter de 1D6, en revanche, sa violence diminue de 1D6. Ne peut être posé sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.",
+ "connectee": "Connectée",
+ "connectee-description": "L’arme possède désormais l’effet assistance à l’attaque.",
+ "electrifiee": "Électrifiée",
+ "electrifiee-description": "L’arme gagne l’effet choc 1.",
+ "grenades-intelligentes-avancees": "Grenades intelligentes avancées",
+ "grenades-intelligentes-avancees-description": "Les dégâts et la violence des grenades intelligentes sont augmentés de 2D6 (sauf pour les grenades flashbang et IEM qui ne font pas de dégâts). Ne peut être ajouté qu'aux grenades. Ne peut être pris qu'une fois.",
+ "indestructible": "Indestructible",
+ "indestructible-description": "L’arme est indestructible. Elle ne peut pas être brisée, broyée, cassée, démantelée, brûlée, etc.",
+ "interface-guidage": "Interface de guidage",
+ "interface-guidage-description": "L’arme gagne l’effet tir en sécurité. Ne convient qu'aux armes tirant des balles, des grenades, des missiles ou des roquettes.",
+ "jumelage": "Jumelage",
+ "jumelage-description": "Les armes gagnent l’effet jumelage (akimbo) ou jumelage (ambidextrie) selon qu’elles sont identiques ou différentes.",
+ "jumelle": "Jumelle",
+ "jumelle-description": "Arme de contact à une main uniquement. Lorsque l’arme est utilisée de concert avec sa jumelle, les deux armes gagnent l’effet jumelé (akimbo).",
+ "lumineuse": "Lumineuse",
+ "lumineuse-description": "Arme ne possédant pas l'effet lumière X ou silencieux. Désormais l’arme possède l’effet lumière 2.",
+ "lunette-intelligente": "Lunette intelligente",
+ "lunette-intelligente-description": "Les armes à deux mains ou lourdes voient leur portée augmenter d’un niveau, sans malus. Ne peut être appliqué aux armes de type lance-flammes.",
+ "munitions-hyper-velocite": "Munitions à Hyper Vélocité",
+ "munitions-hyper-velocite-description": "L’armure bénéficie de l’effet assistance à l’attaque. Cependant, ce nouveau système est lourd et pèse sur l’arme. Les armes à une main sont ainsi considérées comme des armes à deux mains et les armes à deux mains comme des armes lourdes (cela ne veut pas dire que vous pouvez y ajouter plus d’améliorations, simplement que vous en subissez les malus). Ne peut être appliqué sur les armes lourdes ou de type laser.",
+ "massive": "Massive",
+ "massive-description": "Spécial : Une arme avec l’amélioration massive ne peut recevoir l’amélioration allégée.\n\nDésormais, l’arme possède l’effet lesté. En revanche, lorsqu’il a l’arme en main, le chevalier voit sa défense diminuer de 1 point",
+ "munitions-drones": "Munitions drones",
+ "munitions-drones-description": "L’amélioration confère un bonus de 3 réussites automatiques au tir contre une cible. Ne peut être appliqué sur des armes de type lance-flammes.",
+ "munitions-iem": "Munitions IEM",
+ "munitions-iem-description": "L’arme gagne l’effet parasitage 2, mais perd 1D6 de dégâts et de violence. Ne peut être appliqué sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.",
+ "munitions-non-letales": "Munitions non létales",
+ "munitions-non-letales-description": "Les tirs de l’arme ne peuvent pas tuer la cible. Ne peut être appliqué sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.",
+ "munitions-subsoniques": "Munitions subsoniques",
+ "munitions-subsoniques-description": "L’arme possède l’effet silencieux. Ne peut être appliqué sur des armes de type lance-flammes, laser ou lance-grenade.",
+ "pointeur-laser": "Pointeur laser",
+ "pointeur-laser-description": "L’arme procure une réussite automatique au tireur. Ne peut être appliqué sur des armes de type lance-flammes.",
+ "protection-d'arme": "Protection d'arme",
+ "protection-d'arme-description": "La réaction du tireur est augmentée de 2. L'arme doit être à Deux Mains ou Lourde.",
+ "protectrice": "Protectrice",
+ "protectrice-description": "Si le personnage se bat en style défensif, le malus n’est que de 1D lorsqu’il attaque avec l’arme. Attention, s’il porte plusieurs attaques avec des armes différentes, toutes doivent posséder l’amélioration protectrice pour que le bonus soit effectif.",
+ "revetement-omega": "Revêtement Omega",
+ "revetement-omega-description": "L’arme gagne l’effet assassin 2.",
+ "sournoise": "Sournoise",
+ "sournoise-description": "L’arme gagne l’effet orfèvrerie.",
+ "structure-element-alpha": "Structure en Element Alpha",
+ "structure-element-alpha-description": "L’arme est indestructible. Elle ne peut pas être brisée, broyée, cassée, démantelée, brûlée, etc.",
+ "sur-mesure": "Sur Mesure",
+ "sur-mesure-description": "Spécial : Si cette arme est perdue ou détruite, alors le chevalier perd la moitié du coût de l’arme (plus les coûts des éventuelles améliorations) sur son total de PG (ce qui peut lui faire perdre une évolution de méta-armure par exemple). Ses PG actuels ne sont pas modifiés.\n\nDésormais, lorsqu’il touche une cible avec cette arme, le personnage ajoute son score dans la caractéristique Combat (OD inclus) aux dégâts qu’il lui inflige",
+ "systeme-refroidissement": "Système de refroidissement",
+ "systeme-refroidissement-description": "L’arme concernée gagne l’effet tir en rafale et barrage 1. Une arme légère gagne l’effet deux mains, une arme à deux mains gagne l’effet lourd. N'est disponible que pour les armes de type balles, fléchettes, lasers et soniques.",
+ "bonus/malus-aux-jets-des-compagnons": "Bonus/Malus aux Jets des Compagnons",
+ "panneau-d'information": "Panneau d'Information",
+ "druid-mod-companions": "Mod Companions",
+ "10-PE": "10 PE",
+ "20-PE": "20 PE",
+ "30-PE": "30 PE",
+ "40-PE": "40 PE",
+ "50-PE": "50 PE",
+ "aucun": "Aucun",
+ "druid-companion-lion": "Lion",
+ "druid-companion-wolf": "Wolf",
+ "druid-companion-crow": "Crow",
+ "mode-zen": "Mode Zen",
+ "espoir-potentiellement-recuperable": "Espoir potentiellement récupérable :",
+ "total-hargne-sang-froid": "Total Hargne + Sang-Froid",
+ "total-od-hargne-sang-froid": "Total OD Hargne + Sang-Froid",
+ "mode-cea": "Mode Céa",
+ "vague-d'energie": "Vague d'énergie",
+ "degats": "Dégâts",
+ "violence": "Violence",
+ "portee": "Portée",
+ "salve-d'energie": "Salve d'énergie",
+ "rayon-d'energie": "Rayon d'énergie",
+ "maintenu-sur-un-ennemi-pendant-tour": "Maintenu sur un ennemi pendant (en tour) :",
+ "champ-de-force-shrine": "Champ de Force Shrine",
+ "activer": "Activer",
+ "bonus-cdf": "Bonus de CdF",
+ "force-requise": "Force Requise",
+ "chair-requise": "Chair Requise",
+ "mode-watchtower": "Mode Watchtower",
+ "active": "Activé",
+ "reaction-actuelle": "Réaction actuelle",
+ "mode-puppet-master": "Mode Puppet Master",
+ "ordre-donne": "Ordre Donné",
+ "mode-discord": "Mode Discord",
+ "malus-action": "Malus Actions",
+ "malus-reaction": "Malus Réaction",
+ "malus-defense": "Malus Défense",
+ "mode-windtalker": "Mode Windtalker",
+ "actions-creatures": "Actions des Créatures",
+ "vision": "Vision",
+ "portee-contact": "Contact",
+ "portee-courte": "Courte",
+ "portee-moyenne": "Moyenne",
+ "portee-longue": "Longue",
+ "portee-lointaine": "Lointaine",
+ "portee-0-2": "0 à 2m",
+ "portee-2-15": "2 à 15m",
+ "portee-15-50": "15 à 50m",
+ "portee-0-50": "0 à 50m",
+ "portee-51-300": "51 à 300m",
+ "portee-50-300": "50 à 300m",
+ "portee-+300": "+ de 300m",
+ "portee-301-1000": "301m à 1km",
+ "portee-1100-3000": "1,1 à 3km",
+ "portee-3100-6000": "3,1 à 6km",
+ "mode-ghost": "Mode Ghost",
+ "mode-morph": "Mode Morph",
+ "mode-morph-etirement": "Étirement",
+ "mode-morph-etirement-immobilisation": "Immobilisation",
+ "mode-morph-vol-en-nuee": "Vol en Nuée",
+ "mode-morph-phase": "Phase",
+ "mode-morph-corps-en-metal": "Corps de Métal",
+ "mode-morph-corps-fluide": "Corps Fluide",
+ "mode-morph-polymorphie-de-guerre": "Polymorphie de Guerre",
+ "mode-morph-polymorphie-de-guerre-module-genere": "Module Généré",
+ "mode-morph-polymorphie-de-guerre-module-genere-effets-choisis": "Effets Choisis",
+ "mode-falcon": "Mode Falcon",
+ "mode-falcon-faiblesses-detectees": "Faiblesses détectées",
+ "mode-warlord": "Mode Warlord",
+ "warlord": "Warlord",
+ "warlord-choix-impulsion": "Choix des Impulsions",
+ "warlord-action": "Action",
+ "warlord-esquive": "Esquive",
+ "warlord-force": "Force",
+ "warlord-guerre": "Guerre",
+ "warlord-energie": "Energie",
+ "personnel": "Personnel",
+ "warlord-impulsion-d'action": "Impulsion d'Action",
+ "warlord-impulsion-d'esquive": "Impulsion d'Esquive",
+ "warlord-impulsion-de-force": "Impulsion de Force",
+ "warlord-impulsion-de-guerre": "Impulsion de Guerre",
+ "warlord-impulsion-d'energie": "Impulsion d'Energie",
+ "warrior-types": "Les «Types»",
+ "warrior-selection-types": "Sélection des Types",
+ "warrior-bouton-type-soldier": "Soldier",
+ "warrior-bouton-type-hunter": "Hunter",
+ "warrior-bouton-type-scholar": "Scholar",
+ "warrior-bouton-type-herald": "Herald",
+ "warrior-bouton-type-scout": "Scout",
+ "warrior-type-soldier": "Type Soldier",
+ "warrior-type-hunter": "Type Hunter",
+ "warrior-type-scholar": "Type Scholar",
+ "warrior-type-herald": "Type Herald",
+ "warrior-type-scout": "Type Scout",
+ "mode-borealis": "Mode Boréalis",
+ "attaque": "Attaque",
+ "wizard-mode-oriflamme": "Mode Oriflamme",
+ "capacites-fan-made": "Capacités Fan Made",
+ "capacite-fan-made-Attaque-dans-les-ombres": "Attaque dans les Ombres",
+ "capacites-speciales": "Capacités spéciales",
+ "capacites-speciales-phase-2": "Phase 2",
+ "notes": "Notes",
+ "aspects": "Aspects",
+ "valeurs-derivees": "Valeurs Dérivées",
+ "arme": "Arme",
+ "armes": "Armes",
+ "modules": "Modules",
+ "evolutions": "Evolutions",
+ "aspect": "Aspect",
+ "special": "Spécial",
+ "effets": "Effets",
+ "ameliorations-d'armes": "Améliorations d'armes",
+ "tenebricite": "Ténébricité",
+ "balles-grappes": "Balles grappes",
+ "canon-long": "Canon Long",
+ "munitions-h-velocite": "Munitions à H. Vélocité",
+ "munitions-explosives": "Munitions Explosives",
+ "munitions-n-letales": "Munitions N. Létales",
+ "structure-alpha": "Structure Alpha",
+ "systeme-refroid": "Système de Refroid.",
+ "slots-du-lion": "Slots du Lion",
+ "tete": "Tête",
+ "slots-restants/slots-maximum": "Slots restants / Slots maximum",
+ "torse": "Torse",
+ "bras-gauche": "Bras Gauche",
+ "bras-droit": "Bras Droit",
+ "jambe-gauche": "Jambe Gauche",
+ "jambe-droite": "Jambe Droite",
+ "activation": "Activation",
+ "depenser-pe-module": "Dépenser les PE du module",
+ "depenser-pe-capacite": "Dépenser les PE de la capacité",
+ "point-d'energie-short": "PE",
+ "duree": "Durée",
+ "slots": "Slots",
+ "configuration": "Configuration",
+ "druid-wolf-labor": "Labor",
+ "druid-wolf-medik": "Medik",
+ "druid-wolf-tech": "Tech",
+ "druid-wolf-fighter": "Fighter",
+ "druid-wolf-recon": "Recon",
+ "point-energie-short": "PE",
+ "druid-3-companions-restants": "3 Companions Restants",
+ "druid-2-companions-restants": "2 Companions Restants",
+ "druid-1-companions-restants": "1 Companions Restant",
+ "druid-companion-labor-description-niveau-1": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 1 dé par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.",
+ "druid-companion-labor-description-niveau-2": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 2 dé par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.",
+ "druid-companion-labor-description-niveau-3": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 3 dés par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.",
+ "druid-companion-medik-description-niveau-1": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 1 dé supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.",
+ "druid-companion-medik-description-niveau-2": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 2 dés supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.",
+ "druid-companion-medik-description-niveau-3": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 3 dés supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.",
+ "druid-companion-tech-description-niveau-1": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 1 dé supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.",
+ "druid-companion-tech-description-niveau-2": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 2 dés supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.",
+ "druid-companion-tech-description-niveau-3": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 3 dés supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.",
+ "druid-companion-fighter-description-niveau-1": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 1 dé supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.",
+ "druid-companion-fighter-description-niveau-2": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 2 dés supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.",
+ "druid-companion-fighter-description-niveau-3": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 3 dés supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.",
+ "druid-companion-recon-description-niveau-1": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 1 dé supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).",
+ "druid-companion-recon-description-niveau-2": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 2 dés supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).",
+ "druid-companion-recon-description-niveau-3": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 3 dés supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).",
+ "druid-companion-labor": "Labor",
+ "druid-companion-niveau-1": "Niveau 1",
+ "druid-companion-niveau-2": "Niveau 2",
+ "druid-companion-niveau-3": "Niveau 3",
+ "tours-de-combat": "Tours de combat",
+ "specificites": "Spécificités",
+ "druid-companion-crow-specificite": "La bande est équipée d'un module de vol niveau 3 constamment activé qui ne coûte aucune énergie.
Les points de dégâts qui lui sont infligés lui font perdre de la cohésion.",
+ "ranger-fusil-longbow": "Fusil Longbow",
+ "ranger-effets-2PE": "Effets à 2PE",
+ "ranger-effets-1PE": "Effets à 1PE",
+ "ranger-effets-3PE": "Effets à 3PE",
+ "ranger-effets-6PE": "Effets à 6PE",
+ "ranger-effets-4PE": "Effets à 4PE",
+ "nods": "Nods",
+ "nods-soin": "Soin",
+ "nods-armure": "Armure",
+ "nods-energie": "Energie",
+ "nod-soin": "Nod de soin",
+ "nod-d'armure": "Nod d'armure",
+ "nod-d'energie": "Nod d'énergie",
+ "recuperation": "Récuperation",
+ "armes-contact": "Armes de Contact",
+ "armes-distance": "Armes à Distance",
+ "armes-improvisees": "Armes Improvisées",
+ "autres-armes": "Autres Armes",
+ "protections": "Protections",
+ "munitions-hyper-velocite-short": "Munitions à H. Vélocité",
+ "druid-companions-restants": "1 Companions Restant",
+ "ameliorations-structurelles": "Améliorations Structurelles",
+ "ameliorations-d'ornement": "Améliorations d'Ornement",
+ "barbelee": "Barbelée",
+ "soeur": "Soeur",
+ "soeur-description": "Lorsque l’arme est utilisée avec une autre arme à une main en style ambidextrie, elle gagne l’effet jumelé (ambidextrie). Le malus n’est diminué que sur l’attaque effectuée avec l’arme possédant l’amélioration et uniquement celle-ci.",
+ "arabesques-iridescentes": "Arabesques iridescentes",
+ "arabesques-iridescentes-description": "Condition : L’arme a porté le coup fatal à un patron de l’Anathème.\n\nEffet : L’arme possède désormais l’effet lumière 1 ou octroie un bonus de 1 à l’effet lumière X.",
+ "arme-azurine": "Arme azurine",
+ "arme-azurine-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Dame.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Dame.",
+ "arme-rouge-sang": "Arme rouge sang",
+ "arme-rouge-sang-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Chair.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Chair.",
+ "armure-gravee": "Armure gravée",
+ "armure-gravee-description": "Condition : L’arme a porté le coup fatal ou a mis hors combat un patron alors que le chevalier était à 10 points de santé ou moins.\n\nEffet : Lorsque le chevalier l’a en main, l’arme lui procure désormais un bonus de 2 au champ de force de sa méta-armure et de sa combinaison Guardian.",
+ "blason-chevalier": "Blason du chevalier",
+ "blason-chevalier-description": "Condition : L’arme a permis au chevalier d’accomplir une de ses motivations mineures au moins cinq fois.\n\nEffet : Désormais, lorsque le chevalier accomplit la motivation mineure liée à son blason et que l’arme l’a aidé pour cela, il gagne un point d’espoir supplémentaire à ajouter à sa valeur actuelle.",
+ "bouclier-grave": "Bouclier gravé",
+ "bouclier-grave-description": "Condition : L’arme a permis de protéger un allié ou un innocent d’une attaque.\n\nEffet : L’arme procure l’effet défense 1 ou octroie un bonus de 1 à l’effet défense X.",
+ "chene-sculpte": "Chêne sculpté",
+ "chene-sculpte-description": "Condition : L’arme a porté le coup fatal à un colosse de l’Anathème.\n\nEffet : L’arme reçoit un bonus de 2D6 (6) points de dégâts lorsqu’elle cible un colosse de l’Anathème.",
+ "chromee": "Chromée",
+ "chromee-lignes-lumineuses-colorees-description": "Conditions : En une phase de conflit, le chevalier a porté le coup fatal ou mis hors combat au moins 6 hostiles ou salopards. L’arme ne possède pas l’effet dispersion X.\n\nEffet : L’arme possède désormais l’effet cadence 2.",
+ "code-knight-grave": "Code du knight gravé",
+ "code-knight-grave-description": "Conditions : L’arme a permis au personnage d’accomplir sa motivation majeure ou a aidé un allié à accomplir la sienne. Un chevalier de la Table Ronde accepte que le code soit gravé sur l’arme.\n\nEffet : Lorsque le chevalier a l’arme en main, ses pertes d’espoir sont réduites de 1 point. Ce bonus peut se cumuler avec d’autres réductions.",
+ "crane-rieur-grave": "Crâne rieur gravé",
+ "crane-rieur-grave-description": "Conditions : L’arme a porté le coup fatal ou mis hors combat au moins vingt hostiles. L’arme ne possède pas l’effet oblitération.\n\nEffet : L’arme possède désormais l’effet oblitération.",
+ "faucheuse-gravee": "Faucheuse gravée",
+ "faucheuse-gravee-description": "Condition : L’arme a porté le coup fatal ou mis hors combat un salopard.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) à ses dégâts.",
+ "faucon-plumes": "Faucon et plumes",
+ "faucon-plumes-luminescentes-description": "Conditions : L’arme a porté le coup fatal à une incarnation d’un des Seigneurs de l’Anathème. L’arme ne possède pas l’effet anti-Anathème.\n\nEffet : L’arme possède désormais l’effet anti-Anathème.",
+ "flammes-stylisees": "Flammes stylisées",
+ "flammes-stylisees-description": "Condition : L’arme a porté le coup fatal ou mis hors combat une bande.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) à sa violence.",
+ "griffures-gravees": "Griffures gravées",
+ "griffures-gravees-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Bête.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Bête.",
+ "masque-brise-sculpte": "Masque brisé sculpté",
+ "masque-brise-sculpte-description": "Condition : L’arme a porté le coup fatal à un patron serviteur du Masque.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature du Masque.",
+ "rouages-casses": "Rouages cassés",
+ "rouages-casses-graves-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Machine.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Machine.",
+ "sillons": "Sillons",
+ "sillons-formant-lignes-fleches-description": "Condition : L’arme a porté le coup fatal ou a mis hors combat un patron (hors patron de l’Anathème).\n\nEffet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.",
+ "munitions-non-letales-short": "Munitions N. Létales",
+ "pointeur-d'arme": "Protection d'Arme",
+ "structure-element-alpha-short": "Structure Alpha",
+ "systeme-refroidissement-short": "Système de Refroid.",
+ "utilisation-armes-improvisees": "Utilisation de l'arme improvisée",
+ "contact": "Contact",
+ "lancer": "Lancer",
+ "od-requis": "OD Requis",
+ "utilisations": "Utilisations",
+ "arme-improvisee-od1-exemple1": "Lampadaire, panneau, petit arbre, cadavre, etc.",
+ "arme-improvisee-od1-exemple2": "Citerne d'essence, transformateur électrique, etc.",
+ "arme-improvisee-od1-exemple3": "Moto, petit véhicule, etc.",
+ "arme-improvisee-od2-exemple1": "Arbre, poteau en béton, etc.",
+ "arme-improvisee-od2-exemple2": "Petit château d'eau, cuve industrielle pleine, etc.",
+ "arme-improvisee-od2-exemple3": "Voiture, véhicule de taille moyenne, etc.",
+ "arme-improvisee-od3-exemple1": "Charpente métallique, gros arbre, etc.",
+ "arme-improvisee-od3-exemple2": "Façade de maison, morceau de route, rails, etc.",
+ "arme-improvisee-od3-exemple3": "Camionnette, gros 4x4, etc.",
+ "arme-improvisee-od4-exemple1": "Façade de petit immeuble, remorque de camion, etc.",
+ "arme-improvisee-od4-exemple2": "Camion, petit véhicule de chantier, etc.",
+ "arme-improvisee-od5-exemple1": "Façade d'immeuble, grue, container plein, etc.",
+ "arme-improvisee-od5-exemple2": "Yacht de 20 mètres, blindé, mécha-armure, etc.",
+ "overdrives": "Overdrives",
+ "grenades": "Grenades",
+ "grenade-shrapnel": "Shrapnel",
+ "grenade-shrapnel-description": "Ultraviolence / Meurtrier / Dispersion 6",
+ "grenade-flashbang": "Flashbang",
+ "grenade-flashbang-description": "Choc 1 / Barrage 2 / Lumière 2 / Dispersion 6 / Aucun dégâts-violence",
+ "grenade-anti-blindage": "Anti-Blindage",
+ "grenade-anti-blindage-description": "Destructeur / Perce Armure 20 / Pénétrant 6 / Dispersion 6",
+ "grenade-iem": "IEM",
+ "grenade-iem-description": "Parasitage 2 / Dispersion 6 / Aucun dégâts-violence",
+ "grenade-explosive": "Explosive",
+ "grenade-explosive-description": "Anti-véhicule / Dispersion 3 / Choc 1",
+ "equipe": "Equipé",
+ "anatheme": "Anathème",
+ "anatheme-description": "Le PNJ peut décider d’infliger ses dégâts sur les points d’espoir plutôt que sur les points de santé. Le CdF fonctionne, mais pas les points d’armure. Si le PNJ est tué, les PJ ayant subi cet effet récupèrent 1D6 points d’espoir par tranche complète de 6 points d’espoir perdus.",
+ "assassin-x": "Assassin X",
+ "barrage-x": "Barrage X",
+ "cadence-x": "Cadence X",
+ "chargeur-x": "Chargeur X",
+ "choc-x": "Choc X",
+ "defense-x-reaction-x": "Défense X / Réaction X",
+ "degats-continus-x": "Dégâts Continus X",
+ "dispersion-x": "Dispersion X",
+ "lumiere-x": "Lumière X",
+ "parasitage-x": "Parasitage X",
+ "penetrant-x": "Pénétrant X",
+ "perce-armure-x": "Perce Armure X",
+ "amelioration-d'ornement-des-armes": "Amélioration d'ornement des armes",
+ "slots-de-l'armure": "Slots de l'Armure",
+ "slots-restants/maximum": "Slots restants / Slots maximum",
+ "identite": "Identité",
+ "ia-code-fabrication": "Code de Fabrication",
+ "ia-atout": "Atout",
+ "ia-handicap": "Handicap",
+ "ia-caractere": "Caractère",
+ "ia-proprietaire": "Propriétaire",
+ "afficher": "Afficher",
+ "od-deplacement-titre": "Calculateur de trajectoire et servomoteurs améliorés",
+ "od1-deplacement-description": "Le héros peut parcourir en une action de déplacement une distance égale ou inférieure à portée courte. En cas d’utilisation du module de course avec cet overdrive, l’action de déplacement citée plus haut est gratuite et ne compte pas comme une action de déplacement. Une seule peut être effectuée par tour.",
+ "od2-deplacement-description": "Le personnage devient extrêmement agile, même si son armure semble ne pas pouvoir le permettre. Lorsqu’il effectue une action de déplacement, les obstacles de sa taille ne le gênent pas (muret, couvert, camionnette, portail, etc.). Il peut les passer sans effectuer de test. Attention, cela ne veut pas dire qu’il est silencieux.",
+ "od3-deplacement-description": "Le héros peut parcourir en une action de déplacement une distance égale ou inférieure à portée moyenne. En cas d’utilisation du module de course avec cet overdrive, cette action est gratuite et ne compte pas comme une action de déplacement. Une seule peut être effectuée par tour.",
+ "od4-deplacement-description": "Le personnage devient aussi agile qu’un félin, même si son armure semble ne pas pouvoir le permettre. Lorsqu’il effectue une action de déplacement, les obstacles dont la taille est égale ou inférieure à 5 mètres ne le gênent pas (mur, fenêtre du premier étage, remorque de camion, etc.). Il peut les passer sans effectuer de test.",
+ "od5-deplacement-description": "En méta-armure, le personnage est si agile qu’il ne subit les dégâts et malus de chute que depuis des hauteurs égales à 50 mètres et plus. En dessous, il sait se réceptionner sans dégâts.",
+ "od-force-titre": "Fibres musculaires et endosquelette augmenté",
+ "od1-force-description": "Le personnage peut soulever 500 kg, il ajoute 3 points à ses dégâts au contact.",
+ "od2-force-description": "Le personnage peut soulever 2 tonnes, il ajoute désormais 6 points à ses dégâts au contact.",
+ "od3-force-description": "Le personnage peut soulever 10 tonnes, il ajoute désormais 9 points à ses dégâts au contact.",
+ "od4-force-description": "Le personnage peut soulever 30 tonnes, il ajoute désormais 12 points à ses dégâts au contact.",
+ "od5-force-description": "Le personnage peut soulever 80 tonnes, il ajoute désormais 15 points à ses dégâts au contact.",
+ "od-endurance-titre": "Compensateur de dégâts",
+ "od2-endurance-description": "Le personnage ne subit plus l’effet choc 1.",
+ "od3-endurance-description": "Tant qu’il porte sa méta-armure, le personnage gagne 6 points de santé.",
+ "od4-endurance-description": "Le personnage ne subit plus les effets choc 2 et inférieurs.",
+ "od5-endurance-description": "Le personnage soustrait toujours son score d’Endurance (sans les overdrives) au score de débordement des bandes. Ainsi, si une bande provoque un malus de débordement de 8 et que le héros a un score d’Endurance de 4, il ne se voit infliger que 4 points de dégâts (8 – 4 = 4). Lorsque le malus s’accumule, le personnage soustrait son Endurance à chaque addition du malus. Ainsi, si la bande doit infliger 16 points de dégâts après 2 tours de phase de conflit (8 au premier tour plus 8 au second), le héros soustrait son Endurance à chaque fois, c’est-à-dire 4 dans l’exemple, et ne se voit infliger ainsi que 8 points de dégâts.",
+ "od-hargne-titre": "Booster d’adrénaline",
+ "od3-hargne-description": "Le personnage ne meurt pas lorsqu’il tombe à 0 point de santé. En lieu et place, il combat la mort et reste vivant, mais subit tout de même une blessure grave. Si un ennemi réussit de nouveau une attaque sur le personnage ou si le personnage subit de nouveau des dégâts sur sa santé (peu importe les dégâts subis), il tombe à l’agonie et subit les effets habituels.",
+ "od4-hargne-description": "Le personnage est un roc. Lorsqu’il tombe à 0 point de santé, il peut agir normalement. Il ne subit pas de blessure grave. À chaque nouveau dégât sur sa santé, au début de son tour de jeu, le héros doit réussir un test base Harne dont la difficulté est la somme des dégâts qu’il a subis sur sa santé lors du dernier tour multipliée par deux. S’il rate, il tombe à l’agonie et subit les effets habituels. S’il réussit, il continue à combattre malgré les blessures. Quoi qu’il arrive, pour chaque tranche de 5 points de santé perdus après avoir atteint 0 point de santé, le personnage subit une blessure grave.",
+ "od5-hargne-description": "Le personnage ignore purement et simplement la capacité Anathème.",
+ "od-combat-titre": "IA de close combat",
+ "od2-combat-description": "Lorsqu’il entre dans une phase de conflit dans laquelle il combat et tant qu’il se bat au corps à corps, le personnage gagne un bonus de 2 en réaction. Cela représente le fait qu’il se sert de son ou ses ennemis pour se protéger des tirs.",
+ "od3-combat-description": "Le personnage peut utiliser le style akimbo avec les armes de contact, en ayant seulement un malus de 1 dé à ses jets d’attaque.",
+ "od4-combat-description": "Le personnage peut utiliser le style ambidextre avec les armes de contact, en ayant seulement un malus de 1 dé à ses jets d’attaque.",
+ "od5-combat-description": "Lorsqu’une bande est présente dans un combat contre un hostile, un salopard, un patron ou un colosse, le personnage peut décider, avec une seule et même attaque de combat par tour, d’infliger la violence de ses armes à la bande et les dégâts de son attaque à l’ennemi visé. L’attaque doit toucher l’ennemi ciblé, la violence sur la bande n’étant qu’un effet bonus.",
+ "od-instinct-titre": "Activateur cérébral",
+ "od2-instinct-description": "Au début d’une phase de conflit, le personnage teste toujours deux fois son initiative et choisit le meilleur score.",
+ "od3-instinct-description": "Pour chaque overdrive d’Instinct, le personnage ajoute désormais 3 points à son score d’initiative.",
+ "od4-instinct-description": "Lorsqu’il est attaqué par surprise, le personnage conserve toujours ses scores de défense et de réaction normaux ainsi que son CdF.",
+ "od5-instinct-description": "Le personnage ressent lorsque des ennemis invisibles sont présents dans le lieu où il se trouve. Il ne peut jamais être pris en embuscade. Ses alliés profitent de cette capacité.",
+ "od-tir-titre": "Assistance au tir",
+ "od2-tir-description": "Le personnage ignore le premier malus de portée. S’il veut tirer à portée moyenne avec une arme à portée courte, il ne reçoit pas de malus. Cependant, s’il veut tirer à portée longue avec une arme à portée courte, il reçoit le malus précisé par les règles, et aTiri de suite. Seul le premier malus est annulé.",
+ "od3-tir-description": "Le personnage peut utiliser le style akimbo avec les armes à distance en ayant seulement un malus de 1 dé à ses jets d’attaque.",
+ "od4-tir-description": "Le personnage peut utiliser le style ambidextre avec les armes à distance en ayant seulement un malus de 1 dé à ses jets d’attaque.",
+ "od5-tir-description": "Lorsqu’une bande est présente dans une phase de conflit contre un hostile, un salopard, un patron ou un colosse, le personnage peut décider, avec une seule et même attaque de Tir par tour, d’infliger la violence de ses armes à la bande et les dégâts de son attaque à l’ennemi visé. L’attaque doit toucher l’ennemi ciblé, la violence sur la bande n’étant qu’un effet bonus.",
+ "od-savoir-titre": "IA évoluée",
+ "od1-savoir-description": "Le personnage a instantanément accès aux banques d’information standard et aux encyclopédies sur la RA. Les informations lui sont transmises via son IA.",
+ "od2-savoir-description": "Grâce à l’IA, le personnage peut obtenir des informations en temps réel sur une situation proche (à moins de 2 kilomètres). L’IA se connecte aux flux d’informations, aux caméras locales, aux satellites, etc. Pour que ce bonus fonctionne, il faut que le personnage interroge l’IA. Le MJ doit répondre aux questions de manière honnête, mais n’est pas obligé de tout révéler.",
+ "od3-savoir-description": "Désormais, lorsque le personnage soigne un être vivant, il lui rend 1D6 points de santé supplémentaire (maximum une fois par scène). L’IA l’assiste et le guide lors des soins qu’il procure, même lors des opérations de chirurgie.",
+ "od4-savoir-description": "Le personnage a maintenant accès à toutes les bases de données du Knight et des immortels grâce à son IA. Il connaît la fiche d’identité et l’histoire de chaque personne répertoriée en quelques secondes seulement. Pour que ce bonus fonctionne, il faut que le personnage interroge l’IA. Au MJ d’improviser et de donner ces informations de manière honnête.",
+ "od5-savoir-description": "L’IA, très évoluée, empêche le personnage de s’enfoncer dans des situations dangereuses ou grotesques. Par des conseils ou un léger pilotage automatique de quelques millièmes de seconde, elle permet au héros d’éviter les catastrophes. Dès à présent, le personnage ignore purement et simplement les échecs critiques sur n’importe quel test.",
+ "od-technique-titre": "Système d’ingénierie intégré (gant outil, bras articulé, etc.)",
+ "od1-technique-description": "Le personnage peut se connecter, s’il est à portée de contact, à n’importe quel appareil technologique, n’importe quelle machine, etc., pour peu qu’il n’y ait pas de pare-feu. En se connectant, le personnage peut récupérer des données, mais aussi voir l’état de la machine, etc.",
+ "od2-technique-description": "Le héros peut effectuer un test base Technique pour connaître le fonctionnement, réparer, hacker, modifier, bricoler ou démonter n’importe quel objet technologique ou machine, même ceux qu’il ne connaît pas et dont il n’a jamais entendu parler. La difficulté du test dépend de la complexité de l’objet, elle est donc à la discrétion du MJ.",
+ "od3-technique-description": "Le personnage peut se connecter à n’importe quel objet technologique ou machine à portée lointaine grâce au wifi. Il peut en outre passer directement les pare-feu les plus simples, sans effectuer de test, toujours à la discrétion du MJ.",
+ "od4-technique-description": "Lorsqu’il répare un objet, une machine ou une armure, plutôt que de lancer des dés pour connaître les points que l’objet récupère, le héros peut décider de lui rendre directement 12 PA.",
+ "od5-technique-description": "Le personnage peut bidouiller instinctivement des virus, des programmes de contrôle ou encore des routines qu’il peut inclure à distance dans une machine ou un objet technologique. La puissance du programme est égale à un test base Technique lors de sa création. Cette puissance doit être opposée à une difficulté pouvant représenter un pare-feu ou encore la distance entre le héros et la machine. Le personnage peut faire fonctionner en simultanée un nombre de programmes égal à son score de Technique sans les overdrives. Il ne peut lancer qu’un programme par tour de jeu et, en phase de conflit, cela lui coûte son action de déplacement. Enfin, lors de la création d’un programme, le héros doit discuter de ses effets avec le MJ. Les effets doivent rester simples (activer et commander un véhicule à distance, récupérer des données après un compte à rebours, détruire des données via un virus, etc.).",
+ "od-aura-titre": "Régulateur de phéromone",
+ "od2-aura-description": "Le personnage, lorsqu’il Combat des humains, est toujours attaqué en dernier par les hostiles ou les salopards.",
+ "od3-aura-description": "Lorsqu’il rencontre des humains, qu’il aide ou non, le personnage peut décider de s’en faire des contacts qui deviendront ses amis ou ses amants. Par scénario, le héros peut ainsi se créer deux contacts qu’il pourra joindre via le RA, qui pourront l’aider et même l’assister dans des situations variées, voire l’accompagner comme des pages. Attention, seuls les PNJ avec un score de Dame ou de Machine divisé par 2 inférieur au score d’Aura du héros peuvent devenir des contacts.",
+ "od4-aura-description": "Le personnage, par un simple test base Aur opposé au score de Machine divisé par 2 le plus haut parmi les PNJ, peut attirer toute l’attention sur lui, permettant ainsi de créer des diversions, de préparer un discours, etc. Il attire généralement l’attention pendant un tour de jeu Aurplet (10 secondes). En Aurbat, cette capacité peut fonctionner, mais est soumise à un test base Aur dont la difficulté est à la discrétion du MJ.",
+ "od5-aura-description": "Le personnage en impose tellement qu’il peut ajouter son score d’Aur à son total de défense.",
+ "od-parole-titre": "Modulateur de voix",
+ "od1-parole-description": "Lorsqu’un allié vient de tomber à 0 point de vie (il y a moins d’une minute), le héros peut décider de lui parler et de l’encourager à rester en vie. Tant que le héros lui parle, l’allié conserve un dernier souffle de vie et ne mourra pas, même s’il a subi la mort sur son tirage de blessure grave (dans ce cas, il doit effectuer un nouveau jet jusqu’à ce qu’il obtienne autre chose que la mort). Le héros ne peut rien faire d’autre qu’être au chevet de l’allié (un seul allié). Ce bonus ne modifie pas les autres effets des blessures et ceux des soins prodigués par les autorités Parpétentes.",
+ "od2-parole-description": "Par ses paroles, le personnage peut faire regagner 1D6 points d’espoir à un autre héros. Il doit déclamer un discours plein d’espoir. Il ne peut utiliser ce bonus qu’une fois par héros lors d’un scénario.",
+ "od3-parole-description": "Le personnage est capable d’imiter la voix de n’importe quelle personne qu’il a déjà entendue parler sans effectuer de jet base Parole ou Discrétion.",
+ "od4-parole-description": "En modulant sa voix et en se concentrant sur un être humain (pas une créature ou un robot), le personnage est capable de l’hypnotiser tant qu’il parle, sur un jet base Parole opposé à son score de Machine divisé par 2. Si le test réussit, tant que le héros parle (au prix d’une action de Parbat lors d’une phase de conflit), la personne visée ne peut plus agir et est en pleine hypnose. Avec un test réussi base Parole contre le score de Machine divisé par 2 de la personne visée, le héros peut lui faire acParplir des actions simples (qui n’attentent à la vie de personne) tant qu’il reste concentré et tant qu’il parle. Les PNJ disposant d’un aspect Bête exceptionnelle, Machine exceptionnelle, Dame exceptionnelle ou Masque exceptionnel sont immunisés à cet effet.",
+ "od5-parole-description": "Par ses paroles, le personnage peut faire regagner 2D6 points d’espoir à un allié. Il doit déclamer un discours plein d’espoir. Il ne peut utiliser ce bonus qu’une fois par allié lors d’un scénario. Cette capacité remplace celle du niveau 3.",
+ "od-sang-froid-titre": "Diffuseur d’endorphine",
+ "od2-sang-froid-description": "Très calme grâce à sa méta-armure, le personnage ignore toujours les malus de difficulté dus à une situation stressante que le MJ pourrait lui infliger.",
+ "od3-sang-froid-description": "Le personnage peut relancer (une seule fois par test) un jet d’espoir raté (Hargne combo SangFroid). Il doit conserver le second résultat s’il choisi de relancer son jet.",
+ "od4-sang-froid-description": "Le personnage ignore la capacité peur.",
+ "od5-sang-froid-description": "Le personnage est immunisé à la capacité domination.",
+ "od-discretion-titre": "Atténuateur de bruit et camouflage intelligent",
+ "od2-discretion-description": "Désormais, lorsqu’il attaque un ennemi qui ne le voit pas, le personnage ajoute son score de Discrétion (sans les overdrives) aux dégâts infligés. Ce bonus peut être cumulé avec d’autres modules ou effets.",
+ "od3-discretion-description": "Le personnage ne peut jamais être repéré à cause de ses bruits de pas. S’il doit parcourir une distance courte ou moyenne alors qu’il a peu de chance d’être repéré, il ne fait pas de test et réussit automatiquement.",
+ "od4-discretion-description": "Lorsqu’il reste immobile pour se cacher, le personnage se fond dans le décor. Les ennemis ayant un score de Machine inférieur à 10 ne le voient simplement pas. Pour les autres, il doit tout de même effectuer un test.",
+ "od5-discretion-description": "Désormais, lorsqu’il attaque un ennemi qui ne le voit pas, le personnage ajoute son score de Discrétion (avec les overdrives) aux dégâts infligés. Ce bonus peut être cumulé avec d’autres modules ou effets. En outre, il peut toujours décider de Dismencer une phase de conflit en embuscade.",
+ "od-dexterite-titre": "Système d’aide à la coordination",
+ "od3-dexterite-description": "Le personnage ne peut jamais être désarmé à cause d’une attaque ou d’une défense ratée en phase de conflit, même en cas d’échec critique. En outre, il ne peut pas tomber ou être renversé à cause d’un malus d’environnement (pluie, boue, givre, etc.).",
+ "od4-dexterite-description": "Le personnage ignore l’effet lourd des armes. En outre, lors d’un test base Dexbat ou Tir, il peut toujours décider de remplacer ces caractéristiques par la Dextérité.",
+ "od5-dexterite-description": "Le personnage peut parer les projectiles et les tirs avec ses armes. Dès à présent, il peut utiliser son score de défense au lieu de son score de réaction pour éviter (parer dans ce cas) les tirs et les choses qui lui sont lancées.",
+ "od-perception-titre": "Afficheur tête haute et sens augmentés",
+ "od1-perception-description": "Le personnage dispose d’un zoom x400. Il peut ainsi zoomer sur des détails situés à portée lointaine.",
+ "od2-perception-description": "Le personnage dispose maintenant d’un zoom audio lui permettant d’entendre des conversations situées à portée lointaine.",
+ "od3-perception-description": "Désormais, le personnage possède un zoom olfactif, lui permettant de sentir des odeurs à portée lointaine, mais aussi de les identifier via la base de données. De plus, le héros dispose d’un « zoom » pour son sens du toucher. Il peut ainsi repérer des aspérités minuscules en touchant une surface ou encore ressentir les vibrations. Ces zooms nécessitent d’être activés volontairement via une pensée.",
+ "od4-perception-description": "L’afficheur tête haute affiche maintenant une série d’informations sur tout objet, personne ou bâtiment sur lequel le personnage se concentre. Voici la liste des informations disponibles pour les objets, machines : nom, poids, taille, diamètre, dangerosité, carburant ou munitions utilisés, concepteur, date de fabrication, détails supplémentaires si répertoriés.
Pour les bâtiments : nom, date de création, créateur, taille, nombre de pièces, état du bâtiment, appartenance actuelle, détails supplémentaires si répertoriés.
Pour les personnes : poids, taille, âge, nom, niveau de menace si répertoriés, origines, détails supplémentaires si répertoriés. Si le personnage appartient à une arche, ses relations, sa profession et son casier judiciaire sont disponibles.",
+ "od5-perception-description": "Désormais, le personnage dispose d’un sonar constamment actif. Il repère les êtres vivants situés à portée moyenne autour de lui (qu’ils soient situés plus haut ou plus bas) malgré les obstacles (murs, sol, plafond…). Lorsqu’il est attaqué par surprise, dans le dos ou par un ennemi invisible, le personnage conserve toujours ses scores de défense et de réaction normaux.",
+ "experience": "Expérience",
+ "utilise": "Utilisé",
+ "avantages": "Avantages",
+ "langues": "Langues",
+ "gloire": "Gloire",
+ "inconvenient": "Inconvénients",
+ "blessures-graves": "Blessures Graves",
+ "blessures-mort": "Mort",
+ "blessures-mort-description": "Le personnage est mort.",
+ "blessures-organes-internes": "Organes internes touchés",
+ "blessures-organes-internes-touches-description": "Le personnage reçoit un malus de 1 à toutes ses caractéristiques.",
+ "blessures-cerveau-touche": "Cerveau touché",
+ "blessures-cerveau-touche-description": "Le personnage reçoit un malus de 1 à ses caractéristiques liées aux aspects Bête, Machine, Dame et Masque et perd une action de son choix par tour en phase de conflit.",
+ "blessures-colonne-vertebrale-touchee": "Colonne vertébrale touchée",
+ "blessures-colonne-vertebrale-touchee-description": "Le personnage reçoit un malus de 2 à toutes ses caractéristiques liées aux aspects Chair, Bête et Masque.",
+ "blessures-hemorragie-interne": "Hémorragie interne",
+ "blessures-hemorragie-interne-description": "Le personnage est mort s’il ne récupère pas 1 point de santé dans la minute qui vient.",
+ "blessures-poumons-perfores": "Poumons perforés",
+ "blessures-poumons-perfores-description": "Le personnage reçoit un malus de 2 à ses caractéristiques Endurance et Déplacement.",
+ "blessures-crane-brise": "Crâne brisé",
+ "blessures-crane-brise-description": "Le personnage perd 1 point dans toutes ses caractéristiques liées aux aspects Machine, Dame et Masque.",
+ "blessures-yeux-detruits": "Yeux détruits",
+ "blessures-yeux-detruits-description": "Le personnage perd l’usage de ses yeux. Il ne peut plus voir et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.",
+ "blessures-dos-brise": "Dos brisé",
+ "blessures-dos-brise-description": "Le personnage perd 1 point dans toutes ses caractéristiques liées aux aspects Chair et Bête.",
+ "blessures-main-brise": "Main brisée",
+ "blessures-main-brise-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Combat, Technique, Tir et Dextérité.",
+ "blessures-oreille-eclatee": "Oreille éclatée",
+ "blessures-oreille-eclatee-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Perception, Déplacement et Instinct.",
+ "blessures-cotes-brisees": "Côtes brisées",
+ "blessures-cotes-brisees-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Endurance et Combat.",
+ "blessures-colonne-vertebrale-brisee": "Colonne vertébrale brisée",
+ "blessures-colonne-vertebrale-brisee-description": "Le personnage perd tout simplement l’usage de ses deux jambes. Tous les tests concernés sont impossibles à réussir.",
+ "blessures-machoire-langue-dents-detruites": "Mâchoire, langue et dents détruites",
+ "blessures-machoire-langue-dents-detruites-description": "Le personnage reçoit un malus de 3 à ses caractéristiques liées à l’aspect Dame. De plus, il ne peut plus parler.",
+ "blessures-pied-brise": "Pied brisé",
+ "blessures-pied-brise-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Combat, Déplacement, Discrétion et Force.",
+ "blessures-dos-touche": "Dos touché",
+ "blessures-dos-touche-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Force et Déplacement.",
+ "blessures-tempe-touchee": "Tempe touchée",
+ "blessures-tempe-touchee-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Hargne et Sang-Froid.",
+ "blessures-blessure-mineure": "Blessure mineure",
+ "blessures-blessure-mineure-description": "Le personnage subit un malus dans une caractéristique à la discrétion du MJ. Rien de grave.",
+ "blessures-bras-mutile": "Bras mutilé",
+ "blessures-bras-mutile-description": "Le personnage ne peut plus utiliser d’arme lourde ou à deux mains et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.",
+ "blessures-jambe-mutilee": "Jambe mutilée",
+ "blessures-jambe-mutilee-description": "Le personnage ne peut plus marcher, ni courir ou sauter et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.",
+ "blessures-traumatisme-cranien": "Traumatisme crânien",
+ "blessures-traumatisme-cranien-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Savoir, Technique et Instinct.",
+ "blessures-borgne": "Borgne",
+ "blessures-borgne-description": "Le personnage perd un œil et reçoit un malus de 1 à ses caractéristiques Tir et Perception.",
+ "blessures-rien": "Rien !",
+ "blessures-rien-description": "Le personnage est juste à l’agonie et ne reçoit aucune blessure supplémentaire.",
+ "traumas": "Traumas",
+ "traumas-insignifiants": "Traumas insignifiants",
+ "traumas-legers": "Traumas légers",
+ "traumas-graves": "Traumas graves",
+ "traumas-lourds": "Traumas Lourds",
+ "traumas-anxiete": "Anxiété",
+ "traumas-anxiete-description": "Le personnage est de plus en plus anxieux et s’inquiète de presque tout. Sa confiance est diminuée. Lorsque le PJ prend un risque ou fait face à une situation dangereuse, le MJ peut augmenter la difficulté de ses actions de 1 niveau.",
+ "traumas-tic": "Tic",
+ "traumas-tic-description": "Le PJ, dans une situation définie par le MJ, développe un type de mouvement compulsif gênant lors de ses interactions sociales. La difficulté des interactions sociales du personnage peut être augmentée de 1 niveau, au choix du MJ.",
+ "traumas-perte-confiance": "Perte de confiance",
+ "traumas-perte-confiance-description": "Le personnage perd un peu de confiance en lui. Pour symbolise cela, une fois par mission, le MJ peut refuser que le PJ récupère des points d’espoir en accomplissant une motivation mineure.",
+ "traumas-peur-monstre": "Peur du monstre",
+ "traumas-peur-monstre-description": "Le MJ choisit une créature de l’Anathème que le PJ pourra rencontrer à l’avenir et qu’il a déjà rencontrée au moins une fois. Le personnage a peur de ce monstre. Pour symboliser cela, la créature de l’Anathème bénéficie d’un bonus de 3 en défense et de 3 en réaction.",
+ "traumas-rituel": "Rituel",
+ "traumas-rituel-description": "Le MJ et le PJ définissent ensemble un rituel court que le personnage se sent obligé d’accomplir lors d’une situation précise. Par exemple, il peut s’agir de vérifier les systèmes de sa méta-armure avant d’engager un combat, de nettoyer ses armes dès que la situation se calme ou encore de toujours contrôler le nombre de nods et de grenades de ses alliés.",
+ "traumas-collection": "Collection",
+ "traumas-collection-description": "Le PJ se sent désormais obligé de collectionner des choses en rapport avec la cause de son trauma. Par exemple, s’il a subi un trauma à cause d’un type de créature, il en collectionne par exemple le crâne ou les dents. S’il a subi un trauma à cause de la perte d’alliés ou d’innocents, il conserve des photos d’eux ou des noms dans un carnet. Cette collection doit être morbide ou inquiétante pour les alliés du PJ.",
+ "traumas-faiblesse": "Faiblesse",
+ "traumas-faiblesse-description": "L’esprit du personnage s’étiole doucement et amenuise ses forces. Le PJ choisit une de ses caractéristiques les plus hautes, il doit retirer 1 point à celle-ci.",
+ "traumas-somatisation": "Somatisation",
+ "traumas-somatisation-description": "Le trauma du personnage influe sur son physique. Le PJ choisit une des caractéristiques de son aspect Chair, il doit retirer 1 point à celle-ci.",
+ "traumas-distanciation": "Distanciation",
+ "traumas-distanciation-description": "Le trauma du personnage influe sur son instinct et sa colère. Le PJ choisit une des caractéristiques de son aspect Bête, il doit retirer 1 point à celle-ci.",
+ "traumas-reveries": "Rêveries",
+ "traumas-reveries-description": "Le trauma du personnage amenuise sa concentration. Le PJ choisit une des caractéristiques de son aspect Machine, il doit retirer 1 point à celle-ci.",
+ "traumas-hypersensibilite": "Hypersensibilité",
+ "traumas-hypersensibilite-description": "Le trauma du personnage diminue sa faculté à ne pas perdre la face. Le PJ choisit une des caractéristiques de son aspect Dame, il doit retirer 1 point à celle-ci.",
+ "traumas-trouble-sensitif": "Trouble sensitif",
+ "traumas-trouble-sensitif-description": "Le trauma du personnage touche ses sens. Le PJ choisit une des caractéristiques de son aspect Masque, il doit retirer 1 point à celle-ci.",
+ "traumas-dissociation": "Dissociation",
+ "traumas-dissociation-description": "La personnalité du personnage semble parfois changer brutalement. Une fois par partie, le MJ peut imposer une attitude ou un choix au personnage. Ce comportement ou ce choix sont importants pour lui.",
+ "traumas-depression": "Dépression",
+ "traumas-depression-description": "Le personnage entre dans une grave dépression après les événements. Pour symboliser cela, toutes ses récupérations d’espoir sont minorées de 1.",
+ "traumas-paranoia": "Paranoïa",
+ "traumas-paranoia-description": "Le trauma du PJ développe en lui un sentiment de paranoïa. Il est la cible de quelque chose, tous s’unissent contre lui. Le PJ ne donne plus sa confiance et ne peut jamais participer à une entraide ou en bénéficier.",
+ "traumas-trouble-memoriel": "Trouble mémoriel",
+ "traumas-trouble-memoriel-description": "Le personnage perd le nom et le visage de plusieurs personnes de son entourage, allant jusqu’à oublier leur nom et leur rôle dans sa vie. Le personnage perd 3 contacts au choix du MJ. Il ne se souvient plus d’eux.",
+ "traumas-addiction": "Addiction",
+ "traumas-addiction-description": "Le personnage développe une addiction à une substance lui permettant d’apaiser son esprit et d’oublier sa douleur psychique. La substance (alcool, drogue) provoque chez le personnage un état spécifique (à définir avec le MJ) qui lui donne un malus de 3 dés lors d’une situation de type combat, enquête, interaction sociale ou encore poursuite. Les effets persistent une journée. Tant que le personnage n’a pas recours à la substance, il ne peut pas regagner de points d’espoir et subit une sensation de manque.",
+ "traumas-hallucinations": "Hallucinations",
+ "traumas-hallucinations-description": "Le personnage se met à avoir régulièrement des hallucinations, voyant des choses ou des personnes absentes, entendant des voix ou des musiques irréelles. Une fois par partie, le MJ peut prendre le personnage à part et lui décrire l’hallucination qu’il subit. Celle-ci peut survenir n’importe quand et durer jusqu’à une scène entière.",
+ "traumas-anatheme": "Anathème",
+ "traumas-anatheme-description": "Quelque chose est entré dans l’esprit du personnage et ébranle peu à peu ses plus hautes compétences. Le personnage perd 2 points dans sa caractéristique la plus haute.",
+ "traumas-abattement": "Abattement",
+ "traumas-abattement-description": "La force physique du personnage est brisée par son trauma, comme si son corps subissait à la place de son esprit. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Chair.",
+ "traumas-decouragement": "Découragement",
+ "traumas-decouragement-description": "Le chevalier ne trouve plus le courage de se battre, sa motivation disparaît doucement au profit d’une résignation qui ne lui ressemble pas. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Bête.",
+ "traumas-oubli": "Découragement",
+ "traumas-oubli-description": "Suite au trauma, le personnage oublie des pans entiers de sa culture et de ses connaissances académiques. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Machine.",
+ "traumas-phobie-sociale": "Phobie sociale",
+ "traumas-phobie-sociale-description": "Le personnage se met à craindre le regard et le jugement des autres. Il doit faire des efforts titanesques pour s’adresser à autrui. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Dame.",
+ "traumas-perte-controle": "Perte de contrôle",
+ "traumas-perte-controle-description": "Les sens du personnage et son corps semblent de moins en moins lui obéir. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Masque.",
+ "domaine-artistique": "Domaine Artistique",
+ "art-effet-pratique": "Effet de pratique",
+ "art-qualite": "Qualité",
+ "art-bonus": "Bonus",
+ "art-qualite-apprenti": "Apprenti",
+ "art-qualite-apprenti-score": "(3 à 5)",
+ "art-qualite-initie": "Initié",
+ "art-qualite-initie-score": "(6 à 8)",
+ "art-qualite-maitre": "Maître",
+ "art-qualite-maitre-score": "(9+)",
+ "art-effet-d'oeuvre": "Effet d'Oeuvre",
+ "oeuvres-arts-en-creation": "Oeuvres d'arts en créations",
+ "art-duree": "Durée",
+ "art-oeuvre": "Oeuvre",
+ "oeuvres-d'arts-crees": "Oeuvres d'arts créées",
+ "cartes-destins": "Cartes du Destin",
+ "capacites-heroiques": "Capacités héroïques",
+ "aucune": "Aucune",
+ "action-deplacement": "Action de déplacement",
+ "action-combat": "Action de combat",
+ "vehicule-manoeuvrabilite": "Manoeuvrabilité",
+ "vehicule-vitesse": "Vitesse",
+ "vehicule-equipage": "Equipage",
+ "pilotage": "Pilotage",
+ "des": "Dés",
+ "protection-energie": "Protections et Énergie",
+ "vehicule-poste": "Poste",
+ "succes": "Succès",
+ "mode-ghost-active": "Mode Ghost : Activé",
+ "taille-mode-goliath": "Taille du mode Goliath",
+ "bonus-goliath": "Bonus Goliath",
+ "effet": "Effet",
+ "resultat": "Résultat",
+ "style": "Style",
+ "bonus-divers": "Bonus Divers",
+ "effets-de-l'arme": "Effets de l'Arme",
+ "depense-d'energie": "Dépense d'énergie",
+ "ameliorations-de-l'arme": "Améliorations de l'Arme",
+ "bonus-od-force": "Bonus OD Force",
+ "bonus-od-discretion": "Bonus OD Discrétion",
+ "cadence-cibles-multiples-3": "(Cibles multiples, -3)",
+ "canon-long-portee-moyenne": "Canon Long (Portée Moyenne)",
+ "canon-long-details": "Canon Long (Portée Courte : +3 Difficulté)",
+ "chambre-double-cadence-2-cibles-multiples": "ChambreDouble (Cadence 2) (Cibles multiples, -3)",
+ "interface-de-guidage-tir-securite": "Interface de Guidage (Tir en Sécurité)",
+ "lunette-intelligente-details": "Lunette Intelligente (+1 Portée)",
+ "munitions-hyper-velocite-details": "Munitions à Hyper Velocite (Assistance à l'Attaque)",
+ "munitions-iem-parasitage": "Munitions IEM (Parasitage 2)",
+ "munitions-subsoniques-details": "Munitions Subsoniques (Silencieux)",
+ "protection-d'arme-details": "Protection d'Arme (Reaction +2)",
+ "systeme-refroidissement-details": "Système de Refroidissement (Tir en Rafale + Barrage 1)",
+ "canon-raccourci-details": "Canon Raccourci (Portée Courte : Dispersion 3 / Sinon : +3 Difficulté)",
+ "rouages-casses-graves": "Rouages Cassés Gravés",
+ "sillons-formant-des-lignes-et-des-fleches": "Sillons Formant des Lignes et des Flèches",
+ "assassine-details": "Assassine (Silencieux)",
+ "barbelee-details": "Barbelée (Meutrier)",
+ "connectee-details": "Connectée (Assistance à l'attaque)",
+ "electrifiee-details": "Électrifiée (Choc 1)",
+ "indestructible-details": "Indestructible",
+ "jumelle-details": "Jumelle (Jumelé Akimbo)",
+ "lumineuse-details": "Lumineuse (Lumière 2)",
+ "massive-details": "Massive (Défense -1)",
+ "protectrice-details": "Protectrice (Défensif)",
+ "soeur-details": "Soeur (Jumelé Ambidextrie)",
+ "sournoise-details": "Sournoise (Orfevrerie)",
+ "arabesques-iridescentes-details": "Arabesques Iridescentes (Lumière +1)",
+ "armure-gravee-details": "Armure Gravée (CdF +2)",
+ "bouclier-grave-details": "Bouclier Gravé (Défense +1)",
+ "code-knight-grave-details": "Code du Knight Gravé (-1 Perte d'Espoir)",
+ "crane-rieur-grave-details": "Crâne Rieur Gravé (Oblitération)",
+ "chrome-avec-lignes-lumineuses-avec-malus-details": "Chromes avec Lignes Lumineuses et Colorées (Cadence 2, Cibles multiples, -3)",
+ "faucon-plumes-luminescentes-details": "Faucon et Plumes Luminescentes (Anti-Anathème)",
+ "cadence-une-cible-aucun-malus": "(Une cible, aucun malus)",
+ "chambre-double-cadence-2-une-cible": "Chambre Double (Cadence 2) (Une cible, aucun malus)",
+ "aspect-mineur": "Aspect Mineur",
+ "aspect-mineur-bete-contact": "Aspect Mineur (Bête/Contact)",
+ "munitions-iem-details": "Munitions IEM (Parasitage 2)",
+ "aspect-exceptionnel": "Aspect Exceptionnel",
+ "malus/bonus": "Malus/Bonus",
+ "chrome-avec-lignes-lumineuses-sans-malus-details": "Chromes avec Lignes Lumineuses et Colorées (Cadence 2, Une cible, aucun malus)",
+ "bonus-bete-mineur": "Bonus Bête Mineur",
+ "bonus-bete-majeur": "Bonus Bête Majeur",
+ "barbarian-mode-goliath": "Mode Goliath",
+ "bard-apparence": "Apparence",
+ "bard-faux-êtres": "Faux-Êtres",
+ "bard-desactivation-explosive": "Désactivation explosive",
+ "degats/violence": "Dégâts / Violence",
+ "monk-mode-cea": "Mode Céa",
+ "monk-vague-d'energie": "Vague d'énergie",
+ "monk-salve-d'energie": "Salve d'énergie",
+ "monk-rayon-d'energie": "Rayon d'énergie",
+ "paladin-champ-de-force-shrine": "Champ de Force Shrine",
+ "paladin-mode-watchtower": "Mode Watchtower",
+ "paladin-lente-et-lourde": "Lente et Lourde",
+ "paladin-lente-et-lourde-description": "La méta-armure ne peut pas utiliser de module de course, de déplacement ou de saut. En outre, il peut être risqué de passer sur certains types de sols, trop fragiles. La difficulté des tests base Discrétion et Déplacement avec la méta-armure Paladin est toujours augmentée d'un niveau.",
+ "priest-mode-mechanic": "Mode Mechanic",
+ "distance-portee-longue": "Distance (Portée Longue)",
+ "priest-mode-nanoc": "Mode NanoC",
+ "priest-creations": "Créations",
+ "psion-mode-puppet-master": "Mode Puppet Master",
+ "psion-ordre-donne": "Ordre Donné",
+ "psion-mode-discord": "Mode Discord",
+ "psion-mode-windtalker": "Mode Windtalker",
+ "ranger-vision": "Vision",
+ "wizard-mode-borealis": "Mode Boréalis",
+ "sur-vehicule": "Sur Véhicule",
+ "bonus-style-couvert": "+2 en réaction\n-3D en attaques",
+ "bonus-style-agressif": "+3D en attaque\n-2 en réaction et en défense",
+ "bonus-style-akimbo": "Armes identiques\nDés de dégâts x2\n-3D en attaque",
+ "bonus-style-ambidextre": "Deux attaques\n-3D en attaque",
+ "bonus-style-defensif": "+2 en défense\n-3D en attaque",
+ "bonus-style-precis": "Arme de contact avec l'effet deux mains\n+1 Caractéristique parmi Dextérité, Savoir, Instinct ou Sang-Froid (sans OD)\nUtilise action de combat + déplacement (Nécessite arme à deux mains)",
+ "bonus-style-pilonnage": "Arme de tir avec l'effet deux mains\n+1D de Dégâts ou de Violence par tir successif sur la même cible (au-delà de 1), maximum 6\n-2 dés en attaques",
+ "bonus-style-puissant": "Arme de contact avec l'effet lourd\nPermet de sacrifier 1D en attaque contre un bonus de 1D en dégâts ou violence (maximum 6)\n-2 en réaction et en défense",
+ "bonus-style-suppression": "Arme de tir avec l'effet lourd\nPermet de sacrifier 2D de dégâts pour diminuer de 1D de dégâts les dégâts adverse lors du prochain tour, maximum 6D sacrifiés.\nPermet de sacrifier 2D de violence pour diminuer le débordement d'une bande pour le tour en cours de 1, maximum 8D sacrifiés",
+ "tour": "Tour",
+ "tours": "Tours",
+ "distance": "Distance",
+ "attaque-depuis-les-ombres": "Attaque depuis les ombres",
+ "wizard-affecte-uniquement-anatheme": "Affecte uniquement les créatures de l'Anathème",
+ "bonus-warrior": "Bonus Warrior",
+ "+1 Caractéristique": "+1 Caractéristique",
+ "+2 Caractéristique": "+2 Caractéristiques",
+ "bonus-en": "Bonus en",
+ "style-suppression-malus-inflige-degats": "Style Suppression : Malus infligé aux Hostiles, Salopards et Patrons ciblé(s) en dégâts",
+ "style-suppression-malus-inflige-violence": "Style Suppression : Malus infligé à la bande, au débordement",
+ "malus-aux-degats": "Malus aux dégâts",
+ "malus-a-la-violence": "Malus à la violence",
+ "pilotage-de": "Pilotage de",
+ "choc-automatique-si-chair": "Choc automatique si chair",
+ "grenade-avancee": "Grenade avancée",
+ "mecha-armure": "Mécha-Armure",
+ "mecha-armures": "Mécha-Armures",
+ "puissance": "Puissance",
+ "senseurs": "Senseurs",
+ "systemes": "Systèmes",
+ "autoreparation": "Autoréparation",
+ "test-autoreparation": "Test d'Autoréparation",
+ "autre": "Autre",
+ "archangel": "Archangel",
+ "nephilim": "Nephilim",
+ "demon": "Demon",
+ "blindage": "Blindage",
+ "blindage-repare": "Blindage réparé",
+ "noyau": "Noyau",
+ "noyaux": "Noyaux",
+ "noyaux-d-energie": "Noyaux d'énergie",
+ "gabriel": "Gabriel",
+ "raphael": "Raphaël",
+ "og": "OG",
+ "anak": "Anak",
+ "djinn": "Djinn",
+ "asura": "Asura",
+ "briser-resilience": "Briser la résilience",
+ "souffle-demoniaque": "Souffle démoniaque",
+ "boucliers-amrita": "Boucliers Amrita",
+ "offering": "Offering",
+ "curse": "Curse",
+ "depense-noyaux-energie": "Dépense de noyaux d'énergie",
+ "pod-miracle": "Pod Miracle",
+ "resistance-pod": "Résistance du Pod",
+ "drones-evacuation": "Drones d'évacuation",
+ "zone-entiere": "Zone entière",
+ "pod-invulnerabilite": "Pod d'Invulnérabilité",
+ "degats-violence-requis": "Dégâts/Violence requis",
+ "chair-bete-requis": "Chair/Bête requis",
+ "invulnerabilite": "Invulnérabilité",
+ "station-defense-automatisee": "Station de défense automatisée",
+ "sans-limite": "Sans limite",
+ "pod-missile": "Pod missile",
+ "pod-roquette": "Pod roquette",
+ "missile-jericho": "Missile Jericho",
+ "mode-siege-tower": "Mode Siège Tower",
+ "module-wraith": "Module Wraith",
+ "type-jet": "Type de jet",
+ "nanobrume": "Nanobrume",
+ "poings-soniques": "Poings soniques",
+ "poings-soniques-effets": "Après une attaque contre une cible unique (et après avoir appliqué les dégâts), le Demon peut toujours appliquer la violence des poings soniques à une bande située à portée contact ou courte courte.",
+ "choc-soniques": "Choc sonique",
+ "vol-mark-iv": "Vol Mark IV",
+ "saut-mark-iv": "Saut Mark IV",
+ "module-emblem": "Module Emblem",
+ "hauteur": "Hauteur",
+ "vague-soin": "Vague de soin",
+ "drones-airain": "Drones d'Airain",
+ "module-inferno": "Module Inferno",
+ "canon-metatron": "Canon Métatron",
+ "canon-magma": "Canon Magma",
+ "lames-cinetiques-geantes": "Lames cinétiques géantes",
+ "lames-cinetiques-geantes-effets": "Spécial – Le Demon peut dépenser 1 noyau d’énergie pour obtenir l’effet pénétrant 10. Il peut aussi en dépenser 2 pour obtenir l’effet ignore CdF.",
+ "canon-noe": "Canon Noé",
+ "mitrailleuse-surtur": "Mitrailleuse Surtur",
+ "tourelles-lasers-automatisees": "Tourelles lasers automatisées",
+ "degats-si-surprise": "Dégâts (Si surprise)",
+ "duree-en-tours": "Durée (en tours)",
+ "noyau-x-depense-s": "Noyau(x) dépensé(s)",
+ "si-bonus-degats-violence": "Si bonus Dégâts/Violence",
+ "si-malus-degats-violence": "Si malus Dégâts/Violence",
+ "si-baisse-resilience": "Si baisse résilience",
+ "si-choc": "Si choc",
+ "capacite-ultime": "Capacité ultime",
+ "capacite-passive": "Passive",
+ "capacite-active": "Active"
+}
diff --git a/L5R 5th Edition Unofficial/translations/ca.json b/L5R 5th Edition Unofficial/translations/ca.json
new file mode 100644
index 0000000000..20a527c1d4
--- /dev/null
+++ b/L5R 5th Edition Unofficial/translations/ca.json
@@ -0,0 +1,281 @@
+{
+ "character-name-u": "Character Name",
+ "player-name-u": "Player Name",
+ "clan-u": "Clan",
+ "family-u": "Family",
+ "school-u": "School",
+ "school-rank-u": "School Rank",
+ "roles-u": "Roles",
+ "honour-u": "Honour",
+ "glory-u": "Glory",
+ "status-u": "Status",
+ "advantages-disadvantages-u": "Advantages and Disadvantages",
+ "skills-u": "Skills",
+ "techniques-u": "Techniques",
+ "equipment-u": "Equipment",
+ "endurance-u": "Endurance",
+ "fatigue-u": "Fatigue",
+ "composure-u": "Composure",
+ "strife-u": "Strife",
+ "focus-u": "Focus",
+ "vigilance-u": "Vigilance",
+ "void-points-u": "Void Points",
+ "air-u": "Air",
+ "earth-u": "Earth",
+ "fire-u": "Fire",
+ "water-u": "Water",
+ "void-u": "Void",
+ "current-u": "Current",
+ "max-u": "Max",
+ "ninjo-u": "Ninjo",
+ "giri-u": "Giri",
+ "distinctions-u": "Distinctions",
+ "adversities-u": "Adversities",
+ "passions-u": "Passions",
+ "anxieties-u": "Anxieties",
+ "personality-habits-quirks-u": "Personality, Habits & Quirks",
+ "stances-u": "Stances",
+ "stances-text-u": "(Stances can only be applied during conflicts)",
+ "air-stance-u": "AIR STANCE",
+ "earth-stance-u": "EARTH STANCE",
+ "fire-stance-u": "FIRE STANCE",
+ "water-stance-u": "WATER STANCE",
+ "void-stance-u": "VOID STANCE",
+ "air-stance-text-u": "+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).",
+ "earth-stance-text-u": "Others cannot spend opportunity to inflict critical strikes or conditions on you.",
+ "fire-stance-text-u": "If you succeed, +1 bonus success per strife-symbol.",
+ "water-stance-text-u": "Perform a second action on your turn that does not require a check or share a type with your first action.",
+ "void-stance-text-u": "You do not receive strife from strife-symbols on checks",
+ "name-u": "Name",
+ "rank-u": "Rank",
+ "bonus-u": "Bonus",
+ "artisan-u": "Artisan",
+ "aesthetics-u": "Aesthetics",
+ "composition-u": "Composition",
+ "design-u": "Design",
+ "smithing-u": "Smithing",
+ "refine-u": "Refine",
+ "restore-u": "Restore",
+ "invent-u": "Invent",
+ "adapt-u": "Adapt",
+ "attune-u": "Attune",
+ "social-u": "Social",
+ "command-u": "Command",
+ "courtesy-u": "Courtesy",
+ "games-u": "Games",
+ "performance-u": "Performance",
+ "trick-u": "Trick",
+ "reason-u": "Reason",
+ "incite-u": "Incite",
+ "charm-u": "Charm",
+ "enlighten-u": "Enlighten",
+ "trade-u": "Trade",
+ "commerce-u": "Commerce",
+ "labor-u": "Labor",
+ "seafaring-u": "Seafaring",
+ "skulduggery-u": "Skulduggery",
+ "survival-u": "Survival",
+ "con-u": "Con",
+ "produce-u": "Produce",
+ "innovate-u": "Innovate",
+ "exchange-u": "Exchange",
+ "subsist-u": "Subsist",
+ "martial-u": "Martial",
+ "fitness-u": "Fitness",
+ "ma-melee-u": "Martial Arts [Melee]",
+ "ma-ranged-u": "Martial Arts [Ranged]",
+ "ma-unarmed-u": "Martial Arts [Unarmed]",
+ "meditation-u": "Meditation",
+ "tactics-u": "Tactics",
+ "feint-u": "Feint",
+ "withstand-u": "Withstand",
+ "overwhelm-u": "Overwhelm",
+ "shift-u": "Shift",
+ "sacrifice-u": "Sacrifice",
+ "scholar-u": "Scholar",
+ "culture-u": "Culture",
+ "government-u": "Government",
+ "medicine-u": "Medicine",
+ "sentiment-u": "Sentiment",
+ "theology-u": "Theology",
+ "analyze-u": "Analyze",
+ "recall-u": "Recall",
+ "theorize-u": "Theorize",
+ "survey-u": "Survey",
+ "sense-u": "Sense",
+ "explosive-success-u": "Explosive Success",
+ "opportunity-u": "Opportunity",
+ "success-u": "Success",
+ "total-xp-u": "Total XP",
+ "spent-xp-u": "Spent XP",
+ "saved-xp-u": "Saved XP",
+ "advancement-u": "Advancement",
+ "skill-u": "Skill",
+ "ring-u": "Ring",
+ "technique-u": "Technique",
+ "exp-cost-u": "Exp Cost",
+ "skill-cost-u": "2 x New Level",
+ "ring-cost-u": "3 x New Level",
+ "technique-cost-u": "3 (unless specified)",
+ "restrictions-u": "Restrictions",
+ "skill-restricitons-u": "Maximum value 5",
+ "ring-restricitons-u": "Max = Void + lowest ring",
+ "technique-restricitons-u": "Observe School and technique restriction",
+ "rank-1-u": "Rank 1",
+ "rank-2-u": "Rank 2",
+ "rank-3-u": "Rank 3",
+ "rank-4-u": "Rank 4",
+ "rank-5-u": "Rank 5",
+ "rank-6-u": "Rank 6",
+ "exp-spent-rank-1-u": "EXP Spent on Rank 1 Teachings",
+ "exp-spent-rank-2-u": "EXP Spent on Rank 2 Teachings",
+ "exp-spent-rank-3-u": "EXP Spent on Rank 3 Teachings",
+ "exp-spent-rank-4-u": "EXP Spent on Rank 4 Teachings",
+ "exp-spent-rank-5-u": "EXP Spent on Rank 5 Teachings",
+ "exp-spent-outside-school-u": "½ EXP Spent outside of School Teachings",
+ "total-exp-spent-rank-1-u": "Total EXP Spent at Rank 1 (20)",
+ "total-exp-spent-rank-2-u": "Total EXP Spent at Rank 2 (24)",
+ "total-exp-spent-rank-3-u": "Total EXP Spent at Rank 3 (32)",
+ "total-exp-spent-rank-4-u": "Total EXP Spent at Rank 4 (44)",
+ "total-exp-spent-rank-5-u": "Total EXP Spent at Rank 5 (60)",
+ "mastery-ability-u": "Mastery Ability",
+ "title-mastery-ability-u": "Title Mastery Ability",
+ "extracurricular-advances-u": "Extracurricular Advances",
+ "title-advances-u": "Title Advances",
+ "total-exp-spent-title-u": "Total EXP Spent on Title",
+ "exp-spent-u": "Exp Spent",
+ "techniques-actions-u": "Techniques (New Actions)",
+ "name:-u": "Name:",
+ "page-number-u": "Page:",
+ "effects-u": "Effects",
+ "effects-box-u": "Effects of technique",
+ "new-opportunity-u": "New Opportunities",
+ "new-opportunity-box-u": "Add new opportunities",
+ "techniques-opportunities-u": "Techniques (New Opportunities)",
+ "activation-u": "Activation (Action/Check)",
+ "check-u": "Activation (Check)",
+ "weapons-u": "Weapons",
+ "damage-deadliness-u": "Damage/Deadliness",
+ "range-u": "Range",
+ "qualities-u": "Qualities",
+ "armor-u": "Armor",
+ "protection-type-resistance-u": "Protection Type (Resistance)",
+ "equipment-relationships-notes-u": "Equipment, Relationships & Notes",
+ "roll-ring-dice-u": "Roll Ring Dice",
+ "roll-skill-dice-u": "Roll Skill Dice",
+ "ring-dice-u": "Ring Dice",
+ "skill-dice-u": "Skill Dice",
+ "roll-explosive-dice-u": "To roll explosive die, click 'Roll Ring/Skill Dice' button on your sheet",
+ "keep-up-to-u": "Keep up to",
+ "activation:-u": "Activation:",
+ "check:-u": "Check:",
+ "effects:-u": "Effects:",
+ "opportunities:-u": "Opportunities:",
+ "dice-u": "dice",
+ "print-technique-u": "Print technique in chat",
+ "part-1-u": "PART I: CORE IDENTITY (CLAN & FAMILY)",
+ "part-2-u": "PART II: ROLE & SCHOOL",
+ "part-3-u": "PART III: HONOR & GLORY",
+ "part-4-u": "PART IV: STRENGTHS & WEAKNESSES",
+ "part-5-u": "PART V: PERSONALITY & BEHAVIOR",
+ "part-6-u": "PART VI: ANCESTRY & FAMILY",
+ "part-7-u": "PART VII: DEATH",
+ "part-8-u": "PART VIII: GENERATE CHARACTER",
+ "question-1-u": "What clan does your character belong to? (p. 41)",
+ "question-2-u": "What family does your character belong to? (p. 49)",
+ "question-3-u": "What is your character’s school, and what roles does that school fall into? (p. 56)",
+ "question-4-u": "How does your character stand out within their school? (p. 88)",
+ "question-5-u": "Who is your lord and what is your character’s duty to them? (Select Giri) (p. 88)",
+ "question-6-u": "What does your character long for, and how might this impede their duty? (Select Ninjō) (p. 90)",
+ "question-7-u": "What is your character’s relationship with their clan? (p. 91)",
+ "question-8-u": "What does your character think of Bushidō? (p. 91)",
+ "question-9-u": "What is your character’s greatest accomplishment so far? (p. 92)",
+ "question-10-u": "What holds your character back the most in life? (p. 92)",
+ "question-11-u": "What activity most makes your character feel at peace? (p. 92)",
+ "question-12-u": "What concern, fear, or foible troubles your character the most? (p. 93)",
+ "question-13-u": "Who has your character learned the most from during their life? (p. 93)",
+ "question-14-u": "What do people notice first upon encountering your character? (p. 93)",
+ "question-15-u": "How does your character react to stressful situations? (p. 94)",
+ "question-16-u": "What are your character’s preexisting relationships with other clans, families, organizations, and traditions? (p. 94)",
+ "question-17-u": "How would your character’s parents describe them? (p. 95)",
+ "question-18-u": "Who was your character named to honour? (p. 95)",
+ "question-19-u": "What is your character’s personal name? (p. 95)",
+ "question-20-u": "How should your character die? (p. 95)",
+ "ring-increase-u": "Ring increase",
+ "choose-one-u": "Choose one",
+ "skill-increase-u": "Skill increase",
+ "starting-wealth-u": "Starting Wealth:",
+ "technique-types-available-u": "Technique types available",
+ "kata-u": "KATA",
+ "kiho-u": "KIHŌ",
+ "invocations-u": "INVOCATIONS",
+ "rituals-u": "RITUALS",
+ "shui-u": "SHŪJI",
+ "maho-u": "MAHŌ",
+ "ninjutsu-u": "NINJUTSU",
+ "starting-techniques-u": "Starting techniques",
+ "school-ability-u": "School ability",
+ "starting-outfit-u": "Starting outfit",
+ "capital-or-u": "OR",
+ "glory-increase-u": "Glory increase",
+ "honour-increase-u": "Honour increase",
+ "distinction-u": "Distinction",
+ "passion-u": "Passion",
+ "anxiety-u": "Anxiety",
+ "adversity-u": "Adversity",
+ "disadvantage-u": "Disadvantage",
+ "advantage-u": "Advantage",
+ "personal-accoutrement-u": "Personal accoutrement",
+ "item-rarity-lower-u": "Item (Rarity 7 or lower)",
+ "d10-result-u": "D10 result",
+ "20-qs-u": "20 Questions",
+ "twenty-questions-u": "Twenty Questions",
+ "20-qs-description-u": "You can use this to keep your notes of the twenty questions. The questions are found in the Core Rulebook with more detailed information (L5R RPG Core Rulebook, Chapter 2: Creating a Character p. 41–95)",
+ "20-qs-auto-generated-text-u": "At the end of this sheet there is a generate button that will fill in fields on the sheet. This will overwrite any earlier inputs, so use with care.",
+ "20-qs-generate-u": "Click to generate your character. Will overwrite earlier inputs in the sheet",
+ "generate-character-u": "Generate character",
+ "yes-u": "Yes",
+ "are-you-sure-u": "Are you sure?",
+ "damage-u": "Damage",
+ "deadliness-u": "Deadliness",
+ "grips-u": "Grips",
+ "damage:-u": "Damage:",
+ "deadliness:-u": "Deadliness:",
+ "range:-u": "Range:",
+ "grips:-u": "Grips:",
+ "qualities:-u": "Qualities:",
+ "approach-u": "Approach",
+ "none-u": "None",
+ "this-is-how-you-should-die-u": "This is how you should die",
+ "koku-u": "Koku",
+ "bu-u": "Bu",
+ "zeni-u": "Zeni",
+ "wealth-u": "Wealth",
+ "wealth-conversion-koku-rice-u": "1 Koku = 1 year of rice",
+ "wealth-conversion-koku-bu-u": "1 Koku = 5 Bu",
+ "wealth-conversion-bu-zeni-u": "1 Bu = 10 Zeni",
+ "relationships-u": "Relationships",
+ "notes-u": "Notes",
+ "character-description-u": "Character description",
+ "demeanor-ambitious-u": "Ambitious - Fire +2, Water -2",
+ "demeanor-assertive-u": "Assertive - Earth +2, Air -2",
+ "demeanor-covetous-u": "Covetous - Earth +2, Water -2",
+ "demeanor-curious-u": "Curious - Void +2, Air -2",
+ "demeanor-detached-u": "Detached - Fire +1, Earth -1",
+ "demeanor-fanatical-u": "Fanatical - Earth +2, Air -1",
+ "demeanor-gruff-u": "Gruff - Air +2, Earth -2",
+ "demeanor-inquisitive-u": "Inquisitive - Earth +2, Air -2",
+ "demeanor-intimidating-u": "Intimidating - Fire +1, Air -1",
+ "demeanor-scheming-u": "Scheming - Fire +2, Water -1",
+ "demeanor-shrewd-u": "Shrewd - Air +2, Fire -2",
+ "demeanor-skittish-u": "Skittish - Fire +2, Earth -2",
+ "demeanor-territorial-u": "Territorial - Fire +2, Air -2",
+ "demeanor-custom-u": "Custom demeanor",
+ "choose-demeanor-u": "Choose demeanor",
+ "dice-rolling-u": "Dice rolling",
+ "action-parentheses-u": "(Action)",
+ "opportunity-parentheses-u": "(Opportunity)",
+ "activation-box-u": "Requirement for activation",
+ "type:-u": "Type:",
+ "print-u": "Print"
+}
\ No newline at end of file
diff --git a/L5R 5th Edition Unofficial/translations/hu.json b/L5R 5th Edition Unofficial/translations/hu.json
new file mode 100644
index 0000000000..20a527c1d4
--- /dev/null
+++ b/L5R 5th Edition Unofficial/translations/hu.json
@@ -0,0 +1,281 @@
+{
+ "character-name-u": "Character Name",
+ "player-name-u": "Player Name",
+ "clan-u": "Clan",
+ "family-u": "Family",
+ "school-u": "School",
+ "school-rank-u": "School Rank",
+ "roles-u": "Roles",
+ "honour-u": "Honour",
+ "glory-u": "Glory",
+ "status-u": "Status",
+ "advantages-disadvantages-u": "Advantages and Disadvantages",
+ "skills-u": "Skills",
+ "techniques-u": "Techniques",
+ "equipment-u": "Equipment",
+ "endurance-u": "Endurance",
+ "fatigue-u": "Fatigue",
+ "composure-u": "Composure",
+ "strife-u": "Strife",
+ "focus-u": "Focus",
+ "vigilance-u": "Vigilance",
+ "void-points-u": "Void Points",
+ "air-u": "Air",
+ "earth-u": "Earth",
+ "fire-u": "Fire",
+ "water-u": "Water",
+ "void-u": "Void",
+ "current-u": "Current",
+ "max-u": "Max",
+ "ninjo-u": "Ninjo",
+ "giri-u": "Giri",
+ "distinctions-u": "Distinctions",
+ "adversities-u": "Adversities",
+ "passions-u": "Passions",
+ "anxieties-u": "Anxieties",
+ "personality-habits-quirks-u": "Personality, Habits & Quirks",
+ "stances-u": "Stances",
+ "stances-text-u": "(Stances can only be applied during conflicts)",
+ "air-stance-u": "AIR STANCE",
+ "earth-stance-u": "EARTH STANCE",
+ "fire-stance-u": "FIRE STANCE",
+ "water-stance-u": "WATER STANCE",
+ "void-stance-u": "VOID STANCE",
+ "air-stance-text-u": "+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).",
+ "earth-stance-text-u": "Others cannot spend opportunity to inflict critical strikes or conditions on you.",
+ "fire-stance-text-u": "If you succeed, +1 bonus success per strife-symbol.",
+ "water-stance-text-u": "Perform a second action on your turn that does not require a check or share a type with your first action.",
+ "void-stance-text-u": "You do not receive strife from strife-symbols on checks",
+ "name-u": "Name",
+ "rank-u": "Rank",
+ "bonus-u": "Bonus",
+ "artisan-u": "Artisan",
+ "aesthetics-u": "Aesthetics",
+ "composition-u": "Composition",
+ "design-u": "Design",
+ "smithing-u": "Smithing",
+ "refine-u": "Refine",
+ "restore-u": "Restore",
+ "invent-u": "Invent",
+ "adapt-u": "Adapt",
+ "attune-u": "Attune",
+ "social-u": "Social",
+ "command-u": "Command",
+ "courtesy-u": "Courtesy",
+ "games-u": "Games",
+ "performance-u": "Performance",
+ "trick-u": "Trick",
+ "reason-u": "Reason",
+ "incite-u": "Incite",
+ "charm-u": "Charm",
+ "enlighten-u": "Enlighten",
+ "trade-u": "Trade",
+ "commerce-u": "Commerce",
+ "labor-u": "Labor",
+ "seafaring-u": "Seafaring",
+ "skulduggery-u": "Skulduggery",
+ "survival-u": "Survival",
+ "con-u": "Con",
+ "produce-u": "Produce",
+ "innovate-u": "Innovate",
+ "exchange-u": "Exchange",
+ "subsist-u": "Subsist",
+ "martial-u": "Martial",
+ "fitness-u": "Fitness",
+ "ma-melee-u": "Martial Arts [Melee]",
+ "ma-ranged-u": "Martial Arts [Ranged]",
+ "ma-unarmed-u": "Martial Arts [Unarmed]",
+ "meditation-u": "Meditation",
+ "tactics-u": "Tactics",
+ "feint-u": "Feint",
+ "withstand-u": "Withstand",
+ "overwhelm-u": "Overwhelm",
+ "shift-u": "Shift",
+ "sacrifice-u": "Sacrifice",
+ "scholar-u": "Scholar",
+ "culture-u": "Culture",
+ "government-u": "Government",
+ "medicine-u": "Medicine",
+ "sentiment-u": "Sentiment",
+ "theology-u": "Theology",
+ "analyze-u": "Analyze",
+ "recall-u": "Recall",
+ "theorize-u": "Theorize",
+ "survey-u": "Survey",
+ "sense-u": "Sense",
+ "explosive-success-u": "Explosive Success",
+ "opportunity-u": "Opportunity",
+ "success-u": "Success",
+ "total-xp-u": "Total XP",
+ "spent-xp-u": "Spent XP",
+ "saved-xp-u": "Saved XP",
+ "advancement-u": "Advancement",
+ "skill-u": "Skill",
+ "ring-u": "Ring",
+ "technique-u": "Technique",
+ "exp-cost-u": "Exp Cost",
+ "skill-cost-u": "2 x New Level",
+ "ring-cost-u": "3 x New Level",
+ "technique-cost-u": "3 (unless specified)",
+ "restrictions-u": "Restrictions",
+ "skill-restricitons-u": "Maximum value 5",
+ "ring-restricitons-u": "Max = Void + lowest ring",
+ "technique-restricitons-u": "Observe School and technique restriction",
+ "rank-1-u": "Rank 1",
+ "rank-2-u": "Rank 2",
+ "rank-3-u": "Rank 3",
+ "rank-4-u": "Rank 4",
+ "rank-5-u": "Rank 5",
+ "rank-6-u": "Rank 6",
+ "exp-spent-rank-1-u": "EXP Spent on Rank 1 Teachings",
+ "exp-spent-rank-2-u": "EXP Spent on Rank 2 Teachings",
+ "exp-spent-rank-3-u": "EXP Spent on Rank 3 Teachings",
+ "exp-spent-rank-4-u": "EXP Spent on Rank 4 Teachings",
+ "exp-spent-rank-5-u": "EXP Spent on Rank 5 Teachings",
+ "exp-spent-outside-school-u": "½ EXP Spent outside of School Teachings",
+ "total-exp-spent-rank-1-u": "Total EXP Spent at Rank 1 (20)",
+ "total-exp-spent-rank-2-u": "Total EXP Spent at Rank 2 (24)",
+ "total-exp-spent-rank-3-u": "Total EXP Spent at Rank 3 (32)",
+ "total-exp-spent-rank-4-u": "Total EXP Spent at Rank 4 (44)",
+ "total-exp-spent-rank-5-u": "Total EXP Spent at Rank 5 (60)",
+ "mastery-ability-u": "Mastery Ability",
+ "title-mastery-ability-u": "Title Mastery Ability",
+ "extracurricular-advances-u": "Extracurricular Advances",
+ "title-advances-u": "Title Advances",
+ "total-exp-spent-title-u": "Total EXP Spent on Title",
+ "exp-spent-u": "Exp Spent",
+ "techniques-actions-u": "Techniques (New Actions)",
+ "name:-u": "Name:",
+ "page-number-u": "Page:",
+ "effects-u": "Effects",
+ "effects-box-u": "Effects of technique",
+ "new-opportunity-u": "New Opportunities",
+ "new-opportunity-box-u": "Add new opportunities",
+ "techniques-opportunities-u": "Techniques (New Opportunities)",
+ "activation-u": "Activation (Action/Check)",
+ "check-u": "Activation (Check)",
+ "weapons-u": "Weapons",
+ "damage-deadliness-u": "Damage/Deadliness",
+ "range-u": "Range",
+ "qualities-u": "Qualities",
+ "armor-u": "Armor",
+ "protection-type-resistance-u": "Protection Type (Resistance)",
+ "equipment-relationships-notes-u": "Equipment, Relationships & Notes",
+ "roll-ring-dice-u": "Roll Ring Dice",
+ "roll-skill-dice-u": "Roll Skill Dice",
+ "ring-dice-u": "Ring Dice",
+ "skill-dice-u": "Skill Dice",
+ "roll-explosive-dice-u": "To roll explosive die, click 'Roll Ring/Skill Dice' button on your sheet",
+ "keep-up-to-u": "Keep up to",
+ "activation:-u": "Activation:",
+ "check:-u": "Check:",
+ "effects:-u": "Effects:",
+ "opportunities:-u": "Opportunities:",
+ "dice-u": "dice",
+ "print-technique-u": "Print technique in chat",
+ "part-1-u": "PART I: CORE IDENTITY (CLAN & FAMILY)",
+ "part-2-u": "PART II: ROLE & SCHOOL",
+ "part-3-u": "PART III: HONOR & GLORY",
+ "part-4-u": "PART IV: STRENGTHS & WEAKNESSES",
+ "part-5-u": "PART V: PERSONALITY & BEHAVIOR",
+ "part-6-u": "PART VI: ANCESTRY & FAMILY",
+ "part-7-u": "PART VII: DEATH",
+ "part-8-u": "PART VIII: GENERATE CHARACTER",
+ "question-1-u": "What clan does your character belong to? (p. 41)",
+ "question-2-u": "What family does your character belong to? (p. 49)",
+ "question-3-u": "What is your character’s school, and what roles does that school fall into? (p. 56)",
+ "question-4-u": "How does your character stand out within their school? (p. 88)",
+ "question-5-u": "Who is your lord and what is your character’s duty to them? (Select Giri) (p. 88)",
+ "question-6-u": "What does your character long for, and how might this impede their duty? (Select Ninjō) (p. 90)",
+ "question-7-u": "What is your character’s relationship with their clan? (p. 91)",
+ "question-8-u": "What does your character think of Bushidō? (p. 91)",
+ "question-9-u": "What is your character’s greatest accomplishment so far? (p. 92)",
+ "question-10-u": "What holds your character back the most in life? (p. 92)",
+ "question-11-u": "What activity most makes your character feel at peace? (p. 92)",
+ "question-12-u": "What concern, fear, or foible troubles your character the most? (p. 93)",
+ "question-13-u": "Who has your character learned the most from during their life? (p. 93)",
+ "question-14-u": "What do people notice first upon encountering your character? (p. 93)",
+ "question-15-u": "How does your character react to stressful situations? (p. 94)",
+ "question-16-u": "What are your character’s preexisting relationships with other clans, families, organizations, and traditions? (p. 94)",
+ "question-17-u": "How would your character’s parents describe them? (p. 95)",
+ "question-18-u": "Who was your character named to honour? (p. 95)",
+ "question-19-u": "What is your character’s personal name? (p. 95)",
+ "question-20-u": "How should your character die? (p. 95)",
+ "ring-increase-u": "Ring increase",
+ "choose-one-u": "Choose one",
+ "skill-increase-u": "Skill increase",
+ "starting-wealth-u": "Starting Wealth:",
+ "technique-types-available-u": "Technique types available",
+ "kata-u": "KATA",
+ "kiho-u": "KIHŌ",
+ "invocations-u": "INVOCATIONS",
+ "rituals-u": "RITUALS",
+ "shui-u": "SHŪJI",
+ "maho-u": "MAHŌ",
+ "ninjutsu-u": "NINJUTSU",
+ "starting-techniques-u": "Starting techniques",
+ "school-ability-u": "School ability",
+ "starting-outfit-u": "Starting outfit",
+ "capital-or-u": "OR",
+ "glory-increase-u": "Glory increase",
+ "honour-increase-u": "Honour increase",
+ "distinction-u": "Distinction",
+ "passion-u": "Passion",
+ "anxiety-u": "Anxiety",
+ "adversity-u": "Adversity",
+ "disadvantage-u": "Disadvantage",
+ "advantage-u": "Advantage",
+ "personal-accoutrement-u": "Personal accoutrement",
+ "item-rarity-lower-u": "Item (Rarity 7 or lower)",
+ "d10-result-u": "D10 result",
+ "20-qs-u": "20 Questions",
+ "twenty-questions-u": "Twenty Questions",
+ "20-qs-description-u": "You can use this to keep your notes of the twenty questions. The questions are found in the Core Rulebook with more detailed information (L5R RPG Core Rulebook, Chapter 2: Creating a Character p. 41–95)",
+ "20-qs-auto-generated-text-u": "At the end of this sheet there is a generate button that will fill in fields on the sheet. This will overwrite any earlier inputs, so use with care.",
+ "20-qs-generate-u": "Click to generate your character. Will overwrite earlier inputs in the sheet",
+ "generate-character-u": "Generate character",
+ "yes-u": "Yes",
+ "are-you-sure-u": "Are you sure?",
+ "damage-u": "Damage",
+ "deadliness-u": "Deadliness",
+ "grips-u": "Grips",
+ "damage:-u": "Damage:",
+ "deadliness:-u": "Deadliness:",
+ "range:-u": "Range:",
+ "grips:-u": "Grips:",
+ "qualities:-u": "Qualities:",
+ "approach-u": "Approach",
+ "none-u": "None",
+ "this-is-how-you-should-die-u": "This is how you should die",
+ "koku-u": "Koku",
+ "bu-u": "Bu",
+ "zeni-u": "Zeni",
+ "wealth-u": "Wealth",
+ "wealth-conversion-koku-rice-u": "1 Koku = 1 year of rice",
+ "wealth-conversion-koku-bu-u": "1 Koku = 5 Bu",
+ "wealth-conversion-bu-zeni-u": "1 Bu = 10 Zeni",
+ "relationships-u": "Relationships",
+ "notes-u": "Notes",
+ "character-description-u": "Character description",
+ "demeanor-ambitious-u": "Ambitious - Fire +2, Water -2",
+ "demeanor-assertive-u": "Assertive - Earth +2, Air -2",
+ "demeanor-covetous-u": "Covetous - Earth +2, Water -2",
+ "demeanor-curious-u": "Curious - Void +2, Air -2",
+ "demeanor-detached-u": "Detached - Fire +1, Earth -1",
+ "demeanor-fanatical-u": "Fanatical - Earth +2, Air -1",
+ "demeanor-gruff-u": "Gruff - Air +2, Earth -2",
+ "demeanor-inquisitive-u": "Inquisitive - Earth +2, Air -2",
+ "demeanor-intimidating-u": "Intimidating - Fire +1, Air -1",
+ "demeanor-scheming-u": "Scheming - Fire +2, Water -1",
+ "demeanor-shrewd-u": "Shrewd - Air +2, Fire -2",
+ "demeanor-skittish-u": "Skittish - Fire +2, Earth -2",
+ "demeanor-territorial-u": "Territorial - Fire +2, Air -2",
+ "demeanor-custom-u": "Custom demeanor",
+ "choose-demeanor-u": "Choose demeanor",
+ "dice-rolling-u": "Dice rolling",
+ "action-parentheses-u": "(Action)",
+ "opportunity-parentheses-u": "(Opportunity)",
+ "activation-box-u": "Requirement for activation",
+ "type:-u": "Type:",
+ "print-u": "Print"
+}
\ No newline at end of file
diff --git a/L5R Fantasy Flight Games/translations/ca.json b/L5R Fantasy Flight Games/translations/ca.json
new file mode 100644
index 0000000000..fe3e4caea6
--- /dev/null
+++ b/L5R Fantasy Flight Games/translations/ca.json
@@ -0,0 +1,270 @@
+{
+ "character-name-u": "Character Name:",
+ "clan-u": "Clan:",
+ "family-u": "Family",
+ "school-u": "School",
+ "rank-u": "Rank",
+ "player-u": "Player Name:",
+ "techtypes-u": "Technique Types Available:",
+ "narrative-u": "Narrative Mode",
+ "conflict-u": "Conflict Mode",
+ "advance-u": "Advancement",
+ "campaign-u": "Campaign Sheet",
+ "20questions-u": "20 Questions",
+ "npcs-u": "NPC Sheet",
+ "air-u": "Air",
+ "earth-u": "Earth",
+ "fire-u": "Fire",
+ "water-u": "Water",
+ "void-u": "Void",
+ "skill-name-u": "Skill Name",
+ "roll-u": "+Skill",
+ "keep-u": "+Ring",
+ "ring-u": "Ring:",
+ "skill-u": "Skill:",
+ "modifiers-u": "Modifiers:",
+ "modifiers-nocolon-u": "Modifiers",
+ "approach-u": "Approach",
+ "aesthetics-u": "Aesthetics",
+ "composition-u": "Composition",
+ "design-u": "Design",
+ "smithing-u": "Smithing",
+ "artisan-skills-u": "Artisan Skills",
+ "martial-skills-u": "Martial Skills",
+ "fitness-u": "Fitness",
+ "martial_arts_melee-u": "M.A. [Melee]",
+ "martial_arts_ranged-u": "M.A. [Ranged]",
+ "martial_arts_unarmed-u": "M.A. [Unarmed]",
+ "meditation-u": "Meditation",
+ "tactics-u": "Tactics",
+ "social-skills-u": "Social Skills",
+ "command-u": "Command",
+ "courtesy-u": "Courtesy",
+ "games-u": "Games",
+ "performance-u": "Performance",
+ "scholar-skills-u": "Scholar Skills",
+ "culture-u": "Culture",
+ "government-u": "Government",
+ "sentiment-u": "Sentiment",
+ "theology-u": "Theology",
+ "medicine-u": "Medicine",
+ "trade-skills-u": "Trade Skills",
+ "survival-u": "Survival",
+ "commerce-u": "Commerce",
+ "labor-u": "Labor",
+ "seafaring-u": "Seafaring",
+ "skulduggery-u": "Skulduggery",
+ "honor-u": "Honor",
+ "glory-u": "Glory",
+ "status-u": "Status",
+ "ninjo-u": "Ninjō",
+ "ninjo-colon-u": "Ninjō:",
+ "giri-u": "Giri",
+ "giri-colon-u": "Giri:",
+ "titles-u": "Titles",
+ "roller-u": "Roller",
+ "symbolkey-u": "Symbol Key",
+ "success-u": "Success",
+ "explosivesuccess-u": "Explosive Success",
+ "opportunity-u": "Opportunities",
+ "strife-u": "Strife",
+ "socialstatus-u": "Social Status",
+ "advantagesanddisadvantages-u": "Advantages and Disadvantages",
+ "distinctions-u": "DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.",
+ "adversities-u": "ADVERSITIES: Reroll two dice containing success or explosive success symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.",
+ "passions-u": "PASSIONS: After performing a check related to your passion, remove 3 strife.",
+ "anxieties-u": "ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).",
+ "personalunmasking-u": "Personal Unmasking",
+ "othercharacters-u": "Other Characters, their standing, and notes.",
+ "experience-u": "Experience",
+ "total-xp-u": "Total XP",
+ "saved-xp-u": "Saved XP",
+ "spent-xp-u": "Spent XP",
+ "air-stance-u": "AIR STANCE: +1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).",
+ "earth-stance-u": "EARTH STANCE: Others cannot spend Opportunity to inflict critical strikes or conditions on you.",
+ "fire-stance-u": "FIRE STANCE: If you succeed, +1 bonus success per Strife symbol.",
+ "water-stance-u": "WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your first action.",
+ "void-stance-u": "VOID STANCE: You do not gain Strife from strife results on checks.",
+ "advantages-u": "Advantages",
+ "disadvantages-u": "Disadvantages",
+ "school-ability-u": "School Ability",
+ "derivative-attributes-u": "Derivative Attributes",
+ "endurance-u": "Endurance",
+ "fatigue-u": "Fatigue",
+ "composure-u": "Composure",
+ "focus-u": "Focus",
+ "vigilance-u": "Vigilance",
+ "void-points-u": "Void Points",
+ "max-void-u": "Max Void",
+ "current-u": "Cur Void",
+ "conditions-u": "Conditions",
+ "weapons-u": "Weapons",
+ "armor-u": "Armor",
+ "name-u": "Name",
+ "damage-u": "Damage",
+ "deadliness-u": "Deadliness",
+ "range-u": "Range",
+ "protection-type-u": "Protection Type (Resistance)",
+ "physical-resistance-u": "Phy Resistance",
+ "supernatural-resistance-u": "Sup Resistance",
+ "qualities-u": "Qualities",
+ "notes-gear-u": "Notes and Gear Inventory",
+ "techniques-u": "Techniques",
+ "activation-u": "Activation",
+ "effects-u": "Effects",
+ "p-u": "p# ",
+ "narrative-mode-u": "Narrative Mode",
+ "rings-skills-u": "Rings, Skills, and Information",
+ "conflict-mode-u": "Conflict Mode",
+ "armaments-u": "Armaments",
+ "minion-u": "(Minion)",
+ "adversary-u": "(Adversary)",
+ "details-u": "Details",
+ "conflict-rank-u": "Conflict Rank:",
+ "combat-u": "Combat ",
+ "intrigue-u": "Intrigue ",
+ "skills-u": "Skills:",
+ "advantages-colon-u": "Advantages:",
+ "disadvantages-colon-u": "Disadvatages:",
+ "demeanor-u": "Demeanor:",
+ "typical-unmasking-u": "Typical Unmasking:",
+ "honor-colon-u": "Honor:",
+ "glory-colon-u": "Glory:",
+ "status-colon-u": "Status:",
+ "abilities-colon-u": "Abilities: ",
+ "gear-equiped-u": "Gear (equipped):",
+ "gear-other-u": "Gear (other):",
+ "artisan-u": "Artisan ",
+ "martial-u": "Martial ",
+ "social-u": "Social ",
+ "scholar-u": "Scholar ",
+ "trade-u": "Trade ",
+ "kata-u": "Kata:",
+ "kiho-u": "Kihō:",
+ "invocations-u": "Invocations:",
+ "rituals-u": "Rituals:",
+ "shuji-u": "Shūji:",
+ "20-questions-worksheet-u": "Twenty Questions Worksheet",
+ "20hello-u": "You can use this sheet to fill in your answers to the Game of Twenty Questions, and to take notes for later!",
+ "question1-u": "1). What clan does your character belong to?",
+ "question2-u": "2). What family does your character belong to?",
+ "question3-u": "3). What is your character’s school and role?",
+ "question4-u": "4). How does your character stand out within their school?",
+ "question5-u": "5). What is your character’s duty to their lord?",
+ "question6-u": "6). What does your character long for?",
+ "question7-u": "7). What is your character’s opinion of their clan?",
+ "question8-u": "8). What does your character think of Bushidō?",
+ "question9-u": "9). What is your character’s greatest accomplishment so far?",
+ "question10-u": "10). What holds your characters back the most in life?",
+ "question11-u": "11). What makes your character feel at peace?",
+ "question12-u": "12). What concern, fear, or foible troubles your character the most?",
+ "question13-u": "13). Who has your character learned the most from during their life?",
+ "question14-u": "14). What details do others find most striking about your character?",
+ "question15-u": "15). How does your character respond to stressful situations?",
+ "question16-u": "16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?",
+ "question17-u": "17). How would your character’s parents describe them?",
+ "question18-u": "18). Who was your character named to honor?",
+ "question19-u": "19). What is your character’s personal name?",
+ "question20-u": "20). How should your character die?",
+ "part-i-u": "Part I: Core Identity (Clan & Family)",
+ "part-ii-u": "Part II: Role & School",
+ "part-iii-u": "Part III: Honor & Glory",
+ "part-iv-u": "Part IV: Strengths & Weaknesses",
+ "part-v-u": "Part V: Personality & Behavior",
+ "part-vi-u": "Part VI: Ancestry & Family",
+ "part-vii-u": "Part VII: Death",
+ "ring-increase-u": "Ring Increase (1)",
+ "ring-increase2-u": "Ring Increase (2)",
+ "skill-increases0-u": "Skill Increase (0–1)",
+ "skill-increases1-u": "Skill Increases (1)",
+ "skill-increases2-u": "Skill Increases (2)",
+ "skill-increases3-u": "Skill Increases (3-5)",
+ "techniques-available-u": "Techniques Available",
+ "starting-equipment-u": "Starting Equipment",
+ "starting-techniques-u": "Starting Techniques (2–5)",
+ "glory-increase-u": "Glory Increase",
+ "honor-increase-u": "Honor Increase",
+ "distinction1-u": "Distinction (1)",
+ "adversity1-u": "Adversity (1)",
+ "anxiety1-u": "Anxiety (1)",
+ "passion1-u": "Passion (1)",
+ "advantage1-u": "Advantage (1)",
+ "disadvantage1-u": "Disadvantage (1)",
+ "or-u": "OR",
+ "notes-u": "Notes",
+ "samurai-heritage-u": "Samurai Heritage (Result)",
+ "name-colon-u": "Name:",
+ "damage-colon-u": "Damage: ",
+ "deadliness-colon-u": "Deadliness: ",
+ "approach-colon-u": "Approach:",
+ "effects-colon-u": "Effects:",
+ "immediate-effects-colon-u": "Immediate Effects:",
+ "kiho-effect-colon-u": "Kihō Effect:",
+ "silhouette-u": "Silhouette ",
+ "artisan-tooltip-u": "
✦ ",
+ "lbl-airshaper": "Airshaper",
+ "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
__________ is a close friend, we Respect each other.",
+ "text-airshaperinfo": "You get Airshaping, and choose one more:",
+ "text-airshaper-move1name": "Airshaping",
+ "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
✦ Immobilize a foe.
✦ Move as fast as the wind.
✦ Perform a great feat of acrobatics.
✦ Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
Other actions can involve airshaping, but are treated as whatever move would be appropriate.",
+ "text-airshaper-move2name": "Attuned",
+ "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).",
+ "text-airshaper-move3name": "Nomad",
+ "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.",
+ "text-airshaper-move4name": "Redirection",
+ "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.",
+ "text-airshaper-move5name": "Soundshaping",
+ "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.",
+ "text-airshaper-move6name": "Unburdened",
+ "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.",
+ "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
✦ Roll your next Move with Natural instead of its usual Stat.",
+ "text-airshaper-advance1": " You have +1 Hot (max +2).",
+ "text-airshaper-advance2": " You have +1 Solid (max +2).",
+ "text-airshaper-advance3": " You have +1 Keen (max +2).",
+ "text-airshaper-advance4": " You have +1 Fluid (max +2).",
+ "text-airshaper-advance5": " Take another Airshaper move.",
+ "text-airshaper-advance6": " Take another Airshaper move.",
+ "text-airshaper-advance7": " Take a move from any Playbook.",
+ "text-airshaper-advance8": " Take a move from any Playbook.",
+ "text-airshaper-advance9": " Take a move from a sub-Playbook.",
+ "text-airshaper-advance10": " Take a move from a sub-Playbook.",
+ "text-airshaper-advance11": " Take a new Chakra or write your own",
+ "lbl-aristocrat": "Aristocrat",
+ "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character",
+ "text-aristocratinfo": "Choose two moves:",
+ "text-aristocrat-move1name": "Currency of Favors",
+ "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.",
+ "text-aristocrat-move2name": "Henchmen",
+ "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute",
+ "text-aristocrat-move3name": "Intrigue",
+ "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.",
+ "text-aristocrat-move4name": "Mastermind",
+ "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
✦ It will be very expensive or resource-intensive.
✦ It will take hours/days.
✦ You’re going to need __________’s help.
✦ __________ stands in the way of success.",
+ "text-aristocrat-move5name": "Silver Tongue",
+ "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.",
+ "text-aristocrat-move6name": "Web of Commitments",
+ "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.",
+ "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
✦ You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
✦ You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.",
+ "text-aristocrat-advance1": " You have +1 Hot (max +2).",
+ "text-aristocrat-advance2": " You have +1 Solid (max +2).",
+ "text-aristocrat-advance3": " You have +1 Keen (max +2).",
+ "text-aristocrat-advance4": " You have +1 Fluid (max +2).",
+ "text-aristocrat-advance5": " Take another Aristocrat move.",
+ "text-aristocrat-advance6": " Take another Aristocrat move.",
+ "text-aristocrat-advance7": " Take a move from any Playbook.",
+ "text-aristocrat-advance8": " Take a move from any Playbook.",
+ "text-aristocrat-advance9": " Take a move from a sub-Playbook.",
+ "text-aristocrat-advance10": " Take a move from a sub-Playbook.",
+ "text-aristocrat-advance11": " Take a new Chakra or write your own",
+ "lbl-earthshaper": "Earthshaper",
+ "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
What have you promised them to try and gain their confidence?",
+ "text-earthshaperinfo": "You get Earthshaping, and choose one more:",
+ "text-earthshaper-move1name": "Earthshaping",
+ "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
Other actions can involve earthshaping, but are treated as whatever move would be appropriate",
+ "text-earthshaper-move2name": "Bulldozer",
+ "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.",
+ "text-earthshaper-move3name": "Defender",
+ "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC",
+ "text-earthshaper-move4name": "Metalshaping",
+ "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.",
+ "text-earthshaper-move5name": "Rooted",
+ "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).",
+ "text-earthshaper-move6name": "Vibration Sense",
+ "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
✦ Are they telling the truth?
✦ What does their body language betray about their plans?
✦ What is unseen but in contact with the ground?",
+ "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.",
+ "text-earthshaper-advance1": " You have +1 Hot (max +2).",
+ "text-earthshaper-advance2": " You have +1 Solid (max +2).",
+ "text-earthshaper-advance3": " You have +1 Keen (max +2).",
+ "text-earthshaper-advance4": " You have +1 Fluid (max +2).",
+ "text-earthshaper-advance5": " Take another Earthshaper move.",
+ "text-earthshaper-advance6": " Take another Earthshaper move.",
+ "text-earthshaper-advance7": " Take a move from any Playbook.",
+ "text-earthshaper-advance8": " Take a move from any Playbook.",
+ "text-earthshaper-advance9": " Take a move from a sub-Playbook.",
+ "text-earthshaper-advance10": " Take a move from a sub-Playbook.",
+ "text-earthshaper-advance11": " Take a new Chakra or write your own",
+ "lbl-fireshaper": "Fireshaper",
+ "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.",
+ "text-fireshaperinfo": "You get Fireshaping, and choose one more:",
+ "text-fireshaper-move1name": "Fireshaping",
+ "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
✦ The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
✦ The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
✦ You set fire to the area. Add a relevant Environment Tag.
Other actions can involve fireshaping, but are treated as whatever move would be appropriate",
+ "text-fireshaper-move2name": "Driven by Honor",
+ "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls",
+ "text-fireshaper-move3name": "Hot-Headed",
+ "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.",
+ "text-fireshaper-move4name": "Inner Passion",
+ "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.",
+ "text-fireshaper-move5name": "Lightningshaping",
+ "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
On a 7, 8, or 9, choose 1:
✦ Some power rebounds, shocking and Tagging the shaper as well.
✦ The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
✦ The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.",
+ "text-fireshaper-move6name": "Sunsoul",
+ "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).",
+ "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.",
+ "text-fireshaper-advance1": " You have +1 Hot (max +2).",
+ "text-fireshaper-advance2": " You have +1 Solid (max +2).",
+ "text-fireshaper-advance3": " You have +1 Keen (max +2).",
+ "text-fireshaper-advance4": " You have +1 Fluid (max +2).",
+ "text-fireshaper-advance5": " Take another Fireshaper move.",
+ "text-fireshaper-advance6": " Take another Fireshaper move.",
+ "text-fireshaper-advance7": " Take a move from any Playbook.",
+ "text-fireshaper-advance8": " Take a move from any Playbook.",
+ "text-fireshaper-advance9": " Take a move from a sub-Playbook.",
+ "text-fireshaper-advance10": " Take a move from a sub-Playbook.",
+ "text-fireshaper-advance11": " Take a new Chakra or write your own",
+ "lbl-hunter": "Hunter",
+ "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
__________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?",
+ "text-hunterinfo": "Choose two Hunter Moves:",
+ "text-hunter-move1name": "Ambush",
+ "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action",
+ "text-hunter-move2name": "Friend of Nature",
+ "text-hunter-move2desc": "One of your Animal Companions may select a new Move.",
+ "text-hunter-move3name": "Guerrilla Tactics",
+ "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.",
+ "text-hunter-move4name": "Stealth",
+ "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
✦ Someone is on alert now.
✦ You can’t keep track of everyone from your hiding place.
✦ You can’t stay undetected here for long.",
+ "text-hunter-move5name": "The Path",
+ "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
✦ Something has to get left behind on the way.
✦ You are followed by something dangerous.
✦ Your travel is obvious to all.",
+ "text-hunter-move6name": "White Stag",
+ "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up",
+ "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation",
+ "text-hunter-advance1": " You have +1 Hot (max +2).",
+ "text-hunter-advance2": " You have +1 Solid (max +2).",
+ "text-hunter-advance3": " You have +1 Keen (max +2).",
+ "text-hunter-advance4": " You have +1 Fluid (max +2).",
+ "text-hunter-advance5": " Take another Hunter move.",
+ "text-hunter-advance6": " Take another Hunter move.",
+ "text-hunter-advance7": " Take a move from any Playbook.",
+ "text-hunter-advance8": " Take a move from any Playbook.",
+ "text-hunter-advance9": " Take a move from a sub-Playbook.",
+ "text-hunter-advance10": " Take a move from a sub-Playbook.",
+ "text-hunter-advance11": " Take a new Chakra or write your own",
+ "lbl-monk": "Monk",
+ "text-monkbackstory": "",
+ "text-monkinfo": "Choose two Moves",
+ "text-monk-move1name": "Calm Stability",
+ "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.",
+ "text-monk-move2name": "Chi Blocker",
+ "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.",
+ "text-monk-move3name": "Clarity of Senses",
+ "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.",
+ "text-monk-move4name": "Guru",
+ "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi",
+ "text-monk-move5name": "Spiritual",
+ "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
✦ The correct spirit appears.
✦ The spirit is benevolent.
✦ The spirit doesn’t want something in return.
You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.",
+ "text-monk-move6name": "Stillness",
+ "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.",
+ "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
✦ Afford yourself any luxury,
✦ Cause intentional harm,
✦ Tell anything but the truth.
Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.",
+ "text-monk-advance1": " You have +1 Hot (max +2).",
+ "text-monk-advance2": " You have +1 Solid (max +2).",
+ "text-monk-advance3": " You have +1 Keen (max +2).",
+ "text-monk-advance4": " You have +1 Fluid (max +2).",
+ "text-monk-advance5": " Take another Monk move.",
+ "text-monk-advance6": " Take another Monk move.",
+ "text-monk-advance7": " Take a move from any Playbook.",
+ "text-monk-advance8": " Take a move from any Playbook.",
+ "text-monk-advance9": " Take a move from a sub-Playbook.",
+ "text-monk-advance10": " Take a move from a sub-Playbook.",
+ "text-monk-advance11": " Take a new Chakra or write your own",
+ "lbl-peasant": "Peasant",
+ "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.",
+ "text-peasantinfo": "Choose two moves:",
+ "text-peasant-move1name": "Fool's Luck",
+ "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.",
+ "text-peasant-move2name": "From the Gutter",
+ "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
✦ Take something of value from the target.",
+ "text-peasant-move3name": "Loyal Servant",
+ "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.",
+ "text-peasant-move4name": "Martyr",
+ "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.",
+ "text-peasant-move5name": "Out of Focus",
+ "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.",
+ "text-peasant-move6name": "Stalwart Presence",
+ "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.",
+ "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.",
+ "text-peasant-advance1": " You have +1 Hot (max +2).",
+ "text-peasant-advance2": " You have +1 Solid (max +2).",
+ "text-peasant-advance3": " You have +1 Keen (max +2).",
+ "text-peasant-advance4": " You have +1 Fluid (max +2).",
+ "text-peasant-advance5": " Take another Peasant move.",
+ "text-peasant-advance6": " Take another Peasant move.",
+ "text-peasant-advance7": " Take a move from any Playbook.",
+ "text-peasant-advance8": " Take a move from any Playbook.",
+ "text-peasant-advance9": " Take a move from a sub-Playbook.",
+ "text-peasant-advance10": " Take a move from a sub-Playbook.",
+ "text-peasant-advance11": " Take a new Chakra or write your own",
+ "lbl-scholar": "Scholar",
+ "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?",
+ "text-scholarinfo": "You start with Always Prepared and one other Move",
+ "text-scholar-move1name": "Always Prepared",
+ "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.",
+ "text-scholar-move2name": "Construct",
+ "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
✦ You needed extra resources; the project takes an extra Material.
✦ It’ll take significantly longer to build.
✦ The best you can do is a lesser version, unreliable and limited.
✦ Finishing it attracts attention.
✦ You can’t do it alone",
+ "text-scholar-move3name": "Fight with Your Head",
+ "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.",
+ "text-scholar-move4name": "Ingenious",
+ "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).",
+ "text-scholar-move5name": "Think it Through",
+ "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.",
+ "text-scholar-move6name": "Trained Observer",
+ "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).",
+ "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
✦ What does my research reveal about this?",
+ "text-scholar-advance1": " You have +1 Hot (max +2).",
+ "text-scholar-advance2": " You have +1 Solid (max +2).",
+ "text-scholar-advance3": " You have +1 Keen (max +2).",
+ "text-scholar-advance4": " You have +1 Fluid (max +2).",
+ "text-scholar-advance5": " Take another Scholar move.",
+ "text-scholar-advance6": " Take another Scholar move.",
+ "text-scholar-advance7": " Take a move from any Playbook.",
+ "text-scholar-advance8": " Take a move from any Playbook.",
+ "text-scholar-advance9": " Take a move from a sub-Playbook.",
+ "text-scholar-advance10": " Take a move from a sub-Playbook.",
+ "text-scholar-advance11": " Take a new Chakra or write your own",
+ "lbl-spiritshaper": "Spiritshaper",
+ "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
You Respect __________ and have shown them the Spirit World.
What spirit have you summoned for __________? What went wrong?",
+ "text-spiritshaperinfo": "You start with two Moves:",
+ "text-spiritshaper-move1name": "Astral Projection",
+ "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.",
+ "text-spiritshaper-move2name": "Binding Contracts",
+ "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit",
+ "text-spiritshaper-move3name": "Communion",
+ "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
✦ You present an offering.
✦ You’ve previously met and established a price with the spirit.
✦ You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.",
+ "text-spiritshaper-move4name": "Medium",
+ "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.",
+ "text-spiritshaper-move5name": "Mindwarp",
+ "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
If used against another player character, treat the command as an Oath.",
+ "text-spiritshaper-move6name": "Whispering Spirits",
+ "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.",
+ "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way",
+ "text-spiritshaper-advance1": " You have +1 Hot (max +2).",
+ "text-spiritshaper-advance2": " You have +1 Solid (max +2).",
+ "text-spiritshaper-advance3": " You have +1 Keen (max +2).",
+ "text-spiritshaper-advance4": " You have +1 Fluid (max +2).",
+ "text-spiritshaper-advance5": " Take another Spiritshaper move.",
+ "text-spiritshaper-advance6": " Take another Spiritshaper move.",
+ "text-spiritshaper-advance7": " Take a move from any Playbook.",
+ "text-spiritshaper-advance8": " Take a move from any Playbook.",
+ "text-spiritshaper-advance9": " Take a move from a sub-Playbook.",
+ "text-spiritshaper-advance10": " Take a move from a sub-Playbook.",
+ "text-spiritshaper-advance11": " Take a new Chakra or write your own",
+ "lbl-warrior": "Warrior",
+ "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
__________ has earned your wrath. Name this MC character and swear to bring about their downfall.",
+ "text-warriorinfo": "Choose two Moves:",
+ "text-warrior-move1name": "Improviser",
+ "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.",
+ "text-warrior-move2name": "Memories of Battle",
+ "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.",
+ "text-warrior-move3name": "Outlaw",
+ "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.",
+ "text-warrior-move4name": "Samurai",
+ "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.",
+ "text-warrior-move5name": "Suvivor",
+ "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.",
+ "text-warrior-move6name": "Wire-Fu",
+ "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.",
+ "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.",
+ "text-warrior-advance1": " You have +1 Hot (max +2).",
+ "text-warrior-advance2": " You have +1 Solid (max +2).",
+ "text-warrior-advance3": " You have +1 Keen (max +2).",
+ "text-warrior-advance4": " You have +1 Fluid (max +2).",
+ "text-warrior-advance5": " Take another Warrior move.",
+ "text-warrior-advance6": " Take another Warrior move.",
+ "text-warrior-advance7": " Take a move from any Playbook.",
+ "text-warrior-advance8": " Take a move from any Playbook.",
+ "text-warrior-advance9": " Take a move from a sub-Playbook.",
+ "text-warrior-advance10": " Take a move from a sub-Playbook.",
+ "text-warrior-advance11": " Take a new Chakra or write your own",
+ "lbl-watershaper": "Watershaper",
+ "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
__________ is beloved by my people, and so is Respected by me too.",
+ "text-watershaperinfo": "You get Watershaping, and choose one more:",
+ "text-watershaper-move1name": "Watershaping",
+ "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
✦ Impose a Tag on a foe.
✦ Impose an Environment Tag.
✦ Get the spent Water back.
Other actions can involve watershaping, but are treated as whatever move would be appropriat",
+ "text-watershaper-move2name": "Healer",
+ "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
On a 7, 8, or 9, serious wounds are healed but superficial ones remain.",
+ "text-watershaper-move3name": "Iceshaping",
+ "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.",
+ "text-watershaper-move4name": "Moon-Chosen",
+ "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).",
+ "text-watershaper-move5name": "Shaping Stance",
+ "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
✦ Use the result of this Move’s roll as the result of your next shaping roll.",
+ "text-watershaper-move6name": "Ubiquity",
+ "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.",
+ "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water",
+ "text-watershaper-advance1": " You have +1 Hot (max +2).",
+ "text-watershaper-advance2": " You have +1 Solid (max +2).",
+ "text-watershaper-advance3": " You have +1 Keen (max +2).",
+ "text-watershaper-advance4": " You have +1 Fluid (max +2).",
+ "text-watershaper-advance5": " Take another Watershaper move.",
+ "text-watershaper-advance6": " Take another Watershaper move.",
+ "text-watershaper-advance7": " Take a move from any Playbook.",
+ "text-watershaper-advance8": " Take a move from any Playbook.",
+ "text-watershaper-advance9": " Take a move from a sub-Playbook.",
+ "text-watershaper-advance10": " Take a move from a sub-Playbook.",
+ "text-watershaper-advance11": " Take a new Chakra or write your own",
+ "lbl-customplaybook": "Custom Playbook",
+ "text-custom-advance1": " You have +1 to any Stat (max +3).",
+ "text-custom-advance2": " You have +1 maximum Fortune.",
+ "text-custom-advance3": " Retire your character to safety.",
+ "text-custom-advance4": " Replace one of your Chakras.",
+ "text-custom-advance5": "Create a second character, played side-by-side with the first.",
+ "text-custom-advance6": " Change to a new Playbook",
+ "text-custom-advance7": " You have an Animal Companion with two Moves",
+ "lbl-companion": "Animal Companion",
+ "text-companion-move1name": "Wild",
+ "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.",
+ "text-companion-move2name": "Unstopping",
+ "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone",
+ "text-companion-move3name": "Zephyr",
+ "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
✦ Trouble finds you there.
✦ Your companion is Exhausted.
✦ Your arrival causes a big scene.",
+ "text-companion-move4name": "Hound",
+ "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).",
+ "text-companion-move5name": "Pack Mentality",
+ "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move"
+}
diff --git a/Legend-of-the-Elements/translations/hu.json b/Legend-of-the-Elements/translations/hu.json
new file mode 100644
index 0000000000..a1716e79a7
--- /dev/null
+++ b/Legend-of-the-Elements/translations/hu.json
@@ -0,0 +1,367 @@
+{
+ "lbl-name": "Name",
+ "lbl-pronouns": "Pronouns",
+ "lbl-playbook": "Playbook",
+ "lbl-look": "Look",
+ "lbl-chakras": "chakras",
+ "lbl-backstory": "Your Backstory",
+ "lbl-strings": "Strings",
+ "lbl-promises": "Promises",
+ "lbl-harm": "Harm",
+ "text-harminfo": "At four Harm, Skirt Death.",
+ "lbl-conditions": "Conditions",
+ "lbl-notes": "Notes",
+ "lbl-moves": "Moves",
+ "lbl-other": "Other",
+ "lbl-oaths": "Oaths",
+ "lbl-fortune": "Fortune",
+ "lbl-minor-tags": "Minor Tags",
+ "lbl-moderate-tags": "Moderate tags",
+ "lbl-severe-tags": "Severe tags",
+ "lbl-gear": "Gear",
+ "lbl-respects": "I Respect",
+ "lbl-respecteds": "I Am Respected By",
+ "lbl-mastermove": "Mastery Move",
+ "lbl-seasonadvances": "Advanced Improvments",
+ "lbl-unlocked": "Unlocked",
+ "lbl-chi": "Chi",
+ "lbl-atfault": "At Fault",
+ "lbl-species": "Species",
+ "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:",
+ "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.",
+ "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)",
+ "text-seasonadvances1": " You have +1 to any Stat (max +3).",
+ "text-seasonadvances2": " You have +1 maximum Fortune.",
+ "text-seasonadvances3": " Retire your character to safety.",
+ "text-seasonadvances4": " Replace one of your Chakras.",
+ "text-seasonadvances5": " Create a second character, played side-by-side with the first.",
+ "text-seasonadvances6": " Change to a new Playbook",
+ "text-seasonadvances7": " You have an Animal Companion with two Moves",
+ "lbl-seasonadvancements": "Season Advancements",
+ "text-askbonus": "Any other modifiers?",
+ "text-commentprompt": "Comment",
+ "text-commentexample": "..To do something!",
+ "lbl-Natural": "Natural",
+ "lbl-Hot": "Hot",
+ "lbl-Solid": "Solid",
+ "lbl-Keen": "Keen",
+ "lbl-Fluid": "Fluid",
+ "lbl-Animal": "Animal",
+ "lbl-bullet": "
✦ ",
+ "lbl-airshaper": "Airshaper",
+ "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
__________ is a close friend, we Respect each other.",
+ "text-airshaperinfo": "You get Airshaping, and choose one more:",
+ "text-airshaper-move1name": "Airshaping",
+ "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
✦ Immobilize a foe.
✦ Move as fast as the wind.
✦ Perform a great feat of acrobatics.
✦ Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
Other actions can involve airshaping, but are treated as whatever move would be appropriate.",
+ "text-airshaper-move2name": "Attuned",
+ "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).",
+ "text-airshaper-move3name": "Nomad",
+ "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.",
+ "text-airshaper-move4name": "Redirection",
+ "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.",
+ "text-airshaper-move5name": "Soundshaping",
+ "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.",
+ "text-airshaper-move6name": "Unburdened",
+ "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.",
+ "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
✦ Roll your next Move with Natural instead of its usual Stat.",
+ "text-airshaper-advance1": " You have +1 Hot (max +2).",
+ "text-airshaper-advance2": " You have +1 Solid (max +2).",
+ "text-airshaper-advance3": " You have +1 Keen (max +2).",
+ "text-airshaper-advance4": " You have +1 Fluid (max +2).",
+ "text-airshaper-advance5": " Take another Airshaper move.",
+ "text-airshaper-advance6": " Take another Airshaper move.",
+ "text-airshaper-advance7": " Take a move from any Playbook.",
+ "text-airshaper-advance8": " Take a move from any Playbook.",
+ "text-airshaper-advance9": " Take a move from a sub-Playbook.",
+ "text-airshaper-advance10": " Take a move from a sub-Playbook.",
+ "text-airshaper-advance11": " Take a new Chakra or write your own",
+ "lbl-aristocrat": "Aristocrat",
+ "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character",
+ "text-aristocratinfo": "Choose two moves:",
+ "text-aristocrat-move1name": "Currency of Favors",
+ "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.",
+ "text-aristocrat-move2name": "Henchmen",
+ "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute",
+ "text-aristocrat-move3name": "Intrigue",
+ "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.",
+ "text-aristocrat-move4name": "Mastermind",
+ "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
✦ It will be very expensive or resource-intensive.
✦ It will take hours/days.
✦ You’re going to need __________’s help.
✦ __________ stands in the way of success.",
+ "text-aristocrat-move5name": "Silver Tongue",
+ "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.",
+ "text-aristocrat-move6name": "Web of Commitments",
+ "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.",
+ "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
✦ You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
✦ You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.",
+ "text-aristocrat-advance1": " You have +1 Hot (max +2).",
+ "text-aristocrat-advance2": " You have +1 Solid (max +2).",
+ "text-aristocrat-advance3": " You have +1 Keen (max +2).",
+ "text-aristocrat-advance4": " You have +1 Fluid (max +2).",
+ "text-aristocrat-advance5": " Take another Aristocrat move.",
+ "text-aristocrat-advance6": " Take another Aristocrat move.",
+ "text-aristocrat-advance7": " Take a move from any Playbook.",
+ "text-aristocrat-advance8": " Take a move from any Playbook.",
+ "text-aristocrat-advance9": " Take a move from a sub-Playbook.",
+ "text-aristocrat-advance10": " Take a move from a sub-Playbook.",
+ "text-aristocrat-advance11": " Take a new Chakra or write your own",
+ "lbl-earthshaper": "Earthshaper",
+ "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
What have you promised them to try and gain their confidence?",
+ "text-earthshaperinfo": "You get Earthshaping, and choose one more:",
+ "text-earthshaper-move1name": "Earthshaping",
+ "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
Other actions can involve earthshaping, but are treated as whatever move would be appropriate",
+ "text-earthshaper-move2name": "Bulldozer",
+ "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.",
+ "text-earthshaper-move3name": "Defender",
+ "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC",
+ "text-earthshaper-move4name": "Metalshaping",
+ "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.",
+ "text-earthshaper-move5name": "Rooted",
+ "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).",
+ "text-earthshaper-move6name": "Vibration Sense",
+ "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
✦ Are they telling the truth?
✦ What does their body language betray about their plans?
✦ What is unseen but in contact with the ground?",
+ "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.",
+ "text-earthshaper-advance1": " You have +1 Hot (max +2).",
+ "text-earthshaper-advance2": " You have +1 Solid (max +2).",
+ "text-earthshaper-advance3": " You have +1 Keen (max +2).",
+ "text-earthshaper-advance4": " You have +1 Fluid (max +2).",
+ "text-earthshaper-advance5": " Take another Earthshaper move.",
+ "text-earthshaper-advance6": " Take another Earthshaper move.",
+ "text-earthshaper-advance7": " Take a move from any Playbook.",
+ "text-earthshaper-advance8": " Take a move from any Playbook.",
+ "text-earthshaper-advance9": " Take a move from a sub-Playbook.",
+ "text-earthshaper-advance10": " Take a move from a sub-Playbook.",
+ "text-earthshaper-advance11": " Take a new Chakra or write your own",
+ "lbl-fireshaper": "Fireshaper",
+ "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.",
+ "text-fireshaperinfo": "You get Fireshaping, and choose one more:",
+ "text-fireshaper-move1name": "Fireshaping",
+ "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
✦ The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
✦ The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
✦ You set fire to the area. Add a relevant Environment Tag.
Other actions can involve fireshaping, but are treated as whatever move would be appropriate",
+ "text-fireshaper-move2name": "Driven by Honor",
+ "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls",
+ "text-fireshaper-move3name": "Hot-Headed",
+ "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.",
+ "text-fireshaper-move4name": "Inner Passion",
+ "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.",
+ "text-fireshaper-move5name": "Lightningshaping",
+ "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
On a 7, 8, or 9, choose 1:
✦ Some power rebounds, shocking and Tagging the shaper as well.
✦ The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
✦ The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.",
+ "text-fireshaper-move6name": "Sunsoul",
+ "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).",
+ "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.",
+ "text-fireshaper-advance1": " You have +1 Hot (max +2).",
+ "text-fireshaper-advance2": " You have +1 Solid (max +2).",
+ "text-fireshaper-advance3": " You have +1 Keen (max +2).",
+ "text-fireshaper-advance4": " You have +1 Fluid (max +2).",
+ "text-fireshaper-advance5": " Take another Fireshaper move.",
+ "text-fireshaper-advance6": " Take another Fireshaper move.",
+ "text-fireshaper-advance7": " Take a move from any Playbook.",
+ "text-fireshaper-advance8": " Take a move from any Playbook.",
+ "text-fireshaper-advance9": " Take a move from a sub-Playbook.",
+ "text-fireshaper-advance10": " Take a move from a sub-Playbook.",
+ "text-fireshaper-advance11": " Take a new Chakra or write your own",
+ "lbl-hunter": "Hunter",
+ "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
__________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?",
+ "text-hunterinfo": "Choose two Hunter Moves:",
+ "text-hunter-move1name": "Ambush",
+ "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action",
+ "text-hunter-move2name": "Friend of Nature",
+ "text-hunter-move2desc": "One of your Animal Companions may select a new Move.",
+ "text-hunter-move3name": "Guerrilla Tactics",
+ "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.",
+ "text-hunter-move4name": "Stealth",
+ "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
✦ Someone is on alert now.
✦ You can’t keep track of everyone from your hiding place.
✦ You can’t stay undetected here for long.",
+ "text-hunter-move5name": "The Path",
+ "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
✦ Something has to get left behind on the way.
✦ You are followed by something dangerous.
✦ Your travel is obvious to all.",
+ "text-hunter-move6name": "White Stag",
+ "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up",
+ "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation",
+ "text-hunter-advance1": " You have +1 Hot (max +2).",
+ "text-hunter-advance2": " You have +1 Solid (max +2).",
+ "text-hunter-advance3": " You have +1 Keen (max +2).",
+ "text-hunter-advance4": " You have +1 Fluid (max +2).",
+ "text-hunter-advance5": " Take another Hunter move.",
+ "text-hunter-advance6": " Take another Hunter move.",
+ "text-hunter-advance7": " Take a move from any Playbook.",
+ "text-hunter-advance8": " Take a move from any Playbook.",
+ "text-hunter-advance9": " Take a move from a sub-Playbook.",
+ "text-hunter-advance10": " Take a move from a sub-Playbook.",
+ "text-hunter-advance11": " Take a new Chakra or write your own",
+ "lbl-monk": "Monk",
+ "text-monkbackstory": "",
+ "text-monkinfo": "Choose two Moves",
+ "text-monk-move1name": "Calm Stability",
+ "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.",
+ "text-monk-move2name": "Chi Blocker",
+ "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.",
+ "text-monk-move3name": "Clarity of Senses",
+ "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.",
+ "text-monk-move4name": "Guru",
+ "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi",
+ "text-monk-move5name": "Spiritual",
+ "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
✦ The correct spirit appears.
✦ The spirit is benevolent.
✦ The spirit doesn’t want something in return.
You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.",
+ "text-monk-move6name": "Stillness",
+ "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.",
+ "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
✦ Afford yourself any luxury,
✦ Cause intentional harm,
✦ Tell anything but the truth.
Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.",
+ "text-monk-advance1": " You have +1 Hot (max +2).",
+ "text-monk-advance2": " You have +1 Solid (max +2).",
+ "text-monk-advance3": " You have +1 Keen (max +2).",
+ "text-monk-advance4": " You have +1 Fluid (max +2).",
+ "text-monk-advance5": " Take another Monk move.",
+ "text-monk-advance6": " Take another Monk move.",
+ "text-monk-advance7": " Take a move from any Playbook.",
+ "text-monk-advance8": " Take a move from any Playbook.",
+ "text-monk-advance9": " Take a move from a sub-Playbook.",
+ "text-monk-advance10": " Take a move from a sub-Playbook.",
+ "text-monk-advance11": " Take a new Chakra or write your own",
+ "lbl-peasant": "Peasant",
+ "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.",
+ "text-peasantinfo": "Choose two moves:",
+ "text-peasant-move1name": "Fool's Luck",
+ "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.",
+ "text-peasant-move2name": "From the Gutter",
+ "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
✦ Take something of value from the target.",
+ "text-peasant-move3name": "Loyal Servant",
+ "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.",
+ "text-peasant-move4name": "Martyr",
+ "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.",
+ "text-peasant-move5name": "Out of Focus",
+ "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.",
+ "text-peasant-move6name": "Stalwart Presence",
+ "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.",
+ "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.",
+ "text-peasant-advance1": " You have +1 Hot (max +2).",
+ "text-peasant-advance2": " You have +1 Solid (max +2).",
+ "text-peasant-advance3": " You have +1 Keen (max +2).",
+ "text-peasant-advance4": " You have +1 Fluid (max +2).",
+ "text-peasant-advance5": " Take another Peasant move.",
+ "text-peasant-advance6": " Take another Peasant move.",
+ "text-peasant-advance7": " Take a move from any Playbook.",
+ "text-peasant-advance8": " Take a move from any Playbook.",
+ "text-peasant-advance9": " Take a move from a sub-Playbook.",
+ "text-peasant-advance10": " Take a move from a sub-Playbook.",
+ "text-peasant-advance11": " Take a new Chakra or write your own",
+ "lbl-scholar": "Scholar",
+ "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?",
+ "text-scholarinfo": "You start with Always Prepared and one other Move",
+ "text-scholar-move1name": "Always Prepared",
+ "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.",
+ "text-scholar-move2name": "Construct",
+ "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
✦ You needed extra resources; the project takes an extra Material.
✦ It’ll take significantly longer to build.
✦ The best you can do is a lesser version, unreliable and limited.
✦ Finishing it attracts attention.
✦ You can’t do it alone",
+ "text-scholar-move3name": "Fight with Your Head",
+ "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.",
+ "text-scholar-move4name": "Ingenious",
+ "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).",
+ "text-scholar-move5name": "Think it Through",
+ "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.",
+ "text-scholar-move6name": "Trained Observer",
+ "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).",
+ "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
✦ What does my research reveal about this?",
+ "text-scholar-advance1": " You have +1 Hot (max +2).",
+ "text-scholar-advance2": " You have +1 Solid (max +2).",
+ "text-scholar-advance3": " You have +1 Keen (max +2).",
+ "text-scholar-advance4": " You have +1 Fluid (max +2).",
+ "text-scholar-advance5": " Take another Scholar move.",
+ "text-scholar-advance6": " Take another Scholar move.",
+ "text-scholar-advance7": " Take a move from any Playbook.",
+ "text-scholar-advance8": " Take a move from any Playbook.",
+ "text-scholar-advance9": " Take a move from a sub-Playbook.",
+ "text-scholar-advance10": " Take a move from a sub-Playbook.",
+ "text-scholar-advance11": " Take a new Chakra or write your own",
+ "lbl-spiritshaper": "Spiritshaper",
+ "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
You Respect __________ and have shown them the Spirit World.
What spirit have you summoned for __________? What went wrong?",
+ "text-spiritshaperinfo": "You start with two Moves:",
+ "text-spiritshaper-move1name": "Astral Projection",
+ "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.",
+ "text-spiritshaper-move2name": "Binding Contracts",
+ "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit",
+ "text-spiritshaper-move3name": "Communion",
+ "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
✦ You present an offering.
✦ You’ve previously met and established a price with the spirit.
✦ You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.",
+ "text-spiritshaper-move4name": "Medium",
+ "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.",
+ "text-spiritshaper-move5name": "Mindwarp",
+ "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
If used against another player character, treat the command as an Oath.",
+ "text-spiritshaper-move6name": "Whispering Spirits",
+ "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.",
+ "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way",
+ "text-spiritshaper-advance1": " You have +1 Hot (max +2).",
+ "text-spiritshaper-advance2": " You have +1 Solid (max +2).",
+ "text-spiritshaper-advance3": " You have +1 Keen (max +2).",
+ "text-spiritshaper-advance4": " You have +1 Fluid (max +2).",
+ "text-spiritshaper-advance5": " Take another Spiritshaper move.",
+ "text-spiritshaper-advance6": " Take another Spiritshaper move.",
+ "text-spiritshaper-advance7": " Take a move from any Playbook.",
+ "text-spiritshaper-advance8": " Take a move from any Playbook.",
+ "text-spiritshaper-advance9": " Take a move from a sub-Playbook.",
+ "text-spiritshaper-advance10": " Take a move from a sub-Playbook.",
+ "text-spiritshaper-advance11": " Take a new Chakra or write your own",
+ "lbl-warrior": "Warrior",
+ "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
__________ has earned your wrath. Name this MC character and swear to bring about their downfall.",
+ "text-warriorinfo": "Choose two Moves:",
+ "text-warrior-move1name": "Improviser",
+ "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.",
+ "text-warrior-move2name": "Memories of Battle",
+ "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.",
+ "text-warrior-move3name": "Outlaw",
+ "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.",
+ "text-warrior-move4name": "Samurai",
+ "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.",
+ "text-warrior-move5name": "Suvivor",
+ "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.",
+ "text-warrior-move6name": "Wire-Fu",
+ "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.",
+ "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.",
+ "text-warrior-advance1": " You have +1 Hot (max +2).",
+ "text-warrior-advance2": " You have +1 Solid (max +2).",
+ "text-warrior-advance3": " You have +1 Keen (max +2).",
+ "text-warrior-advance4": " You have +1 Fluid (max +2).",
+ "text-warrior-advance5": " Take another Warrior move.",
+ "text-warrior-advance6": " Take another Warrior move.",
+ "text-warrior-advance7": " Take a move from any Playbook.",
+ "text-warrior-advance8": " Take a move from any Playbook.",
+ "text-warrior-advance9": " Take a move from a sub-Playbook.",
+ "text-warrior-advance10": " Take a move from a sub-Playbook.",
+ "text-warrior-advance11": " Take a new Chakra or write your own",
+ "lbl-watershaper": "Watershaper",
+ "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
__________ is beloved by my people, and so is Respected by me too.",
+ "text-watershaperinfo": "You get Watershaping, and choose one more:",
+ "text-watershaper-move1name": "Watershaping",
+ "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
✦ Impose a Tag on a foe.
✦ Impose an Environment Tag.
✦ Get the spent Water back.
Other actions can involve watershaping, but are treated as whatever move would be appropriat",
+ "text-watershaper-move2name": "Healer",
+ "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
On a 7, 8, or 9, serious wounds are healed but superficial ones remain.",
+ "text-watershaper-move3name": "Iceshaping",
+ "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.",
+ "text-watershaper-move4name": "Moon-Chosen",
+ "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).",
+ "text-watershaper-move5name": "Shaping Stance",
+ "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
✦ Use the result of this Move’s roll as the result of your next shaping roll.",
+ "text-watershaper-move6name": "Ubiquity",
+ "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.",
+ "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water",
+ "text-watershaper-advance1": " You have +1 Hot (max +2).",
+ "text-watershaper-advance2": " You have +1 Solid (max +2).",
+ "text-watershaper-advance3": " You have +1 Keen (max +2).",
+ "text-watershaper-advance4": " You have +1 Fluid (max +2).",
+ "text-watershaper-advance5": " Take another Watershaper move.",
+ "text-watershaper-advance6": " Take another Watershaper move.",
+ "text-watershaper-advance7": " Take a move from any Playbook.",
+ "text-watershaper-advance8": " Take a move from any Playbook.",
+ "text-watershaper-advance9": " Take a move from a sub-Playbook.",
+ "text-watershaper-advance10": " Take a move from a sub-Playbook.",
+ "text-watershaper-advance11": " Take a new Chakra or write your own",
+ "lbl-customplaybook": "Custom Playbook",
+ "text-custom-advance1": " You have +1 to any Stat (max +3).",
+ "text-custom-advance2": " You have +1 maximum Fortune.",
+ "text-custom-advance3": " Retire your character to safety.",
+ "text-custom-advance4": " Replace one of your Chakras.",
+ "text-custom-advance5": "Create a second character, played side-by-side with the first.",
+ "text-custom-advance6": " Change to a new Playbook",
+ "text-custom-advance7": " You have an Animal Companion with two Moves",
+ "lbl-companion": "Animal Companion",
+ "text-companion-move1name": "Wild",
+ "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.",
+ "text-companion-move2name": "Unstopping",
+ "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone",
+ "text-companion-move3name": "Zephyr",
+ "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
✦ Trouble finds you there.
✦ Your companion is Exhausted.
✦ Your arrival causes a big scene.",
+ "text-companion-move4name": "Hound",
+ "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).",
+ "text-companion-move5name": "Pack Mentality",
+ "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move"
+}
diff --git a/Lex Arcana/translations/ca.json b/Lex Arcana/translations/ca.json
new file mode 100644
index 0000000000..d8ddd13a9e
--- /dev/null
+++ b/Lex Arcana/translations/ca.json
@@ -0,0 +1,60 @@
+{
+ "character": "Custos",
+ "notes": "Notae",
+ "creation": "Creazione",
+ "name": "Nome",
+ "province": "Provincia",
+ "languages": "Linguaggi",
+ "age": "Età",
+ "gender": "Sesso",
+ "office": "Qualifica",
+ "level": "Grado",
+ "hit-points": "punti vita",
+ "encumbrance": "ingombro",
+ "combat-skill": "Abilità di combattimento",
+ "multipliers": "Moltiplicatori",
+ "16-or-more": "16 o più",
+ "weapon": "arma",
+ "damage": "danno",
+ "abbreviated-encumbrance": "ing",
+ "abbreviated-expertus": "exp",
+ "shield": "scudo",
+ "parry": "parata",
+ "armor": "armatura",
+ "protection": "protezione",
+ "total-encumbrance": "ingombro totale",
+ "curriculum": "Curriculum",
+ "category": "Categoria",
+ "multiplier": "Moltiplicatore",
+ "points": "Punti",
+ "de-bello": "De Bello",
+ "experience": "Exp",
+ "de-corpore": "De corpore",
+ "de-magia": "De magia",
+ "de-natura": "De natura",
+ "de-scientia": "De scientia",
+ "de-societate": "De societate",
+ "mos-arcanorum": "Mos arcanorum",
+ "pax-deorum": "Pax deorum",
+ "current": "corrente",
+ "max": "max",
+ "divine-protection": "Nume tutelare",
+ "divine-invocations": "Invocazioni",
+ "benefits": "Benefici",
+ "indigitamenta": "Indigitamenta",
+ "equipment": "Equipaggiamento",
+ "coordination": "Coordinatio",
+ "vigor": "Vigor",
+ "authority": "Auctoritas",
+ "intellect": "Ingenium",
+ "reason": "Ratio",
+ "sensibility": "Sensibilitas",
+ "combat": "De bello",
+ "physical": "De corpore",
+ "magic": "De magia",
+ "nature": "De natura",
+ "knowledge": "De scientia",
+ "social": "De societate",
+ "pietas": "Pietas",
+ "heal": "Cura"
+}
\ No newline at end of file
diff --git a/Lex Arcana/translations/hu.json b/Lex Arcana/translations/hu.json
new file mode 100644
index 0000000000..d8ddd13a9e
--- /dev/null
+++ b/Lex Arcana/translations/hu.json
@@ -0,0 +1,60 @@
+{
+ "character": "Custos",
+ "notes": "Notae",
+ "creation": "Creazione",
+ "name": "Nome",
+ "province": "Provincia",
+ "languages": "Linguaggi",
+ "age": "Età",
+ "gender": "Sesso",
+ "office": "Qualifica",
+ "level": "Grado",
+ "hit-points": "punti vita",
+ "encumbrance": "ingombro",
+ "combat-skill": "Abilità di combattimento",
+ "multipliers": "Moltiplicatori",
+ "16-or-more": "16 o più",
+ "weapon": "arma",
+ "damage": "danno",
+ "abbreviated-encumbrance": "ing",
+ "abbreviated-expertus": "exp",
+ "shield": "scudo",
+ "parry": "parata",
+ "armor": "armatura",
+ "protection": "protezione",
+ "total-encumbrance": "ingombro totale",
+ "curriculum": "Curriculum",
+ "category": "Categoria",
+ "multiplier": "Moltiplicatore",
+ "points": "Punti",
+ "de-bello": "De Bello",
+ "experience": "Exp",
+ "de-corpore": "De corpore",
+ "de-magia": "De magia",
+ "de-natura": "De natura",
+ "de-scientia": "De scientia",
+ "de-societate": "De societate",
+ "mos-arcanorum": "Mos arcanorum",
+ "pax-deorum": "Pax deorum",
+ "current": "corrente",
+ "max": "max",
+ "divine-protection": "Nume tutelare",
+ "divine-invocations": "Invocazioni",
+ "benefits": "Benefici",
+ "indigitamenta": "Indigitamenta",
+ "equipment": "Equipaggiamento",
+ "coordination": "Coordinatio",
+ "vigor": "Vigor",
+ "authority": "Auctoritas",
+ "intellect": "Ingenium",
+ "reason": "Ratio",
+ "sensibility": "Sensibilitas",
+ "combat": "De bello",
+ "physical": "De corpore",
+ "magic": "De magia",
+ "nature": "De natura",
+ "knowledge": "De scientia",
+ "social": "De societate",
+ "pietas": "Pietas",
+ "heal": "Cura"
+}
\ No newline at end of file
diff --git a/Lotfp/translations/ca.json b/Lotfp/translations/ca.json
new file mode 100644
index 0000000000..0c2175ffcd
--- /dev/null
+++ b/Lotfp/translations/ca.json
@@ -0,0 +1,89 @@
+{
+ "ab": "AB",
+ "abilities": "Abilities",
+ "ability_check": "Ability Check",
+ "age": "Age",
+ "all": "all",
+ "architecture": "Architecture",
+ "attack_roll": "Attack Roll",
+ "attacks_with": "attacks with",
+ "base_ab": "Base
AB",
+ "bonus": "Bonus",
+ "breath_weapon": "Breath Weapon",
+ "breath_weapon_desc": "Area
Effects",
+ "bushcraft": "Bushcraft",
+ "casts": "casts",
+ "charisma": "Charisma",
+ "charisma_effects": "Retainer Recruitment, Loyalty",
+ "class": "Class",
+ "class/level": "Class/Level",
+ "cleric": "Cleric",
+ "climb": "Climb",
+ "constitution": "Constitution",
+ "constitution_effects": "Hit Points,
Daily Travel Distance",
+ "current_hp": "Current
HP",
+ "current_xp": "Current XP",
+ "damage": "Damage",
+ "description": "Description",
+ "dexterity": "Dexterity",
+ "dexterity_effects": "AC, Ranged AB, Initiative",
+ "duration": "Duration",
+ "encumb": "Encumb.",
+ "equipment": "Equipment",
+ "failure": "Failure",
+ "filter": "Filter:",
+ "hp": "HP",
+ "intelligence": "Intelligence",
+ "intelligence_effects": "Saves vs Magic Effects, Languages",
+ "l_range": "L Range",
+ "languages": "Languages",
+ "level": "Level",
+ "m_range": "M Range",
+ "magic": "Magic",
+ "magic_desc": "Spells or Innate Abilities",
+ "magic_user": "Magic-User",
+ "magical_device": "Magical Device",
+ "magical_device_desc": "Spell-Like Effects from Items",
+ "max_hp": "Max
HP",
+ "melee": "Mêlée",
+ "melee_ab": "Mêlée
AB",
+ "melee_ac": "Mêlée
AC",
+ "name": "Name",
+ "num_prepared": "# prepared: ",
+ "paralyze": "Paralyze",
+ "paralyze_desc": "Mobility Hazards (Petrification, Hold, Etc.)",
+ "poison": "Poison",
+ "poison_desc": "Instant Death/KO Situations",
+ "position": "Position",
+ "range": "Range",
+ "ranged": "Ranged",
+ "ranged_ab": "Ranged
AB",
+ "ranged_ac": "Ranged
AC",
+ "retainers": "Retainers",
+ "roll": "Roll",
+ "s_range": "S Range",
+ "saving_throw": "Saving Throw",
+ "saving_throws": "Saving Throws",
+ "search": "Search",
+ "sex": "Sex",
+ "share": "Share",
+ "skill_check": "Skill Check",
+ "skills": "Skills",
+ "sleight_of_hand": "Sleight of Hand",
+ "sneak_attack": "Sneak Attack",
+ "spells": "Spells",
+ "stealth": "Stealth",
+ "strength": "Strength",
+ "strength_effects": "Mêlée AB,
Open Doors",
+ "success": "Success",
+ "surprise_ac": "Surpr.
AC",
+ "tinker": "Tinker",
+ "total": "Total",
+ "type": "Type",
+ "w_shield_ac": "W.Shield
AC",
+ "wage": "Wage",
+ "weapons": "Weapons",
+ "wisdom": "Wisdom",
+ "wisdom_effects": "Saves vs Non-Magic Effects",
+ "xp_for_next_level": "XP for next Level"
+}
\ No newline at end of file
diff --git a/Lotfp/translations/hu.json b/Lotfp/translations/hu.json
new file mode 100644
index 0000000000..0c2175ffcd
--- /dev/null
+++ b/Lotfp/translations/hu.json
@@ -0,0 +1,89 @@
+{
+ "ab": "AB",
+ "abilities": "Abilities",
+ "ability_check": "Ability Check",
+ "age": "Age",
+ "all": "all",
+ "architecture": "Architecture",
+ "attack_roll": "Attack Roll",
+ "attacks_with": "attacks with",
+ "base_ab": "Base
AB",
+ "bonus": "Bonus",
+ "breath_weapon": "Breath Weapon",
+ "breath_weapon_desc": "Area
Effects",
+ "bushcraft": "Bushcraft",
+ "casts": "casts",
+ "charisma": "Charisma",
+ "charisma_effects": "Retainer Recruitment, Loyalty",
+ "class": "Class",
+ "class/level": "Class/Level",
+ "cleric": "Cleric",
+ "climb": "Climb",
+ "constitution": "Constitution",
+ "constitution_effects": "Hit Points,
Daily Travel Distance",
+ "current_hp": "Current
HP",
+ "current_xp": "Current XP",
+ "damage": "Damage",
+ "description": "Description",
+ "dexterity": "Dexterity",
+ "dexterity_effects": "AC, Ranged AB, Initiative",
+ "duration": "Duration",
+ "encumb": "Encumb.",
+ "equipment": "Equipment",
+ "failure": "Failure",
+ "filter": "Filter:",
+ "hp": "HP",
+ "intelligence": "Intelligence",
+ "intelligence_effects": "Saves vs Magic Effects, Languages",
+ "l_range": "L Range",
+ "languages": "Languages",
+ "level": "Level",
+ "m_range": "M Range",
+ "magic": "Magic",
+ "magic_desc": "Spells or Innate Abilities",
+ "magic_user": "Magic-User",
+ "magical_device": "Magical Device",
+ "magical_device_desc": "Spell-Like Effects from Items",
+ "max_hp": "Max
HP",
+ "melee": "Mêlée",
+ "melee_ab": "Mêlée
AB",
+ "melee_ac": "Mêlée
AC",
+ "name": "Name",
+ "num_prepared": "# prepared: ",
+ "paralyze": "Paralyze",
+ "paralyze_desc": "Mobility Hazards (Petrification, Hold, Etc.)",
+ "poison": "Poison",
+ "poison_desc": "Instant Death/KO Situations",
+ "position": "Position",
+ "range": "Range",
+ "ranged": "Ranged",
+ "ranged_ab": "Ranged
AB",
+ "ranged_ac": "Ranged
AC",
+ "retainers": "Retainers",
+ "roll": "Roll",
+ "s_range": "S Range",
+ "saving_throw": "Saving Throw",
+ "saving_throws": "Saving Throws",
+ "search": "Search",
+ "sex": "Sex",
+ "share": "Share",
+ "skill_check": "Skill Check",
+ "skills": "Skills",
+ "sleight_of_hand": "Sleight of Hand",
+ "sneak_attack": "Sneak Attack",
+ "spells": "Spells",
+ "stealth": "Stealth",
+ "strength": "Strength",
+ "strength_effects": "Mêlée AB,
Open Doors",
+ "success": "Success",
+ "surprise_ac": "Surpr.
AC",
+ "tinker": "Tinker",
+ "total": "Total",
+ "type": "Type",
+ "w_shield_ac": "W.Shield
AC",
+ "wage": "Wage",
+ "weapons": "Weapons",
+ "wisdom": "Wisdom",
+ "wisdom_effects": "Saves vs Non-Magic Effects",
+ "xp_for_next_level": "XP for next Level"
+}
\ No newline at end of file
diff --git a/M-Space/translations/ca.json b/M-Space/translations/ca.json
new file mode 100644
index 0000000000..7640848f87
--- /dev/null
+++ b/M-Space/translations/ca.json
@@ -0,0 +1,810 @@
+{
+ "setting-order": "default,atvw,classic_fantasy,luther_arkwright,mspace,monster_island,mythic_britain,mythic_constantinople,mythic_rome,thennla",
+ "vehicle-type-order": "default,mythras,mspace,ships",
+ "devotional-pool-type-order": "default,cult_rank,pow",
+ "ship-hull-order": "utility,galley,transport",
+ "hit-location-order": "custom,rabble,simple,spacer,arachnid,biped,centaurid,decapoda,decapodiform,dorsal_finned_aquatic,draconic,insect,octopodiform,pachyderm,quadruped,serpentine,tailed_arachnid,tailed_biped,tailed_quadruped,winged_biped,winged_insect,winged_quadruped",
+ "attribute-order": "action_points,conflict_pool,spirit_damage,damage_mod,exp_mod,healing_rate,initiative,intensity,luck_points,magic_points,move_rate,power_points,prana_points,tenacity",
+ "combat-skill-order": "binding,brawn,evade,endurance,willpower",
+ "mook-combat-skill-order": "binding,brawn,evade,endurance,unarmed,willpower",
+ "standard-skill-order": "athletics,boating,brawn,conceal,customs,dance,deceit,drive,endurance,evade,first_aid,home_parallel,influence,insight,locale,native_tongue,perception,ride,sing,status,stealth,superstition,swim,unarmed,willpower",
+ "sphere-order": "matter,mind,sense",
+ "roman-magic-order": "cursing,divination,necromancy,pharmacy,shape_shifting,theology",
+ "arcane-caster-order": "bard,magic-user",
+ "divine-caster-order": "bard,cleric,druid,paladin,ranger",
+ "resist-order": "blank,brawn,endurance,evade,willpower,special",
+ "settings-u": "Settings",
+ "sheet-version-u": "Sheet Version",
+ "setting-u": "Setting",
+ "default-u": "Default",
+ "luther-arkwright-u": "Luther Arkwright",
+ "mythic-britain-u": "Mythic Britain",
+ "sheet-type-u": "Sheet Type",
+ "battle-unit-u": "Battle Unit",
+ "npc-u": "NPC",
+ "pc-u": "PC",
+ "ship-u": "Ship",
+ "core-u": "Core",
+ "magic-u": "Magic",
+ "equipment-u": "Equipment",
+ "notes-u": "Notes",
+ "name-u": "Name",
+ "species-u": "Species",
+ "traits-abilities-gifts-u": "Traits / Abilities / Gifts",
+ "rank-u": "Rank",
+ "experience-rolls-u": "Exp Rolls",
+ "age-u": "Age",
+ "gender-u": "Gender",
+ "frame-u": "Frame",
+ "weight-u": "Weight",
+ "height-u": "Height",
+ "handedness-u": "Handedness",
+ "homeland-u": "Homeland",
+ "culture-u": "Culture",
+ "social-class-u": "Social Class",
+ "career-u": "Career",
+ "characteristics-u": "Characteristics",
+ "temp-u": "Temp",
+ "total-u": "Total",
+ "str-u": "STR",
+ "con-u": "CON",
+ "siz-u": "SIZ",
+ "dex-u": "DEX",
+ "int-u": "INT",
+ "ins-u": "INS",
+ "pow-u": "POW",
+ "cha-u": "CHA",
+ "base-u": "Base",
+ "training-u": "Training",
+ "ageing-u": "Ageing",
+ "other-u": "Other",
+ "attributes-u": "Attributes",
+ "attribute-u": "Attribute",
+ "damage-modifier-u": "Damage Mod",
+ "experience-modifier-u": "Exp Modifier",
+ "healing-rate-u": "Healing Rate",
+ "luck-points-u": "Luck Points",
+ "magic-points-u": "Magic Points",
+ "move-rate-u": "Move Rate",
+ "initiative-bonus-u": "Init. Bonus",
+ "tenacity-u": "Tenacity",
+ "temp-damage-modifier-clarification-u": "Temp Damage Mod represents the steps up or down the damage modifier table",
+ "prana-points-u": "Prana Points",
+ "action-points-u": "Action Points",
+ "plus-one-ap-u": "+1 AP",
+ "swiftness-gift-u": "Swiftness Gift",
+ "fatigue-u": "Fatigue",
+ "mighty-gift-u": "Mighty Gift",
+ "use-str-siz-pow-u": "Use STR+SIZ+POW",
+ "steps-u": "steps",
+ "healthy-gift-u": "Healthy Gift (Double Healing Rate)",
+ "add-rank-to-luck-u": "Add rank to luck",
+ "armor-u": "Armor",
+ "dependencies-u": "Dependencies",
+ "hit-locations-u": "Hit Locations",
+ "use-con-siz-pow-for-hp-u": "Use CON+SIZ+POW for HP",
+ "ap-u": "AP",
+ "hp-u": "HP",
+ "location-u": "Location",
+ "block-u": "Block?",
+ "encumbrance-u": "Encumbrance",
+ "right-leg-u": "Right Leg",
+ "left-leg-u": "Left Leg",
+ "abdomen-u": "Abdomen",
+ "chest-u": "Chest",
+ "right-arm-u": "Right Arm",
+ "left-arm-u": "Left Arm",
+ "head-u": "Head",
+ "armor-equipped-u": "Armor Equipped",
+ "armor-type-u": "Armor Type",
+ "armor-enc-u": "Armor ENC",
+ "armor-ap-u": "Armor AP",
+ "other-ap-u": "Other AP",
+ "other-hp-u": "Other HP",
+ "base-hp-u": "Base HP",
+ "initiative-u": "Initiative",
+ "alacrity-gift-u": "Alacrity Gift (roll 1d6+6)",
+ "movement-u": "Movement",
+ "walk-u": "Walk",
+ "run-u": "Run",
+ "sprint-u": "Sprint",
+ "jump-u": "Jump",
+ "horizontal-short-u": "Horiz.",
+ "vertical-short-u": "Vert.",
+ "horizontal-u": "Horizontal",
+ "vertical-u": "Vertical",
+ "swim-u": "Swim",
+ "climb-u": "Climb",
+ "rough-u": "Rough",
+ "steep-u": "Steep",
+ "sheer-u": "Sheer",
+ "movement-one-clarification-u": "Critical success on Athletics roll grants +1 movement",
+ "movement-two-clarification-u": "These jump values assume a 5m run-up.",
+ "movement-three-clarification-u": "Critical success on Swim roll grants +1 movement.",
+ "current-u": "Current",
+ "carrying-load-u": "Carrying Load",
+ "dex-and-str-skills-u": "DEX & STR Skills",
+ "move-penalty-u": "Move Penalty",
+ "avg-species-siz-u": "Average Species SIZ",
+ "encumbrance-from-armor-u": "Encumbrance from Armor",
+ "effective-encumbrance-from-armor-u": "Effective Encumbrance from Armor",
+ "encumbrance-from-shields-u": "Encumbrance from Shields",
+ "encumbrance-from-melee-weapons-u": "Encumbrance from Melee Weapons",
+ "encumbrance-from-missile-weapons-u": "Encumbrance from Missile Weapons",
+ "encumbrance-from-firearms-u": "Encumbrance from Firearms",
+ "encumbrance-from-loadout-u": "Encumbrance from Loadout",
+ "encumbrance-from-pack-u": "Encumbrance from Pack",
+ "encumbrance-from-currency-u": "Encumbrance from Currency",
+ "burdened-u": "Burdened",
+ "overloaded-u": "Overloaded",
+ "max-u": "Max",
+ "current-level-u": "Current Level",
+ "recovery-in-u": "Recovery In",
+ "recovery-u": "Recovery",
+ "fresh-u": "9 - Fresh",
+ "winded-u": "8 - Winded",
+ "tired-u": "7 - Tired",
+ "wearied-u": "6 - Wearied",
+ "exhausted-u": "5 - Exhausted",
+ "debilitated-u": "4 - Debilitated",
+ "incapacitated-u": "3 - Incapacitated",
+ "semi-conscious-u": "2 - Semi-Conscious",
+ "comatose-u": "1 - Comatose",
+ "dead-u": "0 - Dead",
+ "standard-u": "Standard",
+ "hard-u": "Hard",
+ "formidable-u": "Formidable",
+ "herculean-u": "Herculean",
+ "hopeless-u": "Hopeless",
+ "no-action-allowed-u": "No Action Allowed",
+ "combat-styles-u": "Combat Styles",
+ "combat-skills-u": "Combat Skills",
+ "combat-style-u": "Combat Style",
+ "versus101plus-u": "vs101+",
+ "traits-u": "Traits",
+ "weapons-u": "Weapons",
+ "hours-u": "Hours",
+ "characteristic-short-u": "Char",
+ "base-value-u": "Base Value",
+ "training-and-experience-u": "Training & Experience",
+ "standard-skills-u": "Standard Skills",
+ "skill-u": "Skill",
+ "skill-grade-u": "Skill Grade",
+ "shield-u": "Shield",
+ "damage-mod-short-u": "DM",
+ "damage-u": "Damage",
+ "combat-effects-u": "Combat Effects",
+ "max-hp-u": "Max HP",
+ "size-u": "Size",
+ "reach-u": "Reach",
+ "enc-u": "ENC",
+ "force-u": "Force",
+ "range-u": "Range",
+ "load-u": "Load",
+ "impale-size-short-u": "IS",
+ "display-u": "Display",
+ "shields-u": "Shields",
+ "melee-weapons-u": "Melee Weapons",
+ "melee-weapon-u": "Melee Weapon",
+ "ranged-weapons-u": "Ranged Weapons",
+ "ranged-weapon-u": "Ranged Weapon",
+ "firearms-u": "Firearms",
+ "firearm-u": "Firearm",
+ "fire-rate-u": "Fire Rate",
+ "ammo-u": "Ammo",
+ "money-and-wealth-u": "Money & Wealth",
+ "income-u": "Income",
+ "day-u": "Day",
+ "month-u": "Month",
+ "season-u": "Season",
+ "year-u": "Year",
+ "currency-u": "Currency",
+ "value-u": "Value",
+ "quantity-short-u": "Quantity",
+ "item-u": "Item",
+ "centimetres-short-u": "cm",
+ "kilograms-short-u": "kg",
+ "armor-penalty-u": "Armor Penalty",
+ "base-move-u": "Base Move",
+ "greater-than-u": "greater than",
+ "athletics-u": "Athletics",
+ "very-easy-u": "Very Easy",
+ "easy-u": "Easy",
+ "one-grade-harder-u": "1 grade harder",
+ "two-grades-harder-u": "2 grades harder",
+ "impossible-u": "Impossible",
+ "passions-u": "Passions",
+ "and-dependencies-u": "& Dependencies",
+ "score-u": "Score",
+ "dependency-u": "Dependency",
+ "passion-u": "Passion",
+ "professional-skills-u": "Professional Skills",
+ "language-u": "Language",
+ "resistance-u": "Resistance",
+ "brawn-u": "Brawn",
+ "endurance-u": "Endurance",
+ "evade-u": "Evade",
+ "willpower-u": "Willpower",
+ "boating-u": "Boating",
+ "conceal-u": "Conceal",
+ "customs-u": "Customs",
+ "dance-u": "Dance",
+ "deceit-u": "Deceit",
+ "drive-u": "Drive",
+ "first-aid-u": "First Aid",
+ "influence-u": "Influence",
+ "insight-u": "Insight",
+ "locale-u": "Locale",
+ "perception-u": "Perception",
+ "ride-u": "Ride",
+ "sing-u": "Sing",
+ "stealth-u": "Stealth",
+ "superstition-u": "Superstition",
+ "home-parallel-u": "Home Parallel",
+ "unarmed-u": "Unarmed",
+ "native-tongue-u": "Native Tongue",
+ "medium-u": "Medium",
+ "strenuous-u": "Strenuous",
+ "halved-u": "Halved",
+ "normal-u": "Normal",
+ "all-u": "All",
+ "equipment-and-wealth-u": "Equipment",
+ "due-to-fatigue-u": "due to fatigue",
+ "due-to-enc-u": "due to ENC",
+ "reduced-u": "reduced",
+ "cults-brotherhoods-and-orders-u": "Cults, Brotherhoods and Orders",
+ "contacts-u": "Contacts",
+ "family-u": "Family",
+ "community-u": "Community",
+ "theism-u": "Theism",
+ "sorcery-u": "Sorcery",
+ "mysticism-u": "Mysticism",
+ "animism-u": "Animism",
+ "folk-magic-u": "Folk Magic",
+ "spell-u": "Spell",
+ "description-u": "Description",
+ "macro-u": "Macro",
+ "learned-u": "Learned",
+ "follower-u": "Follower",
+ "spirit-worshipper-u": "Spirit Worshipper",
+ "shaman-u": "Shaman",
+ "high-shaman-u": "High Shaman",
+ "spirit-lord-u": "Spirit Lord",
+ "type-u": "Type",
+ "fetish-spirit-u": "Fetish / Spirit",
+ "max-number-of-spirits-u": "Max # of Spirits",
+ "max-pow-of-spirits-u": "Max POW of Spirits",
+ "spirit-ap-u": "Spirit AP",
+ "spirit-initiative-bonus-short-u": "Spirit IB",
+ "spirit-damage-u": "Spirit Damage",
+ "trance-u": "Trance",
+ "binding-u": "Binding",
+ "allies-u": "Allies",
+ "enemies-u": "Enemies",
+ "meditation-u": "Meditation",
+ "path-u": "Path",
+ "paths-u": "Paths",
+ "practiced-talent-u": "Practiced Talent",
+ "max-cumulative-intensity-u": "Max Cumulative Intensity",
+ "max-practiced-talents-u": "Max Practiced Talents",
+ "max-intensity-u": "Max Intensity",
+ "path-talents-u": "Path Talents",
+ "shaping-u": "Shaping",
+ "invocation-u": "Invocation",
+ "invocations-u": "Invocations",
+ "invocation-spells-u": "Invocation Spells",
+ "max-shaping-points-u": "Max Shaping Points",
+ "max-memorized-spells-u": "Max Memorized Spells",
+ "memorized-u": "Memorized",
+ "intensity-u": "Intensity",
+ "magnitude-u": "Magnitude",
+ "devotional-pool-u": "Devotional Pool",
+ "exhort-u": "Exhort",
+ "devotion-u": "Devotion",
+ "devotions-u": "Devotions",
+ "lay-member-u": "Lay Member",
+ "initiate-u": "Initiate",
+ "acolyte-u": "Acolyte",
+ "priest-u": "Priest",
+ "high-priest-u": "High Priest",
+ "concentration-u": "Concentration",
+ "resist-u": "Resist",
+ "devotion-miracles-u": "Devotion Miracles",
+ "cost-u": "Cost",
+ "time-u": "Time",
+ "area-u": "Area",
+ "duration-u": "Duration",
+ "metres-u": "Metres",
+ "decametres-u": "Decametres",
+ "kilometres-u": "Kilometres",
+ "instant-u": "Instant",
+ "minutes-u": "Minutes",
+ "days-u": "Days",
+ "months-u": "Months",
+ "miracle-u": "Miracle",
+ "encumbered-u": "Encumbered",
+ "fumbled-u": "Fumbled",
+ "trained-u": "Trained",
+ "increased-for-xp-u": "Increased for XP",
+ "yes-u": "Yes",
+ "no-u": "No",
+ "special-u": "Special",
+ "touch-u": "Touch",
+ "miracle-rank-u": "Miracle Rank",
+ "ranged-u": "Ranged",
+ "invoke-trait-u": "Invoke Trait",
+ "enhance-attribute-u": "Enhance Attribute",
+ "augment-skill-u": "Augment Skill",
+ "targets-u": "Targets",
+ "impale-size-u": "Impale Size",
+ "effects-u": "Effects",
+ "whisper-rolls-to-gm-u": "Whisper Rolls to GM",
+ "magic-skills-u": "Magic Skills",
+ "other-skills-u": "Other Skills",
+ "spectral-combat-u": "Spectral Combat",
+ "spirit-abilities-u": "Spirit Abilities",
+ "spirits-have-tenacity-u": "Spirits Have Tenacity",
+ "spells-u": "Spells",
+ "miracles-u": "Miracles",
+ "show-name-in-roll-templates-u": "Show Name in Roll Templates",
+ "rolled-u": "Rolled",
+ "roll-initiative-u": "Roll Initiative",
+ "components-u": "Components",
+ "disabled-u": "Disabled",
+ "enabled-u": "Enabled",
+ "ablation-points-u": "Ablation Points",
+ "focus-points-u": "Focus Points",
+ "fortune-points-u": "Fortune Points",
+ "precision-points-u": "Precision Points",
+ "swiftness-points-u": "Swiftness Points",
+ "ablation-u": "Ablation",
+ "focus-u": "Focus",
+ "fortune-u": "Fortune",
+ "precision-u": "Precision",
+ "swiftness-u": "Swiftness",
+ "use-setting-default-u": "Use Setting Default",
+ "background-u": "Background",
+ "display-campaign-settings-u": "Display Campaign Settings",
+ "hit-u": "Hit",
+ "status-u": "Status",
+ "monster-island-u": "Monster Island",
+ "initiative-roll-u": "Initiative Roll",
+ "running-jump-u": "Running Jump",
+ "standing-jump-u": "Standing Jump",
+ "paralell-designator-u": "Paralell Designator",
+ "paralell-type-development-u": "Paralell Type/Development",
+ "apply-dependencies-penalty-u": "Apply Dependencies Penalty",
+ "rites-u": "Rites",
+ "thennla-u": "Thennla",
+ "classic-fantasy-u": "Classic Fantasy",
+ "race-u": "Race",
+ "class-u": "Class",
+ "arcane-magic-u": "Arcane Magic",
+ "divine-magic-u": "Divine Magic",
+ "arcane-casting-u": "Arcane Casting",
+ "arcane-knowledge-u": "Arcane Knowledge",
+ "casting-class-u": "Casting Class",
+ "magic-user-u": "Magic-User",
+ "bard-u": "Bard",
+ "disbelieve-u": "Disbelieve",
+ "known-u": "Known",
+ "cantrips-u": "Cantrips",
+ "school-u": "School",
+ "reversible-u": "Reversible",
+ "actions-u": "Actions",
+ "xp-u": "XP",
+ "mp-u": "MP",
+ "cost-reduction-u": "Cost Reduction",
+ "apply-penalty-u": "Apply Penalty",
+ "piety-u": "Piety",
+ "channel-u": "Channel",
+ "arcane-magic-enabled-u": "Arcane Magic Enabled",
+ "divine-magic-enabled-u": "Divine Magic Enabled",
+ "name-display-description-u": "Show character name in the roll template. Useful if you need to hide a characters true identity.",
+ "roll-display-description-u": "Rolls are only shown to the GM and the player making the roll.",
+ "setting-description-u": "Sets the default sheet options and mechanics to match the rules as presented in the setting's source book. Individual options may be overridden below.",
+ "luck-points-rank-description-u": "Add the character's Rank to their total Luck Points.",
+ "tenacity-enabled-description-u": "Tenacity is a character attribute.",
+ "firearms-enabled-description-u": "Firearms exist in the game setting.",
+ "boating-standard-description-u": "Boating is listed as a standard skill.",
+ "status-standard-description-u": "Status is listed as a standard skill.",
+ "superstition-standard-description-u": "Superstition is listed as a standard skill.",
+ "dependencies-enabled-description-u": "Enable the Dependencies mechanics.",
+ "arcane-magic-enabled-description-u": "Enables the Arcane Magic section of the sheet.",
+ "divine-magic-enabled-description-u": "Enables the Divine Magic section of the sheet.",
+ "folk-magic-enabled-description-u": "Enables the Folk Magic section of the sheet.",
+ "animism-enabled-description-u": "Enables the Animism section of the sheet.",
+ "spirits-have-tenacity-description-u": "Spirits have Tenacity as an attribute.",
+ "mysticism-enabled-description-u": "Enables the Mysticism section of the sheet.",
+ "sorcery-enabled-description-u": "Enables the Sorcery section of the sheet.",
+ "theism-enabled-description-u": "Enables the Theism section of the sheet.",
+ "conditions-u": "Conditions",
+ "psionics-u": "Psionics",
+ "discipline-u": "Discipline",
+ "discipline-talents-u": "Discipline Talents",
+ "max-active-talents-u": "Max Active Talents",
+ "humanoid-u": "Humanoid",
+ "custom-u": "Custom",
+ "health-and-armor-u": "Health & Armor",
+ "personal-u": "Personal",
+ "short-u": "Short",
+ "long-u": "Long",
+ "multiversal-u": "Multiversal",
+ "self-u": "Self",
+ "line-of-sight-u": "Line of Sight",
+ "same-paralell-u": "Same Paralell",
+ "any-paralell-u": "Any Paralell",
+ "instantaneous-u": "Instantaneous",
+ "talent-u": "Talent",
+ "lasting-u": "Lasting",
+ "mythras-psionics-enabled-u": "Mythras Psioics Enabled",
+ "default-hit-location-table-u": "Default Hit Location Table",
+ "default-hit-location-table-for-npcsu": "Default Hit Location Table for NPCs",
+ "hit-locations-description-u": "Set default hit location table for new characters.",
+ "npc-hit-locations-description-u": "Set default hit location table for new NPCs.",
+ "roman-magic-u": "Roman Magic",
+ "cursing-u": "Cursing",
+ "curse-u": "Curse",
+ "prediction-u": "Prediction",
+ "divination-u": "Divination",
+ "affects-u": "Afects",
+ "impact-u": "Impact",
+ "individual-u": "Individual",
+ "group-u": "Group",
+ "city-u": "City",
+ "necromancy-u": "Necromancy",
+ "minor-u": "Minor",
+ "life-altering-u": "Life Altering",
+ "death-u": "Death",
+ "question-dead-u": "Question Dead",
+ "summon-lemur-u": "Summon Lemur",
+ "pharmacy-u": "Pharmacy",
+ "concocte-potion-u": "Concocte Potion",
+ "small-animal-u": "Small Animal",
+ "medium-animal-u": "Medium Animal",
+ "large-animal-u": "Large Animal",
+ "shape-shifting-u": "Shape Shifting",
+ "create-salve-skins-u": "Create Salve/Skins",
+ "change-time-u": "Change Time",
+ "theology-u": "Theology",
+ "mythic-rome-u": "Mythic Rome",
+ "power-u": "Power",
+ "sphere-u": "Sphere",
+ "arc-u": "Arc",
+ "first-u": "First",
+ "second-u": "Second",
+ "third-u": "Third",
+ "ms-psionics-enabled-u": "M-Space Psionics Enabled",
+ "roman-magic-enabled-u": "Roman Magic Enabled",
+ "none-u": "None",
+ "simplified-combat-enabled-u": "Use the optional simplified combat rules from M-Space.",
+ "system-u": "System",
+ "hit-points-u": "Hit Points",
+ "wounds-u": "Wounds",
+ "conflict-pool-u": "Conflict Pool",
+ "extended-conflict-resolution-enabled-u": "Extended Conflict Resolution Enabled",
+ "home-world-u": "Home World",
+ "m-space-u": "M-Space",
+ "power-points-u": "Power Points",
+ "show-reduced-description-u": "Display a result for high skills reduced down to 100 in the roll templates.",
+ "extended-conflict-enabled-description-u": "Use the extended conflict resolution system from M-Space.",
+ "roman-magic-enabled-description-u": "Enables the Roman magic section of the sheet for magic as used in Mythic Roman.",
+ "ms-psionics-enabled-description-u": "Enables the Psionics section of the sheet per M-Space rules.",
+ "mythras-psionics-enabled-description-u": "Enables the Psionics section of the sheet per Mythras rules.",
+ "rolls-show-101-reduced-u": "Rolls Show 101+ Reduced",
+ "circles-u": "Circles",
+ "npc-weapon-size-note-u": "Force for ranged weapons",
+ "weapon-u": "Weapon",
+ "skills-u": "Skills",
+ "block-description-u": "Location passively blocked",
+ "cult-u": "Cult",
+ "circle-u": "Circle",
+ "rabble-underling-u": "Rabble/Underling",
+ "unit-name-u": "Unit Name",
+ "unit-type-u": "Unit Type",
+ "commander-u": "Commander",
+ "formation-u": "Formation",
+ "default-sheet-type-u": "Default Sheet Type",
+ "type-description-u": "Set default sheet type. Good to change this to NPC once all your PCs are made.",
+ "encounter-generator-json-u": "Encounter Generator JSON",
+ "json-importer-u": "JSON Importer",
+ "spirit-init-u": "Spirit Init",
+ "sheet-u": "Sheet",
+ "instructions-u": "Instructions",
+ "json-step-one-u": "Visit the Enouncter Generator at http://skoll.xyz/mythras_eg/",
+ "json-step-two-u": "Find your desired enemy and click to visit the template page.",
+ "json-step-three-u": "Note the number at the end of the URL.",
+ "json-step-four-u": "Go to this url but replace #### with the number noted in step three: http://skoll.xyz/mythras_eg/generate_enemies_json/?id=####",
+ "json-step-five-u": "Paste the contents of the page into the textarea above.",
+ "json-step-six-u": "Go back to the Sheet tab to enjoy your imported character.",
+ "json-note-one-u": "Once you have generated JSON for one enemy you may simply refresh the page to generate a new one.",
+ "unit-traits-u": "Unit Traits",
+ "multiplier-u": "Multiplier",
+ "strength-u": "Strength",
+ "frontage-u": "Frontage",
+ "depth-u": "Depth",
+ "command-u": "Command",
+ "competency-u": "Competency",
+ "morale-u": "Morale",
+ "armor-points-u": "Armor Points",
+ "repair-mod-u": "Repair Mod",
+ "speed-u": "Speed",
+ "seaworthiness-u": "Seaworthiness",
+ "penalty-short-u": "Pen",
+ "condition-u": "Condition",
+ "ship-shape-u": "Ship Shape",
+ "seaworthy-u": "Seaworthy",
+ "battered-u": "Battered",
+ "swamped-u": "Swamped",
+ "sinking-u": "Sinking",
+ "crew-u": "Crew",
+ "capacity-u": "Capacity",
+ "dimensions-u": "Dimensions",
+ "hull-type-u": "Hull Type",
+ "utility-u": "Utility",
+ "galley-u": "Galley",
+ "transport-u": "Transport",
+ "small-u": "Small",
+ "large-u": "Large",
+ "huge-u": "Huge",
+ "colossal-u": "Colossal",
+ "enormous-u": "Enormous",
+ "beyond-colossal-u": "Beyond Colossal",
+ "captain-u": "Captain",
+ "ship-name-u": "Ship Name",
+ "armament-u": "Armament",
+ "beyond-enormous-u": "Beyond Enormous",
+ "due-to-ship-condition-u": "due to ship condition",
+ "skill-modifier-u": "Skill Modifier",
+ "temp-armor-all-u": "Temp Armor (All)",
+ "temp-hp-all-u": "Temp HP (All)",
+ "build-u": "Build",
+ "npc-view-u": "NPC View",
+ "help-macros-u": "Help/Macros",
+ "json-note-four-u": "After import some fields may require additional work for full functionality. For example, misc skills the importer couldn't identify, will be recorded as professional skills. These may need to be re-located if they are not, in fact, professional skills. In addition, professional skills will be logged with no base value. All points will be allocated to experience. You may wish to set the base characteristics to ensure characteristic modifiers work on these skills. If so, remember to deduct the new base value from the experience field. Spells and other magic powers will also require further configuration so their roll button will present accurate information. As a general rule, anything with it's details section open, after import, could be further configured. This additional work is at the GMs discretion and is likely not needed for most NPCs.",
+ "spirit-values-u": "Spirit Values",
+ "affiliations-u": "Affiliations",
+ "affiliation-u": "Affiliation",
+ "mythic-constantinople-u": "Mythic Constantinople",
+ "affiliations-enabled-u": "Affiliations Enabled",
+ "affiliations-enabled-description-u": "Use affiliations from Mythic Constantinople.",
+ "max-devotional-pool-based-on-u": "Max Devotional Pool Based On",
+ "max-devotional-pool-based-on-description-u": "Max devotional pool calculated per Cult Rank or POW.",
+ "vehicle-u": "Vehicle",
+ "stats-u": "Stats",
+ "systems-u": "Systems",
+ "terrestrial-u": "Terrestrial",
+ "spaceship-u": "Spaceship",
+ "roll-u": "Roll",
+ "hits-u": "Hits",
+ "hull-u": "Hull",
+ "structure-u": "Structure",
+ "rate-u": "Rate",
+ "ponderous-u": "Ponderous",
+ "sluggish-u": "Sluggish",
+ "slow-u": "Slow",
+ "mediocre-u": "Mediocre",
+ "gentle-u": "Gentle",
+ "moderate-u": "Moderate",
+ "rapid-u": "Rapid",
+ "fast-u": "Fast",
+ "fleet-u": "Fleet",
+ "cargo-compartment-u": "Cargo Compartment",
+ "communications-u": "Communications",
+ "controls-u": "Controls",
+ "repulsorlift-u": "Repulsorlift",
+ "passengers-u": "Passengers",
+ "power-core-u": "Power Core",
+ "sensors-u": "Sensors",
+ "avionics-u": "Avionics",
+ "hold-u": "Hold",
+ "hangar-bay-u": "Hangar Bay",
+ "hyperdrive-u": "Hyperdrive",
+ "reactor-core-u": "Reactor Core",
+ "sublight-drive-u": "Sublight Drive",
+ "ships-and-shield-walls-u": "Ships and Shield Walls",
+ "ground-u": "Ground",
+ "liquid-u": "Liquid",
+ "flight-u": "Flight",
+ "space-u": "Space",
+ "regular-u": "Regular",
+ "terrain-u": "Terrain",
+ "walker-u": "Walker",
+ "burrower-u": "Burrower",
+ "surface-motor-u": "Surface, Motor",
+ "surface-sail-u": "Surface, Sail",
+ "sub-u": "Sub",
+ "wings-u": "Wings",
+ "anti-grav-u": "Anti-grav",
+ "rotor-blades-u": "Rotor Blades",
+ "hover-craft-u": "Hover Craft",
+ "gas-bag-u": "Gas Bag",
+ "handling-u": "Handling",
+ "hyperspace-u": "Hyperspace",
+ "app-u": "App",
+ "apps-u": "Apps",
+ "module-u": "Module",
+ "modules-u": "Modules",
+ "equip-pack-u": "Equip Pack",
+ "loadout-u": "Loadout",
+ "pack-u": "Pack",
+ "mount-vehicle-u": "Mount/Vehicle",
+ "camp-u": "Camp",
+ "homebase-u": "Homebase",
+ "streamlined-u": "Streamled",
+ "attributes-and-modules-u": "Attributes & Modules",
+ "engines-u": "Engines",
+ "maneuvering-u": "Maneuvering",
+ "total-modules-u": "Total Modules",
+ "cockpit-u": "Cockpit",
+ "bridge-u": "Bridge",
+ "sickbay-u": "Sickbay",
+ "crew-quarters-u": "Crew Quarters",
+ "passenger-quarters-u": "Passenger Quarters",
+ "cargo-hold-u": "Cargo Hold",
+ "lab-u": "Lab",
+ "open-space-u": "Open Space",
+ "hanger-bay-u": "Hanger Bay",
+ "self-repair-u": "Self-Repair",
+ "escape-pod-u": "Escape Pod",
+ "tractor-beam-u": "Tractor Beam",
+ "extra-sensors-u": "Extra Sensors",
+ "robot-arm-u": "Robot Arm",
+ "rescue-utilities-u": "Rescue Utilities",
+ "airlock-u": "Airlock",
+ "storage-u": "Storage",
+ "environment-u": "Environment",
+ "lift-gas-u": "Lift Gas",
+ "visual-size-sails-up-u": "Visual Size (Sails Up)",
+ "size-rating-u": "Size Rating",
+ "solar-system-u": "Solar System",
+ "worlds-u": "Worlds",
+ "sub-sector-u": "Sub Sector",
+ "hex-u": "Hex",
+ "star-type-u": "Star Type",
+ "planets-u": "Planets",
+ "habitable-u": "Habitable",
+ "starports-u": "Starports",
+ "astroid-belt-u": "Astroid Belt",
+ "after-the-vampire-wars-u": "After the Vampire Wars",
+ "mythras-u": "Mythras",
+ "vehicle-type-option-description-u": "Type of vehicle mechanics to use.",
+ "stash-u": "Stash",
+ "import-from-encounter-generator-u": "Import from Encounter Generator",
+ "rear-right-leg-u": "Rear Right Leg",
+ "rear-left-leg-u": "Rear Left Leg",
+ "mid-right-leg-u": "Mid Right Leg",
+ "mid-left-leg-u": "Mid Left Leg",
+ "fore-right-leg-u": "Fore Right Leg",
+ "fore-left-leg-u": "Fore Left Leg",
+ "front-right-leg-u": "Front Right Leg",
+ "front-left-leg-u": "Front Left Leg",
+ "cephalothorax-u": "Cephalothorax",
+ "hindquarters-u": "Hindquarters",
+ "forequarters-u": "Forequarters",
+ "body-u": "Body",
+ "tail-u": "Tail",
+ "right-wing-u": "Right Wing",
+ "left-wing-u": "Left Wing",
+ "thorax-u": "Thorax",
+ "dorsal-fin-u": "Dorsal Fin",
+ "right-fin-u": "Right Fin",
+ "left-fin-u": "Left Fin",
+ "trunk-u": "Trunk",
+ "right-pincer-u": "Right Pincer",
+ "left-pincer-u": "Left Pincer",
+ "metathorax-u": "Metathorax",
+ "prothorax-u": "Prothorax",
+ "tail-tip-u": "Tail Tip",
+ "mid-end-length-u": "Mid End-length",
+ "fore-end-length-u": "Fore End-length",
+ "rear-mid-length-u": "Rear Mid-length",
+ "mid-mid-length-u": "Mid Mid-length",
+ "fore-mid-length-u": "Fore Mid-length",
+ "rear-fore-length-u": "Rear Fore-length",
+ "mid-fore-length-u": "Mid Fore-length",
+ "tentacle-1-u": "Tentacle 1",
+ "tentacle-2-u": "Tentacle 2",
+ "tentacle-3-u": "Tentacle 3",
+ "tentacle-4-u": "Tentacle 4",
+ "tentacle-5-u": "Tentacle 5",
+ "tentacle-6-u": "Tentacle 6",
+ "tentacle-7-u": "Tentacle 7",
+ "tentacle-8-u": "Tentacle 8",
+ "long-tentacle-1-u": "Long Tentacle 1",
+ "long-tentacle-2-u": "Long Tentacle 2",
+ "arachnid-u": "Arachnid",
+ "biped-u": "Biped",
+ "centaurid-u": "Centaurid",
+ "decapoda-u": "Decapoda",
+ "decapodiform-u": "Decapodiform",
+ "dorsal-finned-aquatic-u": "Dorsal Finned Aquatic",
+ "draconic-u": "Draconic",
+ "insect-u": "Insect",
+ "octopodiform-u": "Octopodiform",
+ "pachyderm-u": "Pachyderm",
+ "quadruped-u": "Quadruped",
+ "serpentine-u": "Serpentine",
+ "tailed-arachnid-u": "Tailed Arachnid",
+ "tailed-biped-u": "Tailed Biped",
+ "tailed-quadruped-u": "Tailed Quadruped",
+ "winged-biped-u": "Winged Biped",
+ "winged-insect-u": "Winged Insect",
+ "winged-quadruped-u": "Winged Quadruped",
+ "npc-decrecation-warning-u": "Notice! The NPC sheet will be deprecated in the next version. It will be replaced with mook sheet and other accompanying features. To prepare you should copy your NPC stats to the main character sheet.",
+ "character-info-u": "Character Info",
+ "languages-u": "Languages",
+ "calculate-effictive-armor-enc-as-quarter-u": "Calculate effective ENC from armor as 1/4 actual",
+ "folk-magic-range-u": "Folk Magic Range",
+ "folk-magic-skill-u": "Folk Magic Skill",
+ "folk-magic-skill-divided-by-five-u": "Folk Magic Skill / 5",
+ "fae-powers-u": "Fae Powers",
+ "fata-u": "Fata",
+ "pow-metres-u": "POW Metres",
+ "pow-times-ten-metres-u": "POW x 10 Metres",
+ "max-simultaneous-powers-u": "Max Simultaneous Powers",
+ "one-minute-u": "1 Minute",
+ "intensity-minutes-u": "Intensity x Minutes",
+ "intensity-times-five-minutes-u": "Intensity x 5 Minutes",
+ "intensity-times-ten-minutes-u": "Intensity x 10 Minutes",
+ "intensity-hours-u": "Intensity x Hours",
+ "fae-powers-enabled-description-u": "Enables the Fae Powers section of the sheet.",
+ "folk-magic-range-description-u": "Sets the range of Folk Magic spells with the ranged tag.",
+ "cult-rank-u": "Cult Rank",
+ "broken-u": "Broken",
+ "skirmish-u": "Skirmish",
+ "line-u": "Line",
+ "phalanx-u": "Phalanx",
+ "circle-square-u": "Circle/Square",
+ "wedge-u": "Wedge",
+ "tortoise-u": "Tortoise",
+ "known-languages-u": "Known Languages",
+ "linguistics-enabled-u": "Linguistics Enabled",
+ "linguistics-u": "Linguistics",
+ "linguistics-enabled-description-u": "Use the Linguistics skill instead of individual Language skills.",
+ "mooks-u": "Mooks",
+ "form-u": "Form",
+ "spirit-attributes-u": "Spirit Attributes",
+ "material-u": "Material",
+ "spirit-u": "Spirit",
+ "fly-u": "Fly",
+ "powers-u": "Powers",
+ "species-fly-u": "Species Fly",
+ "species-swim-u": "Species Swim",
+ "calculated-u": "Calculated",
+ "set-2-u": "Set 2",
+ "set-3-u": "Set 3",
+ "reach-enabled-description-u": "Enable weapon reach.",
+ "action-points-chars-option-description-u": "Action Points are calculated from characteristics or set to a static value.",
+ "sink-u": "Sink",
+ "float-u": "Float",
+ "herculean-skill-modifier-u": "Herculean Skill Modifier",
+ "herculean-mod-description-u": "Is herculean difficulty 1/10th or 1/5th standard skill value.",
+ "mythras-imperative-u": "Mythras Imperative",
+ "no-penalty-u": "No Penalty",
+ "combat-u": "Combat",
+ "right-rear-leg-u": "Right Rear Leg",
+ "left-rear-leg-u": "Left Rear Leg",
+ "no-activities-possible-u": "No Activities Possible",
+ "compact-u": "Compact",
+ "professional-u": "Professional",
+ "matter-u": "Matter",
+ "mind-u": "Mind",
+ "sense-u": "Sense",
+ "cleric-u": "Cleric",
+ "druid-u": "Druid",
+ "paladin-u": "Paladin",
+ "ranger-u": "Ranger",
+ "pow-meters-u": "POW x Meters",
+ "pow-times-ten-meters-u": "POW x 10 Meters",
+ "base-skill-u": "Base Skill",
+ "talents-u": "Talents",
+ "disciplines-u": "Disciplines",
+ "stored-u": "Stored",
+ "equipped-u": "Equipped",
+ "notice-u": "With the release of v2.1, the M-Space sheet is no longer maintained as an individual sheet. Instead you should use the Mythras sheet, which has full support for the M-Space setting, plus the ability to incorporate various rules and systems from other Mythras based products.",
+ "step1-u": "Open your campaign page and goto Settings->Game Settings.",
+ "step2-u": "Change the Character Sheet Template to Mythras.",
+ "step3-u": "There are also a number of other Default Sheet Settings used to toggle optional rules and systems. Some were not previous available for M-Space. You may optionally set any as you wish.",
+ "step4-u": "When done click Save Changes."
+}
diff --git a/M-Space/translations/hu.json b/M-Space/translations/hu.json
new file mode 100644
index 0000000000..7640848f87
--- /dev/null
+++ b/M-Space/translations/hu.json
@@ -0,0 +1,810 @@
+{
+ "setting-order": "default,atvw,classic_fantasy,luther_arkwright,mspace,monster_island,mythic_britain,mythic_constantinople,mythic_rome,thennla",
+ "vehicle-type-order": "default,mythras,mspace,ships",
+ "devotional-pool-type-order": "default,cult_rank,pow",
+ "ship-hull-order": "utility,galley,transport",
+ "hit-location-order": "custom,rabble,simple,spacer,arachnid,biped,centaurid,decapoda,decapodiform,dorsal_finned_aquatic,draconic,insect,octopodiform,pachyderm,quadruped,serpentine,tailed_arachnid,tailed_biped,tailed_quadruped,winged_biped,winged_insect,winged_quadruped",
+ "attribute-order": "action_points,conflict_pool,spirit_damage,damage_mod,exp_mod,healing_rate,initiative,intensity,luck_points,magic_points,move_rate,power_points,prana_points,tenacity",
+ "combat-skill-order": "binding,brawn,evade,endurance,willpower",
+ "mook-combat-skill-order": "binding,brawn,evade,endurance,unarmed,willpower",
+ "standard-skill-order": "athletics,boating,brawn,conceal,customs,dance,deceit,drive,endurance,evade,first_aid,home_parallel,influence,insight,locale,native_tongue,perception,ride,sing,status,stealth,superstition,swim,unarmed,willpower",
+ "sphere-order": "matter,mind,sense",
+ "roman-magic-order": "cursing,divination,necromancy,pharmacy,shape_shifting,theology",
+ "arcane-caster-order": "bard,magic-user",
+ "divine-caster-order": "bard,cleric,druid,paladin,ranger",
+ "resist-order": "blank,brawn,endurance,evade,willpower,special",
+ "settings-u": "Settings",
+ "sheet-version-u": "Sheet Version",
+ "setting-u": "Setting",
+ "default-u": "Default",
+ "luther-arkwright-u": "Luther Arkwright",
+ "mythic-britain-u": "Mythic Britain",
+ "sheet-type-u": "Sheet Type",
+ "battle-unit-u": "Battle Unit",
+ "npc-u": "NPC",
+ "pc-u": "PC",
+ "ship-u": "Ship",
+ "core-u": "Core",
+ "magic-u": "Magic",
+ "equipment-u": "Equipment",
+ "notes-u": "Notes",
+ "name-u": "Name",
+ "species-u": "Species",
+ "traits-abilities-gifts-u": "Traits / Abilities / Gifts",
+ "rank-u": "Rank",
+ "experience-rolls-u": "Exp Rolls",
+ "age-u": "Age",
+ "gender-u": "Gender",
+ "frame-u": "Frame",
+ "weight-u": "Weight",
+ "height-u": "Height",
+ "handedness-u": "Handedness",
+ "homeland-u": "Homeland",
+ "culture-u": "Culture",
+ "social-class-u": "Social Class",
+ "career-u": "Career",
+ "characteristics-u": "Characteristics",
+ "temp-u": "Temp",
+ "total-u": "Total",
+ "str-u": "STR",
+ "con-u": "CON",
+ "siz-u": "SIZ",
+ "dex-u": "DEX",
+ "int-u": "INT",
+ "ins-u": "INS",
+ "pow-u": "POW",
+ "cha-u": "CHA",
+ "base-u": "Base",
+ "training-u": "Training",
+ "ageing-u": "Ageing",
+ "other-u": "Other",
+ "attributes-u": "Attributes",
+ "attribute-u": "Attribute",
+ "damage-modifier-u": "Damage Mod",
+ "experience-modifier-u": "Exp Modifier",
+ "healing-rate-u": "Healing Rate",
+ "luck-points-u": "Luck Points",
+ "magic-points-u": "Magic Points",
+ "move-rate-u": "Move Rate",
+ "initiative-bonus-u": "Init. Bonus",
+ "tenacity-u": "Tenacity",
+ "temp-damage-modifier-clarification-u": "Temp Damage Mod represents the steps up or down the damage modifier table",
+ "prana-points-u": "Prana Points",
+ "action-points-u": "Action Points",
+ "plus-one-ap-u": "+1 AP",
+ "swiftness-gift-u": "Swiftness Gift",
+ "fatigue-u": "Fatigue",
+ "mighty-gift-u": "Mighty Gift",
+ "use-str-siz-pow-u": "Use STR+SIZ+POW",
+ "steps-u": "steps",
+ "healthy-gift-u": "Healthy Gift (Double Healing Rate)",
+ "add-rank-to-luck-u": "Add rank to luck",
+ "armor-u": "Armor",
+ "dependencies-u": "Dependencies",
+ "hit-locations-u": "Hit Locations",
+ "use-con-siz-pow-for-hp-u": "Use CON+SIZ+POW for HP",
+ "ap-u": "AP",
+ "hp-u": "HP",
+ "location-u": "Location",
+ "block-u": "Block?",
+ "encumbrance-u": "Encumbrance",
+ "right-leg-u": "Right Leg",
+ "left-leg-u": "Left Leg",
+ "abdomen-u": "Abdomen",
+ "chest-u": "Chest",
+ "right-arm-u": "Right Arm",
+ "left-arm-u": "Left Arm",
+ "head-u": "Head",
+ "armor-equipped-u": "Armor Equipped",
+ "armor-type-u": "Armor Type",
+ "armor-enc-u": "Armor ENC",
+ "armor-ap-u": "Armor AP",
+ "other-ap-u": "Other AP",
+ "other-hp-u": "Other HP",
+ "base-hp-u": "Base HP",
+ "initiative-u": "Initiative",
+ "alacrity-gift-u": "Alacrity Gift (roll 1d6+6)",
+ "movement-u": "Movement",
+ "walk-u": "Walk",
+ "run-u": "Run",
+ "sprint-u": "Sprint",
+ "jump-u": "Jump",
+ "horizontal-short-u": "Horiz.",
+ "vertical-short-u": "Vert.",
+ "horizontal-u": "Horizontal",
+ "vertical-u": "Vertical",
+ "swim-u": "Swim",
+ "climb-u": "Climb",
+ "rough-u": "Rough",
+ "steep-u": "Steep",
+ "sheer-u": "Sheer",
+ "movement-one-clarification-u": "Critical success on Athletics roll grants +1 movement",
+ "movement-two-clarification-u": "These jump values assume a 5m run-up.",
+ "movement-three-clarification-u": "Critical success on Swim roll grants +1 movement.",
+ "current-u": "Current",
+ "carrying-load-u": "Carrying Load",
+ "dex-and-str-skills-u": "DEX & STR Skills",
+ "move-penalty-u": "Move Penalty",
+ "avg-species-siz-u": "Average Species SIZ",
+ "encumbrance-from-armor-u": "Encumbrance from Armor",
+ "effective-encumbrance-from-armor-u": "Effective Encumbrance from Armor",
+ "encumbrance-from-shields-u": "Encumbrance from Shields",
+ "encumbrance-from-melee-weapons-u": "Encumbrance from Melee Weapons",
+ "encumbrance-from-missile-weapons-u": "Encumbrance from Missile Weapons",
+ "encumbrance-from-firearms-u": "Encumbrance from Firearms",
+ "encumbrance-from-loadout-u": "Encumbrance from Loadout",
+ "encumbrance-from-pack-u": "Encumbrance from Pack",
+ "encumbrance-from-currency-u": "Encumbrance from Currency",
+ "burdened-u": "Burdened",
+ "overloaded-u": "Overloaded",
+ "max-u": "Max",
+ "current-level-u": "Current Level",
+ "recovery-in-u": "Recovery In",
+ "recovery-u": "Recovery",
+ "fresh-u": "9 - Fresh",
+ "winded-u": "8 - Winded",
+ "tired-u": "7 - Tired",
+ "wearied-u": "6 - Wearied",
+ "exhausted-u": "5 - Exhausted",
+ "debilitated-u": "4 - Debilitated",
+ "incapacitated-u": "3 - Incapacitated",
+ "semi-conscious-u": "2 - Semi-Conscious",
+ "comatose-u": "1 - Comatose",
+ "dead-u": "0 - Dead",
+ "standard-u": "Standard",
+ "hard-u": "Hard",
+ "formidable-u": "Formidable",
+ "herculean-u": "Herculean",
+ "hopeless-u": "Hopeless",
+ "no-action-allowed-u": "No Action Allowed",
+ "combat-styles-u": "Combat Styles",
+ "combat-skills-u": "Combat Skills",
+ "combat-style-u": "Combat Style",
+ "versus101plus-u": "vs101+",
+ "traits-u": "Traits",
+ "weapons-u": "Weapons",
+ "hours-u": "Hours",
+ "characteristic-short-u": "Char",
+ "base-value-u": "Base Value",
+ "training-and-experience-u": "Training & Experience",
+ "standard-skills-u": "Standard Skills",
+ "skill-u": "Skill",
+ "skill-grade-u": "Skill Grade",
+ "shield-u": "Shield",
+ "damage-mod-short-u": "DM",
+ "damage-u": "Damage",
+ "combat-effects-u": "Combat Effects",
+ "max-hp-u": "Max HP",
+ "size-u": "Size",
+ "reach-u": "Reach",
+ "enc-u": "ENC",
+ "force-u": "Force",
+ "range-u": "Range",
+ "load-u": "Load",
+ "impale-size-short-u": "IS",
+ "display-u": "Display",
+ "shields-u": "Shields",
+ "melee-weapons-u": "Melee Weapons",
+ "melee-weapon-u": "Melee Weapon",
+ "ranged-weapons-u": "Ranged Weapons",
+ "ranged-weapon-u": "Ranged Weapon",
+ "firearms-u": "Firearms",
+ "firearm-u": "Firearm",
+ "fire-rate-u": "Fire Rate",
+ "ammo-u": "Ammo",
+ "money-and-wealth-u": "Money & Wealth",
+ "income-u": "Income",
+ "day-u": "Day",
+ "month-u": "Month",
+ "season-u": "Season",
+ "year-u": "Year",
+ "currency-u": "Currency",
+ "value-u": "Value",
+ "quantity-short-u": "Quantity",
+ "item-u": "Item",
+ "centimetres-short-u": "cm",
+ "kilograms-short-u": "kg",
+ "armor-penalty-u": "Armor Penalty",
+ "base-move-u": "Base Move",
+ "greater-than-u": "greater than",
+ "athletics-u": "Athletics",
+ "very-easy-u": "Very Easy",
+ "easy-u": "Easy",
+ "one-grade-harder-u": "1 grade harder",
+ "two-grades-harder-u": "2 grades harder",
+ "impossible-u": "Impossible",
+ "passions-u": "Passions",
+ "and-dependencies-u": "& Dependencies",
+ "score-u": "Score",
+ "dependency-u": "Dependency",
+ "passion-u": "Passion",
+ "professional-skills-u": "Professional Skills",
+ "language-u": "Language",
+ "resistance-u": "Resistance",
+ "brawn-u": "Brawn",
+ "endurance-u": "Endurance",
+ "evade-u": "Evade",
+ "willpower-u": "Willpower",
+ "boating-u": "Boating",
+ "conceal-u": "Conceal",
+ "customs-u": "Customs",
+ "dance-u": "Dance",
+ "deceit-u": "Deceit",
+ "drive-u": "Drive",
+ "first-aid-u": "First Aid",
+ "influence-u": "Influence",
+ "insight-u": "Insight",
+ "locale-u": "Locale",
+ "perception-u": "Perception",
+ "ride-u": "Ride",
+ "sing-u": "Sing",
+ "stealth-u": "Stealth",
+ "superstition-u": "Superstition",
+ "home-parallel-u": "Home Parallel",
+ "unarmed-u": "Unarmed",
+ "native-tongue-u": "Native Tongue",
+ "medium-u": "Medium",
+ "strenuous-u": "Strenuous",
+ "halved-u": "Halved",
+ "normal-u": "Normal",
+ "all-u": "All",
+ "equipment-and-wealth-u": "Equipment",
+ "due-to-fatigue-u": "due to fatigue",
+ "due-to-enc-u": "due to ENC",
+ "reduced-u": "reduced",
+ "cults-brotherhoods-and-orders-u": "Cults, Brotherhoods and Orders",
+ "contacts-u": "Contacts",
+ "family-u": "Family",
+ "community-u": "Community",
+ "theism-u": "Theism",
+ "sorcery-u": "Sorcery",
+ "mysticism-u": "Mysticism",
+ "animism-u": "Animism",
+ "folk-magic-u": "Folk Magic",
+ "spell-u": "Spell",
+ "description-u": "Description",
+ "macro-u": "Macro",
+ "learned-u": "Learned",
+ "follower-u": "Follower",
+ "spirit-worshipper-u": "Spirit Worshipper",
+ "shaman-u": "Shaman",
+ "high-shaman-u": "High Shaman",
+ "spirit-lord-u": "Spirit Lord",
+ "type-u": "Type",
+ "fetish-spirit-u": "Fetish / Spirit",
+ "max-number-of-spirits-u": "Max # of Spirits",
+ "max-pow-of-spirits-u": "Max POW of Spirits",
+ "spirit-ap-u": "Spirit AP",
+ "spirit-initiative-bonus-short-u": "Spirit IB",
+ "spirit-damage-u": "Spirit Damage",
+ "trance-u": "Trance",
+ "binding-u": "Binding",
+ "allies-u": "Allies",
+ "enemies-u": "Enemies",
+ "meditation-u": "Meditation",
+ "path-u": "Path",
+ "paths-u": "Paths",
+ "practiced-talent-u": "Practiced Talent",
+ "max-cumulative-intensity-u": "Max Cumulative Intensity",
+ "max-practiced-talents-u": "Max Practiced Talents",
+ "max-intensity-u": "Max Intensity",
+ "path-talents-u": "Path Talents",
+ "shaping-u": "Shaping",
+ "invocation-u": "Invocation",
+ "invocations-u": "Invocations",
+ "invocation-spells-u": "Invocation Spells",
+ "max-shaping-points-u": "Max Shaping Points",
+ "max-memorized-spells-u": "Max Memorized Spells",
+ "memorized-u": "Memorized",
+ "intensity-u": "Intensity",
+ "magnitude-u": "Magnitude",
+ "devotional-pool-u": "Devotional Pool",
+ "exhort-u": "Exhort",
+ "devotion-u": "Devotion",
+ "devotions-u": "Devotions",
+ "lay-member-u": "Lay Member",
+ "initiate-u": "Initiate",
+ "acolyte-u": "Acolyte",
+ "priest-u": "Priest",
+ "high-priest-u": "High Priest",
+ "concentration-u": "Concentration",
+ "resist-u": "Resist",
+ "devotion-miracles-u": "Devotion Miracles",
+ "cost-u": "Cost",
+ "time-u": "Time",
+ "area-u": "Area",
+ "duration-u": "Duration",
+ "metres-u": "Metres",
+ "decametres-u": "Decametres",
+ "kilometres-u": "Kilometres",
+ "instant-u": "Instant",
+ "minutes-u": "Minutes",
+ "days-u": "Days",
+ "months-u": "Months",
+ "miracle-u": "Miracle",
+ "encumbered-u": "Encumbered",
+ "fumbled-u": "Fumbled",
+ "trained-u": "Trained",
+ "increased-for-xp-u": "Increased for XP",
+ "yes-u": "Yes",
+ "no-u": "No",
+ "special-u": "Special",
+ "touch-u": "Touch",
+ "miracle-rank-u": "Miracle Rank",
+ "ranged-u": "Ranged",
+ "invoke-trait-u": "Invoke Trait",
+ "enhance-attribute-u": "Enhance Attribute",
+ "augment-skill-u": "Augment Skill",
+ "targets-u": "Targets",
+ "impale-size-u": "Impale Size",
+ "effects-u": "Effects",
+ "whisper-rolls-to-gm-u": "Whisper Rolls to GM",
+ "magic-skills-u": "Magic Skills",
+ "other-skills-u": "Other Skills",
+ "spectral-combat-u": "Spectral Combat",
+ "spirit-abilities-u": "Spirit Abilities",
+ "spirits-have-tenacity-u": "Spirits Have Tenacity",
+ "spells-u": "Spells",
+ "miracles-u": "Miracles",
+ "show-name-in-roll-templates-u": "Show Name in Roll Templates",
+ "rolled-u": "Rolled",
+ "roll-initiative-u": "Roll Initiative",
+ "components-u": "Components",
+ "disabled-u": "Disabled",
+ "enabled-u": "Enabled",
+ "ablation-points-u": "Ablation Points",
+ "focus-points-u": "Focus Points",
+ "fortune-points-u": "Fortune Points",
+ "precision-points-u": "Precision Points",
+ "swiftness-points-u": "Swiftness Points",
+ "ablation-u": "Ablation",
+ "focus-u": "Focus",
+ "fortune-u": "Fortune",
+ "precision-u": "Precision",
+ "swiftness-u": "Swiftness",
+ "use-setting-default-u": "Use Setting Default",
+ "background-u": "Background",
+ "display-campaign-settings-u": "Display Campaign Settings",
+ "hit-u": "Hit",
+ "status-u": "Status",
+ "monster-island-u": "Monster Island",
+ "initiative-roll-u": "Initiative Roll",
+ "running-jump-u": "Running Jump",
+ "standing-jump-u": "Standing Jump",
+ "paralell-designator-u": "Paralell Designator",
+ "paralell-type-development-u": "Paralell Type/Development",
+ "apply-dependencies-penalty-u": "Apply Dependencies Penalty",
+ "rites-u": "Rites",
+ "thennla-u": "Thennla",
+ "classic-fantasy-u": "Classic Fantasy",
+ "race-u": "Race",
+ "class-u": "Class",
+ "arcane-magic-u": "Arcane Magic",
+ "divine-magic-u": "Divine Magic",
+ "arcane-casting-u": "Arcane Casting",
+ "arcane-knowledge-u": "Arcane Knowledge",
+ "casting-class-u": "Casting Class",
+ "magic-user-u": "Magic-User",
+ "bard-u": "Bard",
+ "disbelieve-u": "Disbelieve",
+ "known-u": "Known",
+ "cantrips-u": "Cantrips",
+ "school-u": "School",
+ "reversible-u": "Reversible",
+ "actions-u": "Actions",
+ "xp-u": "XP",
+ "mp-u": "MP",
+ "cost-reduction-u": "Cost Reduction",
+ "apply-penalty-u": "Apply Penalty",
+ "piety-u": "Piety",
+ "channel-u": "Channel",
+ "arcane-magic-enabled-u": "Arcane Magic Enabled",
+ "divine-magic-enabled-u": "Divine Magic Enabled",
+ "name-display-description-u": "Show character name in the roll template. Useful if you need to hide a characters true identity.",
+ "roll-display-description-u": "Rolls are only shown to the GM and the player making the roll.",
+ "setting-description-u": "Sets the default sheet options and mechanics to match the rules as presented in the setting's source book. Individual options may be overridden below.",
+ "luck-points-rank-description-u": "Add the character's Rank to their total Luck Points.",
+ "tenacity-enabled-description-u": "Tenacity is a character attribute.",
+ "firearms-enabled-description-u": "Firearms exist in the game setting.",
+ "boating-standard-description-u": "Boating is listed as a standard skill.",
+ "status-standard-description-u": "Status is listed as a standard skill.",
+ "superstition-standard-description-u": "Superstition is listed as a standard skill.",
+ "dependencies-enabled-description-u": "Enable the Dependencies mechanics.",
+ "arcane-magic-enabled-description-u": "Enables the Arcane Magic section of the sheet.",
+ "divine-magic-enabled-description-u": "Enables the Divine Magic section of the sheet.",
+ "folk-magic-enabled-description-u": "Enables the Folk Magic section of the sheet.",
+ "animism-enabled-description-u": "Enables the Animism section of the sheet.",
+ "spirits-have-tenacity-description-u": "Spirits have Tenacity as an attribute.",
+ "mysticism-enabled-description-u": "Enables the Mysticism section of the sheet.",
+ "sorcery-enabled-description-u": "Enables the Sorcery section of the sheet.",
+ "theism-enabled-description-u": "Enables the Theism section of the sheet.",
+ "conditions-u": "Conditions",
+ "psionics-u": "Psionics",
+ "discipline-u": "Discipline",
+ "discipline-talents-u": "Discipline Talents",
+ "max-active-talents-u": "Max Active Talents",
+ "humanoid-u": "Humanoid",
+ "custom-u": "Custom",
+ "health-and-armor-u": "Health & Armor",
+ "personal-u": "Personal",
+ "short-u": "Short",
+ "long-u": "Long",
+ "multiversal-u": "Multiversal",
+ "self-u": "Self",
+ "line-of-sight-u": "Line of Sight",
+ "same-paralell-u": "Same Paralell",
+ "any-paralell-u": "Any Paralell",
+ "instantaneous-u": "Instantaneous",
+ "talent-u": "Talent",
+ "lasting-u": "Lasting",
+ "mythras-psionics-enabled-u": "Mythras Psioics Enabled",
+ "default-hit-location-table-u": "Default Hit Location Table",
+ "default-hit-location-table-for-npcsu": "Default Hit Location Table for NPCs",
+ "hit-locations-description-u": "Set default hit location table for new characters.",
+ "npc-hit-locations-description-u": "Set default hit location table for new NPCs.",
+ "roman-magic-u": "Roman Magic",
+ "cursing-u": "Cursing",
+ "curse-u": "Curse",
+ "prediction-u": "Prediction",
+ "divination-u": "Divination",
+ "affects-u": "Afects",
+ "impact-u": "Impact",
+ "individual-u": "Individual",
+ "group-u": "Group",
+ "city-u": "City",
+ "necromancy-u": "Necromancy",
+ "minor-u": "Minor",
+ "life-altering-u": "Life Altering",
+ "death-u": "Death",
+ "question-dead-u": "Question Dead",
+ "summon-lemur-u": "Summon Lemur",
+ "pharmacy-u": "Pharmacy",
+ "concocte-potion-u": "Concocte Potion",
+ "small-animal-u": "Small Animal",
+ "medium-animal-u": "Medium Animal",
+ "large-animal-u": "Large Animal",
+ "shape-shifting-u": "Shape Shifting",
+ "create-salve-skins-u": "Create Salve/Skins",
+ "change-time-u": "Change Time",
+ "theology-u": "Theology",
+ "mythic-rome-u": "Mythic Rome",
+ "power-u": "Power",
+ "sphere-u": "Sphere",
+ "arc-u": "Arc",
+ "first-u": "First",
+ "second-u": "Second",
+ "third-u": "Third",
+ "ms-psionics-enabled-u": "M-Space Psionics Enabled",
+ "roman-magic-enabled-u": "Roman Magic Enabled",
+ "none-u": "None",
+ "simplified-combat-enabled-u": "Use the optional simplified combat rules from M-Space.",
+ "system-u": "System",
+ "hit-points-u": "Hit Points",
+ "wounds-u": "Wounds",
+ "conflict-pool-u": "Conflict Pool",
+ "extended-conflict-resolution-enabled-u": "Extended Conflict Resolution Enabled",
+ "home-world-u": "Home World",
+ "m-space-u": "M-Space",
+ "power-points-u": "Power Points",
+ "show-reduced-description-u": "Display a result for high skills reduced down to 100 in the roll templates.",
+ "extended-conflict-enabled-description-u": "Use the extended conflict resolution system from M-Space.",
+ "roman-magic-enabled-description-u": "Enables the Roman magic section of the sheet for magic as used in Mythic Roman.",
+ "ms-psionics-enabled-description-u": "Enables the Psionics section of the sheet per M-Space rules.",
+ "mythras-psionics-enabled-description-u": "Enables the Psionics section of the sheet per Mythras rules.",
+ "rolls-show-101-reduced-u": "Rolls Show 101+ Reduced",
+ "circles-u": "Circles",
+ "npc-weapon-size-note-u": "Force for ranged weapons",
+ "weapon-u": "Weapon",
+ "skills-u": "Skills",
+ "block-description-u": "Location passively blocked",
+ "cult-u": "Cult",
+ "circle-u": "Circle",
+ "rabble-underling-u": "Rabble/Underling",
+ "unit-name-u": "Unit Name",
+ "unit-type-u": "Unit Type",
+ "commander-u": "Commander",
+ "formation-u": "Formation",
+ "default-sheet-type-u": "Default Sheet Type",
+ "type-description-u": "Set default sheet type. Good to change this to NPC once all your PCs are made.",
+ "encounter-generator-json-u": "Encounter Generator JSON",
+ "json-importer-u": "JSON Importer",
+ "spirit-init-u": "Spirit Init",
+ "sheet-u": "Sheet",
+ "instructions-u": "Instructions",
+ "json-step-one-u": "Visit the Enouncter Generator at http://skoll.xyz/mythras_eg/",
+ "json-step-two-u": "Find your desired enemy and click to visit the template page.",
+ "json-step-three-u": "Note the number at the end of the URL.",
+ "json-step-four-u": "Go to this url but replace #### with the number noted in step three: http://skoll.xyz/mythras_eg/generate_enemies_json/?id=####",
+ "json-step-five-u": "Paste the contents of the page into the textarea above.",
+ "json-step-six-u": "Go back to the Sheet tab to enjoy your imported character.",
+ "json-note-one-u": "Once you have generated JSON for one enemy you may simply refresh the page to generate a new one.",
+ "unit-traits-u": "Unit Traits",
+ "multiplier-u": "Multiplier",
+ "strength-u": "Strength",
+ "frontage-u": "Frontage",
+ "depth-u": "Depth",
+ "command-u": "Command",
+ "competency-u": "Competency",
+ "morale-u": "Morale",
+ "armor-points-u": "Armor Points",
+ "repair-mod-u": "Repair Mod",
+ "speed-u": "Speed",
+ "seaworthiness-u": "Seaworthiness",
+ "penalty-short-u": "Pen",
+ "condition-u": "Condition",
+ "ship-shape-u": "Ship Shape",
+ "seaworthy-u": "Seaworthy",
+ "battered-u": "Battered",
+ "swamped-u": "Swamped",
+ "sinking-u": "Sinking",
+ "crew-u": "Crew",
+ "capacity-u": "Capacity",
+ "dimensions-u": "Dimensions",
+ "hull-type-u": "Hull Type",
+ "utility-u": "Utility",
+ "galley-u": "Galley",
+ "transport-u": "Transport",
+ "small-u": "Small",
+ "large-u": "Large",
+ "huge-u": "Huge",
+ "colossal-u": "Colossal",
+ "enormous-u": "Enormous",
+ "beyond-colossal-u": "Beyond Colossal",
+ "captain-u": "Captain",
+ "ship-name-u": "Ship Name",
+ "armament-u": "Armament",
+ "beyond-enormous-u": "Beyond Enormous",
+ "due-to-ship-condition-u": "due to ship condition",
+ "skill-modifier-u": "Skill Modifier",
+ "temp-armor-all-u": "Temp Armor (All)",
+ "temp-hp-all-u": "Temp HP (All)",
+ "build-u": "Build",
+ "npc-view-u": "NPC View",
+ "help-macros-u": "Help/Macros",
+ "json-note-four-u": "After import some fields may require additional work for full functionality. For example, misc skills the importer couldn't identify, will be recorded as professional skills. These may need to be re-located if they are not, in fact, professional skills. In addition, professional skills will be logged with no base value. All points will be allocated to experience. You may wish to set the base characteristics to ensure characteristic modifiers work on these skills. If so, remember to deduct the new base value from the experience field. Spells and other magic powers will also require further configuration so their roll button will present accurate information. As a general rule, anything with it's details section open, after import, could be further configured. This additional work is at the GMs discretion and is likely not needed for most NPCs.",
+ "spirit-values-u": "Spirit Values",
+ "affiliations-u": "Affiliations",
+ "affiliation-u": "Affiliation",
+ "mythic-constantinople-u": "Mythic Constantinople",
+ "affiliations-enabled-u": "Affiliations Enabled",
+ "affiliations-enabled-description-u": "Use affiliations from Mythic Constantinople.",
+ "max-devotional-pool-based-on-u": "Max Devotional Pool Based On",
+ "max-devotional-pool-based-on-description-u": "Max devotional pool calculated per Cult Rank or POW.",
+ "vehicle-u": "Vehicle",
+ "stats-u": "Stats",
+ "systems-u": "Systems",
+ "terrestrial-u": "Terrestrial",
+ "spaceship-u": "Spaceship",
+ "roll-u": "Roll",
+ "hits-u": "Hits",
+ "hull-u": "Hull",
+ "structure-u": "Structure",
+ "rate-u": "Rate",
+ "ponderous-u": "Ponderous",
+ "sluggish-u": "Sluggish",
+ "slow-u": "Slow",
+ "mediocre-u": "Mediocre",
+ "gentle-u": "Gentle",
+ "moderate-u": "Moderate",
+ "rapid-u": "Rapid",
+ "fast-u": "Fast",
+ "fleet-u": "Fleet",
+ "cargo-compartment-u": "Cargo Compartment",
+ "communications-u": "Communications",
+ "controls-u": "Controls",
+ "repulsorlift-u": "Repulsorlift",
+ "passengers-u": "Passengers",
+ "power-core-u": "Power Core",
+ "sensors-u": "Sensors",
+ "avionics-u": "Avionics",
+ "hold-u": "Hold",
+ "hangar-bay-u": "Hangar Bay",
+ "hyperdrive-u": "Hyperdrive",
+ "reactor-core-u": "Reactor Core",
+ "sublight-drive-u": "Sublight Drive",
+ "ships-and-shield-walls-u": "Ships and Shield Walls",
+ "ground-u": "Ground",
+ "liquid-u": "Liquid",
+ "flight-u": "Flight",
+ "space-u": "Space",
+ "regular-u": "Regular",
+ "terrain-u": "Terrain",
+ "walker-u": "Walker",
+ "burrower-u": "Burrower",
+ "surface-motor-u": "Surface, Motor",
+ "surface-sail-u": "Surface, Sail",
+ "sub-u": "Sub",
+ "wings-u": "Wings",
+ "anti-grav-u": "Anti-grav",
+ "rotor-blades-u": "Rotor Blades",
+ "hover-craft-u": "Hover Craft",
+ "gas-bag-u": "Gas Bag",
+ "handling-u": "Handling",
+ "hyperspace-u": "Hyperspace",
+ "app-u": "App",
+ "apps-u": "Apps",
+ "module-u": "Module",
+ "modules-u": "Modules",
+ "equip-pack-u": "Equip Pack",
+ "loadout-u": "Loadout",
+ "pack-u": "Pack",
+ "mount-vehicle-u": "Mount/Vehicle",
+ "camp-u": "Camp",
+ "homebase-u": "Homebase",
+ "streamlined-u": "Streamled",
+ "attributes-and-modules-u": "Attributes & Modules",
+ "engines-u": "Engines",
+ "maneuvering-u": "Maneuvering",
+ "total-modules-u": "Total Modules",
+ "cockpit-u": "Cockpit",
+ "bridge-u": "Bridge",
+ "sickbay-u": "Sickbay",
+ "crew-quarters-u": "Crew Quarters",
+ "passenger-quarters-u": "Passenger Quarters",
+ "cargo-hold-u": "Cargo Hold",
+ "lab-u": "Lab",
+ "open-space-u": "Open Space",
+ "hanger-bay-u": "Hanger Bay",
+ "self-repair-u": "Self-Repair",
+ "escape-pod-u": "Escape Pod",
+ "tractor-beam-u": "Tractor Beam",
+ "extra-sensors-u": "Extra Sensors",
+ "robot-arm-u": "Robot Arm",
+ "rescue-utilities-u": "Rescue Utilities",
+ "airlock-u": "Airlock",
+ "storage-u": "Storage",
+ "environment-u": "Environment",
+ "lift-gas-u": "Lift Gas",
+ "visual-size-sails-up-u": "Visual Size (Sails Up)",
+ "size-rating-u": "Size Rating",
+ "solar-system-u": "Solar System",
+ "worlds-u": "Worlds",
+ "sub-sector-u": "Sub Sector",
+ "hex-u": "Hex",
+ "star-type-u": "Star Type",
+ "planets-u": "Planets",
+ "habitable-u": "Habitable",
+ "starports-u": "Starports",
+ "astroid-belt-u": "Astroid Belt",
+ "after-the-vampire-wars-u": "After the Vampire Wars",
+ "mythras-u": "Mythras",
+ "vehicle-type-option-description-u": "Type of vehicle mechanics to use.",
+ "stash-u": "Stash",
+ "import-from-encounter-generator-u": "Import from Encounter Generator",
+ "rear-right-leg-u": "Rear Right Leg",
+ "rear-left-leg-u": "Rear Left Leg",
+ "mid-right-leg-u": "Mid Right Leg",
+ "mid-left-leg-u": "Mid Left Leg",
+ "fore-right-leg-u": "Fore Right Leg",
+ "fore-left-leg-u": "Fore Left Leg",
+ "front-right-leg-u": "Front Right Leg",
+ "front-left-leg-u": "Front Left Leg",
+ "cephalothorax-u": "Cephalothorax",
+ "hindquarters-u": "Hindquarters",
+ "forequarters-u": "Forequarters",
+ "body-u": "Body",
+ "tail-u": "Tail",
+ "right-wing-u": "Right Wing",
+ "left-wing-u": "Left Wing",
+ "thorax-u": "Thorax",
+ "dorsal-fin-u": "Dorsal Fin",
+ "right-fin-u": "Right Fin",
+ "left-fin-u": "Left Fin",
+ "trunk-u": "Trunk",
+ "right-pincer-u": "Right Pincer",
+ "left-pincer-u": "Left Pincer",
+ "metathorax-u": "Metathorax",
+ "prothorax-u": "Prothorax",
+ "tail-tip-u": "Tail Tip",
+ "mid-end-length-u": "Mid End-length",
+ "fore-end-length-u": "Fore End-length",
+ "rear-mid-length-u": "Rear Mid-length",
+ "mid-mid-length-u": "Mid Mid-length",
+ "fore-mid-length-u": "Fore Mid-length",
+ "rear-fore-length-u": "Rear Fore-length",
+ "mid-fore-length-u": "Mid Fore-length",
+ "tentacle-1-u": "Tentacle 1",
+ "tentacle-2-u": "Tentacle 2",
+ "tentacle-3-u": "Tentacle 3",
+ "tentacle-4-u": "Tentacle 4",
+ "tentacle-5-u": "Tentacle 5",
+ "tentacle-6-u": "Tentacle 6",
+ "tentacle-7-u": "Tentacle 7",
+ "tentacle-8-u": "Tentacle 8",
+ "long-tentacle-1-u": "Long Tentacle 1",
+ "long-tentacle-2-u": "Long Tentacle 2",
+ "arachnid-u": "Arachnid",
+ "biped-u": "Biped",
+ "centaurid-u": "Centaurid",
+ "decapoda-u": "Decapoda",
+ "decapodiform-u": "Decapodiform",
+ "dorsal-finned-aquatic-u": "Dorsal Finned Aquatic",
+ "draconic-u": "Draconic",
+ "insect-u": "Insect",
+ "octopodiform-u": "Octopodiform",
+ "pachyderm-u": "Pachyderm",
+ "quadruped-u": "Quadruped",
+ "serpentine-u": "Serpentine",
+ "tailed-arachnid-u": "Tailed Arachnid",
+ "tailed-biped-u": "Tailed Biped",
+ "tailed-quadruped-u": "Tailed Quadruped",
+ "winged-biped-u": "Winged Biped",
+ "winged-insect-u": "Winged Insect",
+ "winged-quadruped-u": "Winged Quadruped",
+ "npc-decrecation-warning-u": "Notice! The NPC sheet will be deprecated in the next version. It will be replaced with mook sheet and other accompanying features. To prepare you should copy your NPC stats to the main character sheet.",
+ "character-info-u": "Character Info",
+ "languages-u": "Languages",
+ "calculate-effictive-armor-enc-as-quarter-u": "Calculate effective ENC from armor as 1/4 actual",
+ "folk-magic-range-u": "Folk Magic Range",
+ "folk-magic-skill-u": "Folk Magic Skill",
+ "folk-magic-skill-divided-by-five-u": "Folk Magic Skill / 5",
+ "fae-powers-u": "Fae Powers",
+ "fata-u": "Fata",
+ "pow-metres-u": "POW Metres",
+ "pow-times-ten-metres-u": "POW x 10 Metres",
+ "max-simultaneous-powers-u": "Max Simultaneous Powers",
+ "one-minute-u": "1 Minute",
+ "intensity-minutes-u": "Intensity x Minutes",
+ "intensity-times-five-minutes-u": "Intensity x 5 Minutes",
+ "intensity-times-ten-minutes-u": "Intensity x 10 Minutes",
+ "intensity-hours-u": "Intensity x Hours",
+ "fae-powers-enabled-description-u": "Enables the Fae Powers section of the sheet.",
+ "folk-magic-range-description-u": "Sets the range of Folk Magic spells with the ranged tag.",
+ "cult-rank-u": "Cult Rank",
+ "broken-u": "Broken",
+ "skirmish-u": "Skirmish",
+ "line-u": "Line",
+ "phalanx-u": "Phalanx",
+ "circle-square-u": "Circle/Square",
+ "wedge-u": "Wedge",
+ "tortoise-u": "Tortoise",
+ "known-languages-u": "Known Languages",
+ "linguistics-enabled-u": "Linguistics Enabled",
+ "linguistics-u": "Linguistics",
+ "linguistics-enabled-description-u": "Use the Linguistics skill instead of individual Language skills.",
+ "mooks-u": "Mooks",
+ "form-u": "Form",
+ "spirit-attributes-u": "Spirit Attributes",
+ "material-u": "Material",
+ "spirit-u": "Spirit",
+ "fly-u": "Fly",
+ "powers-u": "Powers",
+ "species-fly-u": "Species Fly",
+ "species-swim-u": "Species Swim",
+ "calculated-u": "Calculated",
+ "set-2-u": "Set 2",
+ "set-3-u": "Set 3",
+ "reach-enabled-description-u": "Enable weapon reach.",
+ "action-points-chars-option-description-u": "Action Points are calculated from characteristics or set to a static value.",
+ "sink-u": "Sink",
+ "float-u": "Float",
+ "herculean-skill-modifier-u": "Herculean Skill Modifier",
+ "herculean-mod-description-u": "Is herculean difficulty 1/10th or 1/5th standard skill value.",
+ "mythras-imperative-u": "Mythras Imperative",
+ "no-penalty-u": "No Penalty",
+ "combat-u": "Combat",
+ "right-rear-leg-u": "Right Rear Leg",
+ "left-rear-leg-u": "Left Rear Leg",
+ "no-activities-possible-u": "No Activities Possible",
+ "compact-u": "Compact",
+ "professional-u": "Professional",
+ "matter-u": "Matter",
+ "mind-u": "Mind",
+ "sense-u": "Sense",
+ "cleric-u": "Cleric",
+ "druid-u": "Druid",
+ "paladin-u": "Paladin",
+ "ranger-u": "Ranger",
+ "pow-meters-u": "POW x Meters",
+ "pow-times-ten-meters-u": "POW x 10 Meters",
+ "base-skill-u": "Base Skill",
+ "talents-u": "Talents",
+ "disciplines-u": "Disciplines",
+ "stored-u": "Stored",
+ "equipped-u": "Equipped",
+ "notice-u": "With the release of v2.1, the M-Space sheet is no longer maintained as an individual sheet. Instead you should use the Mythras sheet, which has full support for the M-Space setting, plus the ability to incorporate various rules and systems from other Mythras based products.",
+ "step1-u": "Open your campaign page and goto Settings->Game Settings.",
+ "step2-u": "Change the Character Sheet Template to Mythras.",
+ "step3-u": "There are also a number of other Default Sheet Settings used to toggle optional rules and systems. Some were not previous available for M-Space. You may optionally set any as you wish.",
+ "step4-u": "When done click Save Changes."
+}
diff --git a/Macchiato Monsters/translations/ca.json b/Macchiato Monsters/translations/ca.json
new file mode 100644
index 0000000000..c7ff28876e
--- /dev/null
+++ b/Macchiato Monsters/translations/ca.json
@@ -0,0 +1,52 @@
+{
+ "CHA": "CHA",
+ "CON": "CON",
+ "DEX": "DEX",
+ "HD": "HD",
+ "HP": "HP",
+ "INT": "INT",
+ "LVL": "LVL",
+ "STR": "STR",
+ "WIS": "WIS",
+ "charisma": "Charisma",
+ "charisma-roll": "Check your Charisma",
+ "constitution": "Constitution",
+ "constitution-roll": "Check your Constitution",
+ "critical-success": "Critical success!",
+ "damage": "Damage",
+ "dexterity": "Dexterity",
+ "dexterity-roll": "Check your Dexterity",
+ "failure": "Failure",
+ "fumble": "Fumble!",
+ "gear": "GEAR",
+ "gear-risk-dice": "Risk die",
+ "goals": "Goals",
+ "goals-current": "Current goals",
+ "goals-max": "Goals needed",
+ "hit-dice-combat": "Hit dice",
+ "hit-dice-number": "Number of hit dice",
+ "hit-dice-roll": "Roll your hit dice to get new HP total",
+ "hit-points-current": "Current hit points",
+ "hit-points-max": "Maximum hit points",
+ "intelligence": "Intelligence",
+ "intelligence-roll": "Check your Intelligence",
+ "is-now": "is now",
+ "item": "Item",
+ "languages": "Languages",
+ "level": "Level",
+ "name": "NAME",
+ "number-attacks": "Number of attacks",
+ "roll-gear-risk-dice": "Roll risk die",
+ "roll-weapond-damage": "Roll weapon damage",
+ "skills-and-spells": "Abilities & Spells",
+ "strength": "Strength",
+ "strength-roll": "Check your Strength",
+ "success": "Success",
+ "traits": "Traits & Trainings",
+ "weapon": "Weapon",
+ "weapon-damage-dice": "Weapon damage die",
+ "weapon-risk": "Damage die is a risk die",
+ "weapons": "WEAPONS",
+ "wisdom": "Wisdom",
+ "wisdom-roll": "Check your Wisdom"
+}
diff --git a/Macchiato Monsters/translations/hu.json b/Macchiato Monsters/translations/hu.json
new file mode 100644
index 0000000000..c7ff28876e
--- /dev/null
+++ b/Macchiato Monsters/translations/hu.json
@@ -0,0 +1,52 @@
+{
+ "CHA": "CHA",
+ "CON": "CON",
+ "DEX": "DEX",
+ "HD": "HD",
+ "HP": "HP",
+ "INT": "INT",
+ "LVL": "LVL",
+ "STR": "STR",
+ "WIS": "WIS",
+ "charisma": "Charisma",
+ "charisma-roll": "Check your Charisma",
+ "constitution": "Constitution",
+ "constitution-roll": "Check your Constitution",
+ "critical-success": "Critical success!",
+ "damage": "Damage",
+ "dexterity": "Dexterity",
+ "dexterity-roll": "Check your Dexterity",
+ "failure": "Failure",
+ "fumble": "Fumble!",
+ "gear": "GEAR",
+ "gear-risk-dice": "Risk die",
+ "goals": "Goals",
+ "goals-current": "Current goals",
+ "goals-max": "Goals needed",
+ "hit-dice-combat": "Hit dice",
+ "hit-dice-number": "Number of hit dice",
+ "hit-dice-roll": "Roll your hit dice to get new HP total",
+ "hit-points-current": "Current hit points",
+ "hit-points-max": "Maximum hit points",
+ "intelligence": "Intelligence",
+ "intelligence-roll": "Check your Intelligence",
+ "is-now": "is now",
+ "item": "Item",
+ "languages": "Languages",
+ "level": "Level",
+ "name": "NAME",
+ "number-attacks": "Number of attacks",
+ "roll-gear-risk-dice": "Roll risk die",
+ "roll-weapond-damage": "Roll weapon damage",
+ "skills-and-spells": "Abilities & Spells",
+ "strength": "Strength",
+ "strength-roll": "Check your Strength",
+ "success": "Success",
+ "traits": "Traits & Trainings",
+ "weapon": "Weapon",
+ "weapon-damage-dice": "Weapon damage die",
+ "weapon-risk": "Damage die is a risk die",
+ "weapons": "WEAPONS",
+ "wisdom": "Wisdom",
+ "wisdom-roll": "Check your Wisdom"
+}
diff --git a/Magica_Logia/translations/ca.json b/Magica_Logia/translations/ca.json
new file mode 100644
index 0000000000..381f766813
--- /dev/null
+++ b/Magica_Logia/translations/ca.json
@@ -0,0 +1,212 @@
+{
+ "temp_name": "Temporary name",
+ "character_name": "Character name",
+ "player": "Player",
+ "gender": "Gender",
+ "age": "Age",
+ "merit": "Merit",
+ "money": "Money",
+ "clan": "Clan",
+ "rank": "Rank",
+ "lev": "Level",
+ "atk": "Attack Level",
+ "def": "Defence Level",
+ "bas": "Base Level",
+ "cover": "Cover",
+ "innerface": "Innerface",
+ "effect": "Effect",
+ "effect_done": "Done",
+ "mp": "MP",
+ "temp_mp": "Temporary MP",
+ "duty": "Duty",
+ "Status": "Status",
+ "Seal": "Seal",
+ "Hole": "Hole",
+ "Seak": "Seak",
+ "Weak": "Weak",
+ "Block": "Block",
+ "Unluck": "Unluck",
+ "Die": "Die",
+ "Blank": "Blank",
+ "skill": "Skill",
+ "config": "Configuration",
+ "whisper": "Whisper",
+ "whisper_GM": "Whisper GM :",
+ "whisper_gm_value": "Whisper GM",
+ "img-display-setting": "Image display setting",
+ "img-display-dec-01": "Paste the image address and click the circle next to the address. Supported formats: GIF, JPG, PNG.",
+ "img-display-dec-02": "Each magic can attach a different image. If you are applying the same image to all magics, use the 'Magic Image' option.",
+ "img-magic": "Magic image",
+ "img-none": "Don't use images",
+ "img-others": "Image exept magic",
+ "placeholder-magic-effect": "Magic Effect",
+ "placeholder-spell-phrase": "Magic Spell",
+ "placeholder-img": "Image address: Support GIF, JPG, PNG formats",
+ "placeholder-option-open": "Options: Open/Close",
+ "emer-summon": "Emergency Summon",
+ "emer-summon-effect": "Roll 1D6 to select a field at random, then roll 2D6 to select a skill at random. The selected skill becomes an Assigned-skill of this magic. You can summon a spirit corresponding to that skill if you succeed in making a resolution with the assigned skill.",
+ "placeholder-anker-detail": "Details about Ankers",
+ "auto_skill_matrix": "Skill Matrix",
+ "book_and_relation_list": "Books and Relations",
+ "magic_name": "Magic Name",
+ "types": "Type",
+ "assigned-skill": "Assigned skill",
+ "cost": "Cost",
+ "charge": "Charge",
+ "correction": "Correction",
+ "recite": "Recite",
+ "summon": "Summon",
+ "spell": "Spell",
+ "equip": "Equip",
+ "None": "None",
+ "fluid": "Fluid",
+ "anker": "Ankers",
+ "name": "Name",
+ "fate": "Fate",
+ "link": "Link",
+ "explan": "Explain",
+ "roll": "Roll",
+ "plot": "'s Plot is ",
+ "assigned-skill-z": "Assigned skill: ",
+ "target-z": "Target: ",
+ "cost-z": "Cost: ",
+ "star": "1.Star",
+ "brute": "2.Brute",
+ "power": "3.Power",
+ "song": "4.Song",
+ "dream": "5.Dream",
+ "darkness": "6.Darkness",
+ "gold": "Gold",
+ "field": "Field",
+ "woods": "Woods",
+ "road": "Road",
+ "sea": "Sea",
+ "silent": "Silent",
+ "rain": "Rain",
+ "storm": "Storm",
+ "sun": "Sun",
+ "sky": "Sky",
+ "world": "World",
+ "meat": "Meat",
+ "bug": "Bug",
+ "flower": "Flower",
+ "blood": "Blood",
+ "scale": "Scale",
+ "chaos": "Chaos",
+ "tooth": "Tooth",
+ "roar": "Roar",
+ "fury": "Fury",
+ "wing": "Wing",
+ "eros": "Eros",
+ "gravity": "Gravity",
+ "wind": "Wind",
+ "flow": "Flow",
+ "water": "Water",
+ "wave": "Wave",
+ "freedom": "Freedom",
+ "impact": "Impact",
+ "electric": "Electric",
+ "flame": "Flame",
+ "light": "Light",
+ "cycle": "Cycle",
+ "word": "Word",
+ "melody": "Melody",
+ "tear": "Tear",
+ "farewell": "Farewell",
+ "smile": "Smile",
+ "cherish": "Cherish",
+ "victory": "Victory",
+ "love": "Love",
+ "passion": "Passion",
+ "healing": "Healing",
+ "time": "Time",
+ "memory": "Memory",
+ "riddle": "Riddle",
+ "lie": "Lie",
+ "anxiety": "Anxiety",
+ "sleep": "Sleep",
+ "chance": "Chance",
+ "illusion": "Illusion",
+ "madness": "Madness",
+ "pray": "Pray",
+ "hope": "Hope",
+ "future": "Future",
+ "abyss": "Abyss",
+ "decay": "Decay",
+ "betrayal": "Betrayal",
+ "delusion": "Delusion",
+ "indolence": "Indolence",
+ "distortion": "Distortion",
+ "misfortune": "Misfortune",
+ "fool": "Fool",
+ "malice": "Malice",
+ "despair": "Despair",
+ "death": "Death",
+ "soul_skill": "Soul skill: ",
+ "star(lost)": "1.Star(Sealed)",
+ "brute(lost)": "2.Brute(Sealed)",
+ "power(lost)": "3.Power(Sealed)",
+ "song(lost)": "4.Song(Sealed)",
+ "dream(lost)": "5.Dream(Sealed)",
+ "darkness(lost)": "6.Darkness(Sealed)",
+ "SpellEffect": "Effect: ",
+ "SpellEffect-z": "Effect",
+ "ReciteEffect": "Recite: ",
+ "ReciteEffect-z": "Recite: ",
+ "fate_done": "Done",
+ "modulation": "Modulation",
+ "plot_and_tables": "Plot and Tables",
+ "modulation_table": "Modulation Table",
+ "Seal-dec": "Choose a random magic that you have acquired exept the type of equip. Check the check box of the selected magic. When you use that magic, you need to spend 2 points of [MP].",
+ "Hole-dec": "During the magic battle, your [MP] is reduced by 1 point at the end of each round.",
+ "Seak-dec": "Your [Attack Level] reduces by 1 point.",
+ "Weak-dec": "Your [Defence Level] reduces by 1 point.",
+ "Block-dec": "Your [Defence Level] reduces by 1 point.",
+ "Unluck-dec": "Choose a skill randomly and check the check box of that skill. The skill becomes unavailable and it will be modified -1 when you make a Resolution and that's assigned skill is in the same field as the selected skill.",
+ "fate_conversion_table": "Fate Conversion Table",
+ "frustration": "Frustration",
+ "parting": "Parting",
+ "serious-illness": "Serious illness",
+ "debt": "Debt",
+ "discord": "Discord",
+ "accident": "Accident",
+ "frustration-dec": "The character abandons his cherished dream.",
+ "parting-dec": "The character has lost precious person(close friends and lovers, parents, brothers, etc).",
+ "serious-illness-dec": "The character suffers from an incurable disease.",
+ "debt-dec": "The character is exploited by the wicked and owes a lot of money.",
+ "discord-dec": "The character is deeply hurt by the failure of human relationships.",
+ "accident-dec": "The character is injured irrevocably by a car accident.",
+ "ordinary_scene_table": "Scene Table",
+ "ordinary-scene-table-result-02": "Somewhere not here. Take a short trip to another world filled with the magical powers. 1 point of Star-Mana appears.",
+ "ordinary-scene-table-result-03": "In a dream. Past days appear before you. 1 point of Dream-Mana appears.",
+ "ordinary-scene-table-result-04": "A strong wind is blowing and the clouds are flowing. Thunder is heard in the distance. 1 point of Power-Mana appears.",
+ "ordinary-scene-table-result-05": "Inside the quiet cafe. There is a gentle atmosphere with the aroma of coffee.",
+ "ordinary-scene-table-result-06": "A deserted alley. If you stay here, there will be no distractions.",
+ "ordinary-scene-table-result-07": "Nearby, there is a magic disaster caused by a
Level",
+ "skilltablename-u": "Name",
+ "skilltablemiscmodifier-u": "Misc.
Modifier",
+ "skilltabletrained-u": "Trained",
+ "skilltabletotalmodifier-u": "Total",
+ "skilltablespecialty-u": "Speciality",
+ "skillstrengthoption-u": "Strength",
+ "skillintellectoption-u": "Intellect",
+ "skilldexterityoption-u": "Dexterity",
+ "skilleducationoption-u": "Education",
+ "skillenduranceoption-u": "Endurance",
+ "skillsocialoption-u": "Social",
+ "skilltableroll-u": "Roll",
+ "equipmenttitle-u": "Equipment",
+ "geartitle-u": "Gear",
+ "totalgearweight-u": "Total Gear Weight",
+ "gearcell-u": "Gear",
+ "gearquantity-u": "Quantity",
+ "gearweight-u": "KG each",
+ "financestitle-u": "Finances",
+ "pension-u": "Pension",
+ "debt-u": "Debt",
+ "cash-u": "Cash on Hand",
+ "monthlyship-u": "Monthly Ship Payment",
+ "monthlylifesupport-u": "Monthly Life Support",
+ "otherwealth-u": "Other Wealth",
+ "otherwealthitem-u": "Item",
+ "otherwealthvalue-u": "Value",
+ "otherwealthlocation-u": "Location",
+ "combattitle-u": "Combat",
+ "armourtype-u": "Type",
+ "armourtechlevel-u": "TL",
+ "armourprotection-u": "Protection",
+ "armourprotectionlaser-u": "Protection (Laser)",
+ "armourrads-u": "Rad",
+ "armourkgweight-u": "KG",
+ "armourskill-u": "Required Skill",
+ "armournoneskill-u": "None",
+ "armourvaccsuit0-u": "Vacc Suit 0",
+ "armourvaccsuit1-u": "Vacc Suit 1",
+ "armourvaccsuit2-u": "Vacc Suit 2",
+ "armourvaccsuit3-u": "Vacc Suit 3",
+ "armourvaccsuit4-u": "Vacc Suit 4",
+ "initiativeroll-u": "",
+ "weaponstitle-u": "Weapons",
+ "weaponroll-u": "Roll",
+ "weaponweapon-u": "Weapon",
+ "weaponskilltotal-u": "Skill Total",
+ "weapondicemod-u": "DM",
+ "weapondamage-u": "Damage",
+ "weapontechlevel-u": "TL",
+ "weaponrange-u": "Range",
+ "weaponweight-u": "KG",
+ "weaponmagazine-u": "Magazine",
+ "powerstitle-u": "Powers",
+ "legacy-u": "Legacy",
+ "normal-u": "Normal",
+ "prompt-u": "Prompt",
+ "boon-u": "Boon",
+ "bane-u": "Bane",
+ "ro_default-Q": "Default dice roll behaviour",
+ "ro_default-D": "Legacy is the old sheet method, Prompt asks every roll for normal/boon/bane, Toggle displays Normal/Boon/Bane buttons.",
+ "yes-u": "Yes",
+ "no-u": "No",
+ "rolltype-u": "Roll Type: ",
+ "modprompt-u": "Modifier: ",
+ "settings-u": "Settings: ",
+ "mod_default-Q": "Ask for modifier?",
+ "mod_default-D": "Yes prompts for a modifier on every roll, No never pronpts for a modifier, Toggle displays Yes/No buttons."
+}
\ No newline at end of file
diff --git a/Mongoose_Traveller2e/translations/hu.json b/Mongoose_Traveller2e/translations/hu.json
new file mode 100644
index 0000000000..7c850f168b
--- /dev/null
+++ b/Mongoose_Traveller2e/translations/hu.json
@@ -0,0 +1,105 @@
+{
+ "rating-u": "Rating",
+ "temp-u": "Temp",
+ "mod-u": "Mod",
+ "strength-u": "Strength",
+ "dexterity-u": "Dexterity",
+ "endurance-u": "Endurance",
+ "intellect-u": "Intellect",
+ "education-u": "Education",
+ "social-u": "Social",
+ "prime-u": "Prime",
+ "name-u": "Name",
+ "age-u": "Age",
+ "homeworld-u": "Homeworld",
+ "race-u": "Race",
+ "rads-u": "Rads",
+ "studyweeks-u": "Weeks",
+ "studyperiods-u": "Periods",
+ "studyskill-u": "Skill",
+ "historytitle-u": "History",
+ "characterhistorytitle-u": "Character History",
+ "recenthistory-u": "Recent History",
+ "recenteventname-u": "Event Name",
+ "recenteventdate-u": "Event Date",
+ "alliestitle-u": "Allies",
+ "location-u": "Location",
+ "contacttitle-u": "Contacts",
+ "enemiestitle-u": "Enemies",
+ "rivalstitle-u": "Rivals",
+ "skillstitle-u": "Skills",
+ "skills-all-u": "All",
+ "skills-combat-u": "Combat",
+ "skilltableskill-u": "Skill",
+ "skilltablecharacteristic-u": "Characteristic",
+ "skilltabledicemodifier-u": "DM",
+ "skilltableskilllevel-u": "Skill
Level",
+ "skilltablename-u": "Name",
+ "skilltablemiscmodifier-u": "Misc.
Modifier",
+ "skilltabletrained-u": "Trained",
+ "skilltabletotalmodifier-u": "Total",
+ "skilltablespecialty-u": "Speciality",
+ "skillstrengthoption-u": "Strength",
+ "skillintellectoption-u": "Intellect",
+ "skilldexterityoption-u": "Dexterity",
+ "skilleducationoption-u": "Education",
+ "skillenduranceoption-u": "Endurance",
+ "skillsocialoption-u": "Social",
+ "skilltableroll-u": "Roll",
+ "equipmenttitle-u": "Equipment",
+ "geartitle-u": "Gear",
+ "totalgearweight-u": "Total Gear Weight",
+ "gearcell-u": "Gear",
+ "gearquantity-u": "Quantity",
+ "gearweight-u": "KG each",
+ "financestitle-u": "Finances",
+ "pension-u": "Pension",
+ "debt-u": "Debt",
+ "cash-u": "Cash on Hand",
+ "monthlyship-u": "Monthly Ship Payment",
+ "monthlylifesupport-u": "Monthly Life Support",
+ "otherwealth-u": "Other Wealth",
+ "otherwealthitem-u": "Item",
+ "otherwealthvalue-u": "Value",
+ "otherwealthlocation-u": "Location",
+ "combattitle-u": "Combat",
+ "armourtype-u": "Type",
+ "armourtechlevel-u": "TL",
+ "armourprotection-u": "Protection",
+ "armourprotectionlaser-u": "Protection (Laser)",
+ "armourrads-u": "Rad",
+ "armourkgweight-u": "KG",
+ "armourskill-u": "Required Skill",
+ "armournoneskill-u": "None",
+ "armourvaccsuit0-u": "Vacc Suit 0",
+ "armourvaccsuit1-u": "Vacc Suit 1",
+ "armourvaccsuit2-u": "Vacc Suit 2",
+ "armourvaccsuit3-u": "Vacc Suit 3",
+ "armourvaccsuit4-u": "Vacc Suit 4",
+ "initiativeroll-u": "",
+ "weaponstitle-u": "Weapons",
+ "weaponroll-u": "Roll",
+ "weaponweapon-u": "Weapon",
+ "weaponskilltotal-u": "Skill Total",
+ "weapondicemod-u": "DM",
+ "weapondamage-u": "Damage",
+ "weapontechlevel-u": "TL",
+ "weaponrange-u": "Range",
+ "weaponweight-u": "KG",
+ "weaponmagazine-u": "Magazine",
+ "powerstitle-u": "Powers",
+ "legacy-u": "Legacy",
+ "normal-u": "Normal",
+ "prompt-u": "Prompt",
+ "boon-u": "Boon",
+ "bane-u": "Bane",
+ "ro_default-Q": "Default dice roll behaviour",
+ "ro_default-D": "Legacy is the old sheet method, Prompt asks every roll for normal/boon/bane, Toggle displays Normal/Boon/Bane buttons.",
+ "yes-u": "Yes",
+ "no-u": "No",
+ "rolltype-u": "Roll Type: ",
+ "modprompt-u": "Modifier: ",
+ "settings-u": "Settings: ",
+ "mod_default-Q": "Ask for modifier?",
+ "mod_default-D": "Yes prompts for a modifier on every roll, No never pronpts for a modifier, Toggle displays Yes/No buttons."
+}
\ No newline at end of file
diff --git a/Monster of the Week Official/translations/ca.json b/Monster of the Week Official/translations/ca.json
new file mode 100644
index 0000000000..d71f44d579
--- /dev/null
+++ b/Monster of the Week Official/translations/ca.json
@@ -0,0 +1,1720 @@
+{
+ "sheet-version": "sheet version",
+ "send_details_to_chat": "Send details to chat!",
+ "character-name": "Name",
+ "character-gender": "Pronouns",
+ "playbook": "Playbook",
+ "playbook-choice": "Choose a Playbook",
+ "character-look": "Look",
+ "select-text": "Select a Playbook above to get started",
+ "stats": "Stats",
+ "charm": "Charm",
+ "cool": "Cool",
+ "sharp": "Sharp",
+ "tough": "Tough",
+ "weird": "Weird",
+ "luck": "Luck",
+ "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury",
+ "okay": "Okay",
+ "doomed": "Doomed",
+ "special": "Special",
+ "harm": "Harm",
+ "dying": "Dying",
+ "unstable": "Unstable",
+ "experience": "Experience",
+ "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so",
+ "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option",
+ "other-moves": "Other Moves",
+ "gear": "Gear",
+ "other-gear": "Other Gear",
+ "improvements": "Improvements",
+ "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)",
+ "max": "max",
+ "another": "Take another",
+ "move": "move",
+ "ally": "Gain an ally",
+ "playbook-move": "Take a move from another playbook",
+ "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above",
+ "rating": "to any rating",
+ "new-playbook": "Change playbooks",
+ "second-hunter": "Create a second hunter to play",
+ "basic-moves": "Advance 2 basic moves",
+ "retire": "Retire this hunter to safety",
+ "erase-luck": "Erase one used Luck point",
+ "after-getting-improvement": "Use after getting the corresponding Improvement",
+ "history": "History and Notes",
+ "pick-one": "pick one",
+ "pick-two": "pick two",
+ "pick-three": "pick three",
+ "moves": "Moves",
+ "1-fixed-move": "You get this",
+ "2-fixed-moves": "You get these 2",
+ "1-move": "Then pick one of these",
+ "2-moves-then": "Then pick two of these",
+ "2-moves": "Pick two of these",
+ "3-moves-then": "Then pick three of these",
+ "3-moves": "Pick three of these",
+ "choose": "choose",
+ "one": "one",
+ "two": "two",
+ "three": "three",
+ "the-chosen": "The Chosen",
+ "the-crooked": "The Crooked",
+ "the-divine": "The Divine",
+ "the-expert": "The Expert",
+ "the-flake": "The Flake",
+ "the-initiate": "The Initiate",
+ "the-monstrous": "The Monstrous",
+ "the-mundane": "The Mundane",
+ "the-professional": "The Professional",
+ "the-spellslinger": "The Spell-Slinger",
+ "the-spooky": "The Spooky",
+ "the-wronged": "The Wronged",
+ "the-gumshoe": "The Gumshoe",
+ "the-hex": "The Hex",
+ "the-pararomantic": "The Pararomantic",
+ "the-searcher": "The Searcher",
+ "the-exile": "The Exile",
+ "the-hardcase": "The Hard Case (Original)",
+ "the-luchador": "The Luchador",
+ "the-meddlingkid": "The Meddling Kid",
+ "the-sidekick": "The Sidekick",
+ "the-snoop": "The Snoop",
+ "the-summoned": "The Summoned",
+ "the-traveler": "The Traveler",
+ "the-actionscientist": "The Action Scientist",
+ "the-biggamehunter": "The Big Game Hunter",
+ "the-constructed": "The Constructed",
+ "the-madscientist": "The Mad Scientist",
+ "custom-playbook": "Custom Playbook",
+ "tome-of-mysteries": "Tome of Mysteries",
+ "reinforcements": "Reinforcements",
+ "Brazilian": "Brazilian Edition",
+ "fan-made": "Fan-made",
+ "chosen": "Chosen",
+ "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.",
+ "your-fate": "Your Fate",
+ "fate-description": "How you found out you were the chosen one",
+ "fate-unfold": "How your fate will unfold",
+ "heroic": "Heroic",
+ "fate-heroic1": "Sacrifice",
+ "fate-heroic2": "You are the Champion",
+ "fate-heroic3": "Visions",
+ "fate-heroic4": "Secret training",
+ "fate-heroic5": "Magical powers",
+ "fate-heroic6": "Mystical inheritance",
+ "fate-heroic7": "A normal life",
+ "fate-heroic8": "True love",
+ "fate-heroic9": "You can save the world",
+ "fate-heroic10": "Hidden allies",
+ "fate-heroic11": "The end of monsters",
+ "fate-heroic12": "Divine help",
+ "doom": "Doom",
+ "fate-doom1": "Death",
+ "fate-doom2": "You can't save everyone",
+ "fate-doom3": "Impossible love",
+ "fate-doom4": "Failure",
+ "fate-doom5": "A nemesis",
+ "fate-doom6": "No normal life",
+ "fate-doom7": "Loss of loved ones",
+ "fate-doom8": "Treachery",
+ "fate-doom9": "Doubt",
+ "fate-doom10": "Sympathy with the enemy",
+ "fate-doom11": "Damnation",
+ "fate-doom12": "Hosts of monsters",
+ "fate-doom13": "The End of Days",
+ "fate-doom14": "The source of Evil",
+ "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.",
+ "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.",
+ "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.",
+ "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.",
+ "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.",
+ "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.",
+ "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.",
+ "chosen-gear1": "Protective gear worth 1 armour",
+ "optional": "optional",
+ "chosen-gear2": "Special Weapon",
+ "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.",
+ "form": "Form",
+ "chosen-gear3": "Staff (1 harm, hand/close)",
+ "chosen-gear4": "Haft (2 harm, hand, heavy)",
+ "chosen-gear5": "Handle (1 harm, hand, balanced)",
+ "chosen-gear6": "Chain (1 harm, hand, area)",
+ "business-end": "Business-end",
+ "chosen-gear7": "Artifact (+magic)",
+ "chosen-gear8": "Spikes (+1 harm, +messy)",
+ "chosen-gear9": "Blade (+1 harm)",
+ "chosen-gear10": "Heavy (+1 harm)",
+ "chosen-gear11": "Long (+close)",
+ "chosen-gear12": "Throwable (+close)",
+ "chosen-gear13": "Chain (+area)",
+ "material": "Material",
+ "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)",
+ "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag",
+ "Crooked": "Crooked",
+ "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.",
+ "background": "Background",
+ "background-description": "Before you became a hunter, what less-than-legal job did you do?",
+ "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.",
+ "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two",
+ "background2.1": "You get in undetected",
+ "background2.2": "You get out undetected",
+ "background2.3": "You don't leave a mess",
+ "background2.4": "You find what you were after",
+ "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.",
+ "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one",
+ "background4.1": "You owe them",
+ "background4.2": "They screwed you over",
+ "background4.3": "You screwed them over",
+ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.",
+ "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.",
+ "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.",
+ "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).",
+ "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.",
+ "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1:",
+ "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.",
+ "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).",
+ "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.",
+ "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.",
+ "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles.",
+ "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.",
+ "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.",
+ "crooked-weapon": "Effective Weapons",
+ "crooked-gear1": ".22 revolver (1 harm, close, reload, small)",
+ "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)",
+ "crooked-gear3": "9mm (2 harm, close, loud)",
+ "crooked-gear4": "Shotgun (3 harm, close, messy)",
+ "crooked-gear5": "Hunting rifle (2 harm, far, loud)",
+ "crooked-gear6": "Big knife (1 harm, hand)",
+ "crooked-gear7": "Baseball bat (1 harm, hand)",
+ "crooked-gear8": "Submachinegun (2 harm, close, reload, area)",
+ "crooked-gear9": "Assault rifle (3 harm, close/far, area)",
+ "heat": "Heat",
+ "heat-description": "You didn't get here without making enemies.",
+ "pick-heat": "Pick at least 2 of these and name the people involved",
+ "heat1": "A police detective has made it a personal goal to put you away.",
+ "heat2": "You have a rival from your background, who never misses a chance to screw you over.",
+ "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.",
+ "heat4": "You took advantage of someone with special powers (a person or monster).",
+ "heat5": "You betrayed an old partner in the middle of a job.",
+ "underworld": "Underworld",
+ "underworld-description": "Pick how you discovered the real underworld",
+ "underworld1": "The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc).",
+ "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).",
+ "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).",
+ "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).",
+ "crooked-ally": "one of your old crew",
+ "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two",
+ "Divine": "Divine",
+ "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.",
+ "your-mission": "Mission",
+ "mission-description": "You have been put here for a purpose",
+ "mission1": "You are here to fight the schemes of an Adversary.",
+ "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.",
+ "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.",
+ "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.",
+ "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.",
+ "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.",
+ "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.",
+ "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.",
+ "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.",
+ "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.",
+ "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.",
+ "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.",
+ "divine-weapon": "Divine Weapon",
+ "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin",
+ "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)",
+ "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)",
+ "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)",
+ "divine-gear4": "Five demon bag (3 harm, close, magic, holy)",
+ "divine-gear5": "Silver trident (3 harm, hand, silver, holy)",
+ "Divine-ally": "a lesser divine being, sent to help you with your mission",
+ "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission",
+ "Expert": "Expert",
+ "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.",
+ "expert-weapons": "Monster-slaying Weapons",
+ "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)",
+ "expert-gear2": "Silver sword (2 harm, hand, messy, silver)",
+ "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)",
+ "expert-gear4": "Blessed knife (2 harm, hand, holy)",
+ "expert-gear5": "Magical dagger (2 harm, hand, magic)",
+ "expert-gear6": "Juju bag (1 harm, far, magic)",
+ "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volatile)",
+ "expert-gear8": "Magnum (3 harm, close, reload, loud)",
+ "expert-gear9": "Shotgun (3 harm, close, messy, loud)",
+ "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.",
+ "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.",
+ "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.",
+ "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.",
+ "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.",
+ "expert-move6": "The One With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.",
+ "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.",
+ "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?",
+ "expert-move7.2": "What black magic do I know that could help here?",
+ "expert-move7.3": "Do I know anyone who might be behind this?",
+ "expert-move7.4": "Who do I know that can help us right now?",
+ "your-haven": "Haven",
+ "haven-description": "You have set up a haven, a safe place to work",
+ "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).",
+ "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.",
+ "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.",
+ "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.",
+ "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.",
+ "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.",
+ "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.",
+ "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.",
+ "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).",
+ "expert-advance1": "Add a Haven option",
+ "Flake": "Flake",
+ "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiracies that aspect connects to.",
+ "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions",
+ "flake-move1.1": "Is this person connected to current events more than they are saying?",
+ "flake-move1.2": "When and where will the next critical event occur?",
+ "flake-move1.3": "What does the monster want from this person?",
+ "flake-move1.4": "Is this connected to previous mysteries we have investigated?",
+ "flake-move1.5": "How does this mystery connect to the bigger picture?",
+ "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).",
+ "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.",
+ "flake-move4": "Suspicious Mind: If someone lies to you, you know it.",
+ "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.",
+ "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.",
+ "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.",
+ "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.",
+ "flake-normal": "Normal Weapon",
+ "flake-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "flake-gear2": "9mm (2 harm, close, loud)",
+ "flake-gear3": "Hunting rifle (2 harm, far, loud)",
+ "flake-gear4": "Magnum (3 harm, close, reload, loud)",
+ "flake-gear5": "Shotgun (3 harm, close, messy, loud)",
+ "flake-gear6": "Big knife (1 harm, hand)",
+ "flake-hidden": "Hidden Weapons",
+ "flake-gear7": "Throwing knives (1 harm, close, many)",
+ "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)",
+ "flake-gear9": "Garrote (3 harm, intimate)",
+ "flake-gear10": "Watchman's flashlight (1 harm, hand)",
+ "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)",
+ "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)",
+ "Flake-advance1": "Gain a Haven, like the Expert, with two options",
+ "Flake-advance2": "Add a Haven option",
+ "Initiate": "Initiate",
+ "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disastrous operation.",
+ "your-sect": "Sect",
+ "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?",
+ "sect-traditions": "Sect's Traditions",
+ "good-traditions": "Good Traditions",
+ "good-tradition1": "Knowledgeable",
+ "good-tradition2": "Ancient lore",
+ "good-tradition3": "Magical lore",
+ "good-tradition4": "Fighting arts",
+ "good-tradition5": "Modernised",
+ "good-tradition6": "Chapters everywhere",
+ "good-tradition7": "Secular power",
+ "good-tradition8": "Flexible tactics",
+ "good-tradition9": "Open hierarchy",
+ "good-tradition10": "Integrated in society",
+ "good-tradition11": "Rich",
+ "good-tradition12": "Nifty gadgets",
+ "good-tradition13": "Magical items",
+ "bad-traditions": "Bad Traditions",
+ "bad-tradition1": "Dubious motives",
+ "bad-tradition2": "Tradition-bound",
+ "bad-tradition3": "Short-sighted",
+ "bad-tradition4": "Paranoid and secretive",
+ "bad-tradition5": "Closed hierarchy",
+ "bad-tradition6": "Factionalised",
+ "bad-tradition7": "Strict laws",
+ "bad-tradition8": "Mystical oaths",
+ "bad-tradition9": "Total obedience",
+ "bad-tradition10": "Tyrannical leaders",
+ "bad-tradition11": "Obsolete gear",
+ "bad-tradition12": "Poor",
+ "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.",
+ "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.",
+ "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.",
+ "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to",
+ "initiate-move3.1": "Have a useful object ready.",
+ "initiate-move3.2": "Be somewhere you are needed, just in time.",
+ "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.",
+ "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.",
+ "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.",
+ "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.",
+ "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).",
+ "initiate-move7": "Helping Hand: When you successfully help out another hunter, they get +2 instead of the usual +1.",
+ "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.",
+ "inititate-armour": "Old-fashioned Armour (1 armour, heavy)",
+ "inititate-old": "Old-fashioned Weapons",
+ "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two",
+ "inititate-gear1": "Sword (2 harm, hand, messy)",
+ "inititate-gear2": "Axe (2 harm, hand, messy)",
+ "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)",
+ "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)",
+ "inititate-gear5": "Silver knife (1 harm, hand, silver)",
+ "inititate-gear6": "Fighting sticks (1 harm, hand, quick)",
+ "inititate-gear7": "Spear (2 harm, hand/close)",
+ "inititate-gear8": "Mace (2 harm, hand, messy)",
+ "inititate-gear9": "Crossbow (2 harm, close, slow)",
+ "initiate-modern": "Modern Weapons",
+ "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one",
+ "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)",
+ "inititate-gear11": "9mm (2 harm, close, loud)",
+ "inititate-gear12": "Sniper rifle (3 harm, far)",
+ "inititate-gear13": "Magnum (3 harm, close, reload, loud)",
+ "inititate-gear14": "Shotgun (3 harm, close, messy)",
+ "Initiate-advance1": "Get command of your chapter of the Sect",
+ "Initiate-advance2": "Get a Sect team under your command",
+ "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect",
+ "Monstrous": "Monstrous",
+ "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.",
+ "monster-breed": "Monster Breed",
+ "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?",
+ "curses": "Curses",
+ "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.",
+ "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.",
+ "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.",
+ "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.",
+ "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.",
+ "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.",
+ "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.",
+ "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).",
+ "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.",
+ "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.",
+ "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.",
+ "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.",
+ "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.",
+ "monstrous-move10": "Flight: You can fly.",
+ "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).",
+ "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.",
+ "natural-attacks": "Natural Attacks",
+ "monstrous-attacks-pick": "pick one base and one extra, or pick two bases",
+ "monstrous-attacks1": "Base: teeth (3 harm, intimate)",
+ "monstrous-attacks2": "Base: claws (2 harm, hand)",
+ "monstrous-attacks3": "Base: magical force (1 harm, magical, close)",
+ "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)",
+ "monstrous-attacks5": "Extra: add +1 harm to a base",
+ "monstrous-attacks6": "Extra: add ignore-armour to a base",
+ "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)",
+ "monstrous-weapon": "(Optional) Handy Weapon",
+ "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "monstrous-gear2": "9mm (2 harm, close, loud)",
+ "monstrous-gear3": "Magnum (3 harm, close, reload, loud)",
+ "monstrous-gear4": "Shotgun (3 harm, close, messy)",
+ "monstrous-gear5": "Big knife (1 harm, hand)",
+ "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)",
+ "monstrous-gear7": "Sword (2 harm, hand, messy)",
+ "monstrous-gear8": "Huge sword (3 harm, hand, heavy)",
+ "Monstrous-advance1": "Gain a Haven, like the Expert, with two options",
+ "Monstrous-advance2": "Take a natural attacks pick",
+ "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird",
+ "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
+ "Mundane": "Mundane",
+ "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!",
+ "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.",
+ "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.",
+ "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.",
+ "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.",
+ "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.",
+ "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from",
+ "mundane-move6.1": "They ask you a hard question first.",
+ "mundane-move6.2": "They stall and dither a while.",
+ "mundane-move6.3": "They have a 'better' idea.",
+ "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.",
+ "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:",
+ "mundane-move7.1": "Inflict 1 harm.",
+ "mundane-move7.2": "Reduce someone's harm suffered by 1.",
+ "mundane-move7.3": "Take +2 forward on an act under pressure roll.",
+ "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.",
+ "mundane-weapon": "Mundane Weapons",
+ "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)",
+ "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
+ "mundane-gear3": "Small handgun (2 harm, close, loud, reload)",
+ "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)",
+ "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)",
+ "mundane-gear6": "Nunchuks (2 harm, hand, area)",
+ "mundane-transport": "Means of Transport",
+ "mundane-gear7": "Skateboard",
+ "mundane-gear8": "Bicycle",
+ "mundane-gear9": "Fairly new car in decent condition",
+ "mundane-gear10": "Classic car in terrible condition",
+ "mundane-gear11": "Motorcycle",
+ "mundane-gear12": "Van",
+ "Professional": "Professional",
+ "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.",
+ "agency": "Agency",
+ "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?",
+ "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?",
+ "resources": "Resources",
+ "agency1": "Well-armed",
+ "agency2": "Well-financed",
+ "agency3": "Rigorous training",
+ "agency4": "Official pull",
+ "agency5": "Cover identities",
+ "agency6": "Offices all over the place",
+ "agency7": "Good intel",
+ "agency8": "Recognised authority",
+ "agency9": "Weird tech gadgets",
+ "agency10": "Support teams",
+ "red-tape": "Red Tape",
+ "agency11": "Dubious motives",
+ "agency12": "Bureaucratic",
+ "agency13": "Secretive hierarchy",
+ "agency14": "Cryptic missions",
+ "agency15": "Hostile superiors",
+ "agency16": "Inter-departmental rivalry",
+ "agency17": "Budget cuts",
+ "agency18": "Take no prisoners policy",
+ "agency19": "Live capture policy",
+ "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.",
+ "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.",
+ "professional-move2": "Unfazeable: Take +1 Cool (max +3).",
+ "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.",
+ "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.",
+ "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.",
+ "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.",
+ "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.",
+ "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.",
+ "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.",
+ "professional-armour": "Armour",
+ "professional-gear1": "Flak vest (1 armour, hidden)",
+ "professional-gear2": "Combat armour (2 armour, heavy)",
+ "professional-serious-weapon": "Serious Weapons",
+ "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)",
+ "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)",
+ "professional-gear5": "Sniper rifle (4 harm, far)",
+ "professional-gear6": "Grenades (4 harm, close, area, messy, loud)",
+ "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)",
+ "professional-normal-weapon": "Normal Weapons",
+ "professional-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "professional-gear9": "9mm (2 harm, close, loud)",
+ "professional-gear10": "Hunting rifle (2 harm, far, loud)",
+ "professional-gear11": "Shotgun (3 harm, close, messy)",
+ "professional-gear12": "Big knife (1 harm, hand)",
+ "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency",
+ "Professional-advance2": "Get command of an Agency team of monster hunters",
+ "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits",
+ "Spellslinger": "Spell-Slinger",
+ "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.",
+ "spellslinger-weapon": "Backup Weapon",
+ "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)",
+ "spellslinger-gear2": "Ritual knife (1 harm, hand)",
+ "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)",
+ "extra-fixed-move": "You get this",
+ "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.",
+ "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.",
+ "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.",
+ "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.",
+ "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.",
+ "combat-magic": "Combat Magic",
+ "combat-magic-pick": "pick three, with at least one base",
+ "bases": "Bases",
+ "base1": "Blast (2 harm, magic, close, obvious, loud)",
+ "base2": "Ball (1 harm, magic, area, close, obvious, loud)",
+ "base3": "Missile (1 harm, magic, far, obvious, loud)",
+ "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)",
+ "effects": "Effects",
+ "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)",
+ "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)",
+ "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)",
+ "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)",
+ "effect5": "Earth (add 'forceful, restraining' to a base)",
+ "effect6": "Necromantic (add 'life-drain' to a base)",
+ "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.",
+ "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.",
+ "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.",
+ "spellslinger-move3.1": "Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.",
+ "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.",
+ "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment.",
+ "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.",
+ "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.",
+ "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.",
+ "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.",
+ "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.",
+ "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!",
+ "Spellslinger-advance1": "Take another Combat Magic pick",
+ "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques",
+ "Spooky": "Spooky",
+ "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.",
+ "dark-side": "The Dark Side",
+ "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.",
+ "dark-side1": "Violence",
+ "dark-side2": "Depression",
+ "dark-side3": "Secrets",
+ "dark-side4": "Lust",
+ "dark-side5": "Dark bargain",
+ "dark-side6": "Guilt",
+ "dark-side7": "Soulless",
+ "dark-side8": "Addiction",
+ "dark-side9": "Mood wings",
+ "dark-side10": "Rage",
+ "dark-side11": "Self-destruction",
+ "dark-side12": "Greed for power",
+ "dark-side13": "Poor impulse control",
+ "dark-side14": "Hallucinations",
+ "dark-side15": "Pain",
+ "dark-side16": "Paranoia",
+ "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavailable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.",
+ "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.",
+ "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list",
+ "spooky-move2.1": "The target contracts a disease.",
+ "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).",
+ "spooky-move2.3": "The target breaks something precious or important.",
+ "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.",
+ "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.",
+ "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.",
+ "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers",
+ "spooky-move6.1": "Where is the creature right now?",
+ "spooky-move6.2": "What is it planning to do right now?",
+ "spooky-move6.3": "Who is it going to attack next?",
+ "spooky-move6.4": "Who does it regard as the biggest threat?",
+ "spooky-move6.5": "How can I attract its attention?",
+ "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.",
+ "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to",
+ "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.",
+ "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.",
+ "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.",
+ "spooky-move8.4": "Inflict 1 harm on the target due to an accident.",
+ "spooky-move8.5": "The target finds something you left for them.",
+ "spooky-move8.6": "The target loses something that you will soon find.",
+ "spooky-items": "Any magical items or amulets that you use to invoke your powers",
+ "spooky-weapons": "Normal Weapons",
+ "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "spooky-gear2": "9mm (2 harm, close, loud)",
+ "spooky-gear3": "Hunting rifle (2 harm, far, loud)",
+ "spooky-gear4": "Shotgun (3 harm, close, messy)",
+ "spooky-gear5": "Big knife (1 harm, hand)",
+ "Spooky-advance1": "Change some, or all, of your Dark Side tags",
+ "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert",
+ "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag",
+ "Wronged": "Wronged",
+ "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.",
+ "who-you-lost": "Who You Lost",
+ "who": "Who did you lose?",
+ "pick-some": "Pick one or more",
+ "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc",
+ "lost-save-them": "Why couldn't you save them? You were",
+ "lost1": "At fault",
+ "lost2": "Selfish",
+ "lost3": "Injured",
+ "lost4": "Weak",
+ "lost5": "Slow",
+ "lost6": "Scared",
+ "lost7": "In denial",
+ "lost8": "Complicit",
+ "what-prey": "What Did It?",
+ "prey-breed": "With the Keeper's agreement, pick the monster breed.",
+ "prey": "My Prey",
+ "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.",
+ "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.",
+ "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".",
+ "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.",
+ "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.",
+ "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).",
+ "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice",
+ "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.",
+ "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.",
+ "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.",
+ "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.",
+ "wronged-armour": "Protective wear suited to your look (1 armour)",
+ "wronged-signature": "Signature Weapon",
+ "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)",
+ "wronged-gear2": "Hand cannon (3 harm, close, loud)",
+ "wronged-gear3": "Fighting knife (2 harm, hand, quiet)",
+ "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)",
+ "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for werewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper",
+ "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)",
+ "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
+ "wronged-weapon": "Practical Weapons",
+ "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "wronged-gear9": "9mm (2 harm, close, loud)",
+ "wronged-gear10": "Hunting rifle (2 harm, far, loud)",
+ "wronged-gear11": "Shotgun (3 harm, close, messy, loud)",
+ "wronged-gear12": "Big knife (1 harm, hand)",
+ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)",
+ "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)",
+ "wronged-vehicle": "(Optional) Vehicle",
+ "wronged-gear15": "Classic car",
+ "wronged-gear16": "Classic motorcycle",
+ "wronged-gear17": "Plain pickup",
+ "wronged-gear18": "Plain van",
+ "Wronged-advance1": "Gain a Haven, like the Expert, with two options",
+ "Wronged-advance2": "Add a haven option",
+ "Wronged-advance3": "You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them",
+ "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one",
+ "Gumshoe": "Gumshoe",
+ "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!",
+ "Gumshoe-Adv-harm": "Extra harm box",
+ "gumshoeCode": "Gumshoe Code",
+ "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.",
+ "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.",
+ "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.",
+ "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.",
+ "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)",
+ "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practitioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation",
+ "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.",
+ "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.",
+ "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).",
+ "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one",
+ "Gumshoe-move3.1": "You don't leave any trace of what you searched.",
+ "Gumshoe-move3.2": "You find what you wanted.",
+ "Gumshoe-move3.3": "You find something else that's important.",
+ "Gumshoe-move3.4": "You don't piss anyone off.",
+ "Gumshoe-move3.5": "You aren't recognised.",
+ "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.",
+ "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).",
+ "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You",
+ "Gumshoe-move6.1": "...leave no traces.",
+ "Gumshoe-move6.2": "...learn something important.",
+ "Gumshoe-move6.3": "...can leave misinformation in place.",
+ "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.",
+ "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list",
+ "Gumshoe-move7.1": "One question from the investigate a mystery list.",
+ "Gumshoe-move7.2": "Was that a lie?",
+ "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?",
+ "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?",
+ "Gumshoe-move7.5": "Did you commit this specific crime?",
+ "Gumshoe-gear-base": "A laptop, and a liquor flask",
+ "Gumshoe-recording": "Recording Devices",
+ "Gumshoe-gear1": "Night vision camera",
+ "Gumshoe-gear2": "Tiny digital video camera",
+ "Gumshoe-gear3": "Film camera (8mm or 16mm)",
+ "Gumshoe-gear4": "Digital sound recorder",
+ "Gumshoe-gear5": "Cassette tape recorder",
+ "Gumshoe-gear6": "Remote-controlled camera drone",
+ "Gumshoe-gear7": "Laser microphone",
+ "Gumshoe-gear8": "SLR camera",
+ "Gumshoe-weapon": "P.I. Weapons",
+ "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)",
+ "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)",
+ "Gumshoe-gear11": "9mm (2 harm, close, loud)",
+ "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)",
+ "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)",
+ "Gumshoe-gear14": "Switchblade (1-harm, hand, small)",
+ "Gumshoe-advance1": "Add an extra harm box on the Dying side",
+ "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options",
+ "Gumshoe-advance3": "Add four additional or new contacts for Naked City",
+ "Gumshoe-advance4": "Turn one of your contacts into an ally",
+ "Hex": "Hex",
+ "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.",
+ "hex-weapons": "Wizardly Weapons",
+ "hex-items": "Any magical items or amulets that you use to perform magic",
+ "hex-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "hex-gear2": "Shotgun (3 harm, close, messy, loud)",
+ "hex-gear3": "Athame (2 harm, hand, magic, silver)",
+ "hex-gear4": "Shillelagh (1 harm, hand, balanced)",
+ "hex-gear5": "Crossbow (2 harm, close, slow)",
+ "hex-gear6": "Staff (1 harm, hand, balanced, large)",
+ "hex-advmove": "Advanced Hex Moves",
+ "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these",
+ "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true",
+ "hex-advmove1.1": "You can fly.",
+ "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).",
+ "hex-advmove1.3": "Ignore the component costs of your rotes.",
+ "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.",
+ "hex-advmove1.5": "You have +1 ongoing to do everything.",
+ "hex-advmove1.6": "You cannot use the protect someone move.",
+ "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.",
+ "hex-advmove1.8": "When you try to resist a Temptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.",
+ "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.",
+ "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.",
+ "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).",
+ "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list",
+ "hex-move2.1": "What can I gain from this person/place/thing/creature?",
+ "hex-move2.2": "Who has touched this person/place/thing/creature before me?",
+ "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.",
+ "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.",
+ "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.",
+ "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.",
+ "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.",
+ "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.",
+ "temptation": "Temptation",
+ "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it",
+ "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.",
+ "temptation-choose": "Choose one Temptation",
+ "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.",
+ "temptation2": "Power: Utilize magic to exert your dominance over another.",
+ "temptation3": "Addiction: Utilize magic to do what you could do without it.",
+ "temptation4": "Callousness: Utilize magic without regard for the safety of others.",
+ "temptation5": "Carnage: Utilize magic to inflict gruesome violence.",
+ "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.",
+ "temptation7": "Glory: Utilize magic to steal someone’s thunder.",
+ "rotes": "Rotes",
+ "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.",
+ "rote-desc2": "Choose two fixed requirements for each Rote from this list",
+ "rote-req1": "Magic words and ritual gestures.",
+ "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.",
+ "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.",
+ "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).",
+ "rote-req5": "A spilling of blood (1 harm to you or a willing participant).",
+ "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.",
+ "rote-list": "List of Rotes",
+ "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.",
+ "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.",
+ "rote-name": "Rote Name",
+ "rote-reqs": "Requirements",
+ "rote-effect": "Effects",
+ "hex-advance1": "Take another Rote",
+ "hex-advance2": "or an additional Rote",
+ "hex-advance3": "Gain a Haven, like the Expert, with two options",
+ "hex-advance4": "Take another two Rotes",
+ "hex-advance5": "Choose one Advanced Hex Move",
+ "Pararomantic": "Pararomantic",
+ "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.",
+ "relation": "Relationship Status",
+ "guide-name": "Guide Name",
+ "loving": "Loving",
+ "broken": "Broken",
+ "relation-second": "Second Relationship Status",
+ "guide-name-second": "Second Guide Name",
+ "bond": "Bond Abuse",
+ "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm",
+ "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.",
+ "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.",
+ "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.",
+ "bond2": "Bond Abuse options",
+ "bond2.1": "Mark one Relationship Status box.",
+ "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.",
+ "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.",
+ "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.",
+ "bond-fate": "Fate of your Love",
+ "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.",
+ "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.",
+ "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.",
+ "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not",
+ "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.",
+ "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.",
+ "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.",
+ "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to",
+ "pararomantic-move1.1": "Erase one used Relationship Status mark.",
+ "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.",
+ "pararomantic-move1.3": "Receive a gift from your Guide.",
+ "pararomantic-move1.4": "Take +1 forward.",
+ "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.",
+ "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.",
+ "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.",
+ "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.",
+ "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly",
+ "pararomantic-move6.1": "What do they most desire?",
+ "pararomantic-move6.2": "What would they accept as good enough for now?",
+ "pararomantic-move6.3": "What would distract them?",
+ "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.",
+ "pararomantic-equip": "Normal Equipment",
+ "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)",
+ "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
+ "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)",
+ "pararomantic-gear4": "Bicycle",
+ "pararomantic-gear5": "Fairly new car in decent condition",
+ "pararomantic-gear6": "Motorcycle",
+ "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them",
+ "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.",
+ "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.",
+ "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.",
+ "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.",
+ "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift",
+ "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being",
+ "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one",
+ "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)",
+ "Searcher": "Searcher",
+ "searcher-extra-luck": "Extra Luck point",
+ "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move",
+ "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.",
+ "searcher-gear-base": "A laptop, a camera, and binoculars, plus pick one:",
+ "searcher-tools": "Investigation Tools",
+ "searcher-gear1": "A bag of cameras and microphones",
+ "searcher-gear2": "Forensic tools",
+ "searcher-gear3": "Ghost hunting tools",
+ "searcher-gear4": "Scientific measuring tools",
+ "searcher-gear5": "Cryptid hunting gear",
+ "searcher-gear6": "Historical documents and witness reports of strange events",
+ "searcher-gear7": "Maps, blueprints, and building reports for significant places",
+ "searcher-weapon": "Self-defence Weapons",
+ "searcher-gear8": "Walking stick (1 harm, hand, innocuous)",
+ "searcher-gear9": "Small handgun (2 harm, close, reload, loud)",
+ "searcher-gear10": "Small knife (1 harm, hand, messy)",
+ "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)",
+ "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)",
+ "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)",
+ "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).",
+ "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.",
+ "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.",
+ "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to be able to roll the sensitive weird move, or (if you already have sensitive) the empath weird move.",
+ "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.",
+ "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).",
+ "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.",
+ "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.",
+ "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.",
+ "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.",
+ "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.",
+ "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.",
+ "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).",
+ "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.",
+ "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).",
+ "searcher-advance1": "Take a second First Encounter move, based on a recent mystery",
+ "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)",
+ "Exile": "Exile",
+ "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.",
+ "exile-origin": "Origin",
+ "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.",
+ "exile-origin-desc2": "Your nemesis came to the modern world and is aware you followed it. It will kill you if you don’t kill it first. Decide what it is with the Keeper. Name it, if you know.",
+ "exile-origin-desc3": "How did you get transported to the modern day?",
+ "exile-origin1": "You chased your nemesis through a portal.",
+ "exile-origin2": "A spell sent you after your nemesis.",
+ "exile-origin3": "Magical accident or side-effect.",
+ "exile-origin4": "You angered a sorcerer.",
+ "exile-origin5": "Divine intervention.",
+ "exile-origin6": "One moment you were there, the next you were here.",
+ "exile-origin7": "A strange place or artifact brought you.",
+ "exile-origin8": "You were frozen, and recently unearthed and revived.",
+ "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an Ally: Subordinate.",
+ "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.",
+ "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). This can stabilise a hunter or heal 1-harm. Dealing with a poison, infection, or disease might need you to track down some specific healing herbs.",
+ "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.",
+ "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.",
+ "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.",
+ "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9 result you can opt not to choose a glitch, instead taking -1 forward.",
+ "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list",
+ "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?",
+ "exile-move8.2": "What defenses are effective against this creature?",
+ "exile-move8.3": "What do I know about this creature that has been forgotten?",
+ "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin",
+ "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin",
+ "exile-weapon": "Ancient Weapons",
+ "exile-gear1": "Sword (2 harm, hand, messy)",
+ "exile-gear2": "Axe (2 harm, hand, messy)",
+ "exile-gear3": "Big sword (3 harm, hand, messy, heavy)",
+ "exile-gear4": "Poleaxe (3 harm, hand, messy, heavy)",
+ "exile-gear5": "Shield (1 harm, hand, 1 armour)",
+ "exile-gear6": "Silver knife (1 harm, hand, silver)",
+ "exile-gear7": "Bow (2 harm, close)/(1 harm, far)",
+ "exile-gear8": "Crossbow (2 harm, close, slow)",
+ "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)",
+ "exile-gear10": "Harquebus (2 harm, close, loud, volatile, heavy, smokey, reload)",
+ "exile-gear11": "Spear (2 harm, hand/close, balanced)",
+ "exile-gear12": "Big knife (1 harm, hand)",
+ "exile-gear13": "Cudgel (1 harm, hand)",
+ "exile-gear14": "Martial arts (1 harm, hand)",
+ "exile-ally": "Gain an ally: another one of your old comrades has come to join you in the modern day",
+ "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what they expected you might need.",
+ "exile-return": "Optionally, you may return home to the past",
+ "exile-advance2": "When you use magic, you may choose “create a gateway between the modern world and my origin” as an effect",
+ "Hardcase": "Hard Case (Original)",
+ "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.",
+ "hardcase-adv-harm": "Extra harm box",
+ "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.",
+ "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.",
+ "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.",
+ "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.",
+ "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).",
+ "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.",
+ "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.",
+ "hardcase-weapons": "Hard Case Weapons",
+ "hardcase-gear1": "Crowbar (2 harm, hand, messy)",
+ "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
+ "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)",
+ "hardcase-gear4": "Huge knife (2 harm, hand, messy)",
+ "hardcase-gear5": "Hand cannon (3 harm, close, loud)",
+ "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)",
+ "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)",
+ "hardcase-normal": "Normal Weapons",
+ "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)",
+ "hardcase-gear10": "Hunting rifle (2 harm, far, loud)",
+ "hardcase-gear11": "9mm (2 harm, close, loud)",
+ "hardcase-gear12": "Big knife (1 harm, hand)",
+ "hardcase-gear13": "Magnum (3 harm, close, reload, loud)",
+ "hardcase-advance1": "Gain command of a team of monster-hunters",
+ "hardcase-advance2": "Add an extra harm box on the Dying side",
+ "Luchador": "Luchador",
+ "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.",
+ "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.",
+ "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.",
+ "luchador-move2": "Intensive Training: Take +1 Tough (max +3).",
+ "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.",
+ "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).",
+ "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.",
+ "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one",
+ "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.",
+ "luchador-move6.2": "Take +1 forward.",
+ "luchador-move6.3": "Give another hunter +1 forward.",
+ "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.",
+ "luchador-move6.5": "You don't suffer harm in return.",
+ "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.",
+ "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do",
+ "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.",
+ "luchador-move7.2": "Be a vigilant watch force.",
+ "luchador-move7.3": "Go wherever you tell them to.",
+ "luchador-move7.4": "Help construct a trap.",
+ "luchador-move7.5": "On a miss, you lose face with the bystanders.",
+ "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.",
+ "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.",
+ "luchador-weapons": "Normal Weapons",
+ "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "luchador-gear2": "9mm (2 harm, close, loud)",
+ "luchador-gear3": "Shotgun (3 harm, close, messy, loud)",
+ "luchador-gear4": "Heavy chain (2 harm, hand, area)",
+ "luchador-gear5": "Sledgehammer (3 harm, hand, messy)",
+ "luchador-gear6": "Big knife (1 harm, hand)",
+ "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)",
+ "luchador-vehicle": "Stylish Vehicle",
+ "luchador-gear8": "Foreign sports car",
+ "luchador-gear9": "Giant off-road vehicle",
+ "luchador-gear10": "Limo and chauffeur",
+ "luchador-gear11": "Tricked out motorcycle",
+ "luchador-gear12": "Van with custom paint job",
+ "luchador-ally": "another wrestler who has chosen to fight monsters with you",
+ "luchador-advance1": "Gain a Haven, like the Expert, with two options",
+ "Meddlingkid": "Meddling Kid",
+ "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.",
+ "meddlingkid-animal": "Animal Allies",
+ "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).",
+ "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of",
+ "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.",
+ "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.",
+ "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.",
+ "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.",
+ "meddlingkid-move2": "Power Snack!: When you take the time to eat your chosen snacks and really enjoy them, take +1 forward. My power snack is:",
+ "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects",
+ "meddlingkid-move3.1": "Inflict +1 harm but the improvised weapon breaks.",
+ "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.",
+ "meddlingkid-move3.3": "Trip or entangle them.",
+ "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects",
+ "meddlingkid-move4.1": "It will take some time for the victim to get free.",
+ "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).",
+ "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.",
+ "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list",
+ "meddlingkid-move5.1": "Who has something to gain from this situation?",
+ "meddlingkid-move5.2": "What are you plotting?",
+ "meddlingkid-move5.3": "Are you lying to me?",
+ "meddlingkid-move5.4": "Who knows about _____?",
+ "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, but important to the current mystery.",
+ "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.",
+ "meddlingkid-move8": "Best Bud!: You have an animal ally to help you solve mysteries. They can talk, but with a heavy accent (most people don’t understand).",
+ "meddlingkid-move9": "Hard Head!: Any time you suffer harm from an attack, you may choose to take 0-harm. You instead are knocked out for a few minutes.",
+ "meddlingkid-gadgets": "Mystery-solving Gadgets",
+ "meddlingkid-gear1": "Magnifying glass",
+ "meddlingkid-gear2": "Microscope",
+ "meddlingkid-gear3": "A van",
+ "meddlingkid-gear4": "Library card",
+ "meddlingkid-gear5": "Chemistry kit",
+ "meddlingkid-gear6": "A set of walkie-talkies",
+ "meddlingkid-gear7": "Fingerprint kit",
+ "meddlingkid-gear8": "Camera",
+ "meddlingkid-gear9": "Bag of snacks",
+ "meddlingkid-gear10": "Toolbox",
+ "meddlingkid-gear11": "Tape recorder",
+ "meddlingkid-gear12": "Disguise kit",
+ "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)",
+ "Sidekick": "Sidekick",
+ "luck-special-sidekick": "Whenever you spend Luck, you’ll get a chance to do something heroic.",
+ "hero": "Hero",
+ "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.",
+ "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.",
+ "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.",
+ "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 on all help out rolls, or +2 if it’s for your hero.",
+ "sidekick-move1": "Caddy: You carry all your hero’s stuff around. That means you can use anything from their gear list, unless they are currently holding it. If it’s something that there would be a bunch of, or some spares, you can use it even if they are.",
+ "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.",
+ "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.",
+ "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did, making the same move, you may choose not to roll. Instead, use your hero’s die roll (but adjusted with your own rating).",
+ "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.",
+ "sidekick-move6": "Apprentice: Take a move that your hero has. Add it to your \"Other Moves\" section, below.",
+ "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)",
+ "sidekick-weapons": "Sidekick Weapons",
+ "sidekick-gear1": "Handgun (2 harm, close, reload, loud)",
+ "sidekick-gear2": "Shotgun (3 harm, close, messy)",
+ "sidekick-gear3": "Baseball bat (2 harm, hand)",
+ "sidekick-gear4": "Stun gun (1 harm, hand, stun)",
+ "sidekick-gear5": "Big knife (1 harm, hand)",
+ "sidekick-ally": "another sidekick for your hero, but junior to you",
+ "sidekick-advance1": "Change playbooks to be the same as your hero. This overrides the general rule that only one of each playbook may be in use.",
+ "sidekick-advance2": "Change your hero; pick another hunter to be your new hero",
+ "Snoop": "Snoop",
+ "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.",
+ "snoop-crew": "Crew",
+ "snoop-crew-desc1": "Decide if your crew is the other hunters, or if you have an entourage. If they are not the hunters, there are up to three of them. Pick a name and job for each. Tell the Keeper–your crew are bystanders. If it’s the other hunters, decide together who gets which job.",
+ "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.",
+ "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.",
+ "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.",
+ "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.",
+ "snoop-move4": "Press Accreditation: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.",
+ "snoop-move5": "Truthiness: Whatever you tell a normal person, they’ll accept that you think it’s true. If it’s far out, they might think you’re deluded, but they won’t think you’re lying.",
+ "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.",
+ "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.",
+ "snoop-gear-base": "A laptop",
+ "snoop-recording": "Recording Devices",
+ "snoop-gear1": "Video camera",
+ "snoop-gear2": "Tiny digital camera",
+ "snoop-gear3": "Film camera",
+ "snoop-gear4": "Digital recorder",
+ "snoop-gear5": "Tape recorder",
+ "snoop-gear6": "Infrared camera",
+ "snoop-gear7": "Pro sound gear",
+ "snoop-gear8": "Camera drone",
+ "snoop-gear9": "Starlight camera",
+ "snoop-gear10": "Steadicam rig",
+ "snoop-gear11": "Laser microphone",
+ "snoop-gear12": "SLR camera",
+ "snoop-gear28": "Nice smartphone",
+ "snoop-detector": "Detectors",
+ "snoop-gear13": "Electromagnetic field detector",
+ "snoop-gear14": "Temperature fluctuation detector",
+ "snoop-gear15": "Ouija board",
+ "snoop-gear16": "Humidity meter",
+ "snoop-gear17": "Dowsing rods",
+ "snoop-gear18": "Chemistry test kit",
+ "snoop-gear19": "Metal detector",
+ "snoop-gear20": "Compass",
+ "snoop-gear21": "GPS receiver",
+ "snoop-gear22": "Laser rangefinder",
+ "snoop-gear23": "Pendulum",
+ "snoop-gear29": "Tarot deck",
+ "snoop-weapon": "Subtle Weapons",
+ "snoop-gear24": "Stun gun (1 harm, hand, stun)",
+ "snoop-gear25": "Handgun (2 harm, close, loud)",
+ "snoop-gear26": "Knife (1 harm, hand, hidden)",
+ "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)",
+ "snoop-gear30": "Baseball/cricket bat (2 harm, hand, innocuous, messy)",
+ "snoop-advance1": "Get a haven, like the Expert has, with one option plus a film lab and editing suite",
+ "snoop-advance2": "Make it big. You’re a superstar now!",
+ "snoop-ally": "one of your existing crew members or the whole crew as an ally team",
+ "Summoned": "Summoned",
+ "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.",
+ "apocalypse": "Apocalypse",
+ "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.",
+ "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.",
+ "apocalypse-sign-example": "Example signs",
+ "apocalypse-sign1": "Betrayal",
+ "apocalypse-sign2": "An army of monsters rises",
+ "apocalypse-sign3": "Rain of fire",
+ "apocalypse-sign4": "Eternal darkness",
+ "apocalypse-sign5": "Things from beyond",
+ "apocalypse-sign6": "Take your throne",
+ "apocalypse-sign7": "Red sun",
+ "apocalypse-sign8": "The Portal opens",
+ "apocalypse-sign9": "Plague",
+ "apocalypse-sign10": "Learn your true name",
+ "apocalypse-sign11": "The Stars are Right",
+ "apocalypse-sign12": "Murder of the King",
+ "apocalypse-sign13": "The Beast slouches into the world",
+ "apocalypse-sign14": "Become the Dragon",
+ "apocalypse-sign15": "The Coronation",
+ "apocalypse-sign16": "Your Hosts assemble",
+ "apocalypse-sign17": "The fall of the Tower",
+ "apocalypse-sign18": "The seas boil",
+ "apocalypse-sign19": "Natural disasters",
+ "apocalypse-sign20": "Judgement Day",
+ "apocalypse-sign21": "World war",
+ "apocalypse-sign22": "Famine",
+ "apocalypse-sign23": "Ancient Evil reborn",
+ "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.",
+ "summoned-fixed-move1": "Freakish: You’re weird, and people react badly. You can’t use manipulate someone until you prove yourself to them first (this includes the other hunters: it’s up to them when you have proved yourself). Until then, they’ll just try to get away from you. You can spend 1 Luck to have the person take to you. Skip the roll: they act as if you rolled a 12. Additionally, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).",
+ "summoned-move1": "What Are You Looking At?: When you talk to a monster capable of reason and speech, it recognises you (and your potential). If you ask it what it knows, pick one for the Keeper to reveal",
+ "summoned-move1.1": "Tell me something about where I'm from.",
+ "summoned-move1.2": "Tell me something about my destiny.",
+ "summoned-move1.3": "Tell me something about who I really am.",
+ "summoned-move1.4": "Tell me something about the Apocalypse.",
+ "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.",
+ "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.",
+ "summoned-move3-guide": "Guidelines",
+ "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm",
+ "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm",
+ "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm",
+ "summoned-move3.4": "Bus, truck, wall, etc: 5 harm",
+ "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two",
+ "summoned-move3.5": "You hurt someone nearby as well as your target.",
+ "summoned-move3.6": "You make something about the situation worse.",
+ "summoned-move3.7": "You lose control of your improvised weapon.",
+ "summoned-move3.8": "You cause massive property damage.",
+ "summoned-move3.9": "Your improvised weapon breaks.",
+ "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).",
+ "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.",
+ "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).",
+ "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).",
+ "summoned-weapon": "Huge Weapon",
+ "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)",
+ "summoned-gear2": "Machinegun (3 harm, close, area, heavy, messy, loud, reload)",
+ "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)",
+ "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)",
+ "summoned-gear5": "Automatic shotgun (3 harm, close, area, heavy, loud, reload)",
+ "summoned-gear6": "Red right hand (3 harm, hand, magic)",
+ "summoned-heavy": "Heavy Weapons",
+ "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, blunt)",
+ "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)",
+ "summoned-gear9": "Big axe (3 harm, hand, heavy, slow)",
+ "summoned-gear10": "Magnum (3 harm, close, loud, reload)",
+ "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)",
+ "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command",
+ "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect",
+ "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
+ "summoned-advance4": "Undo one sign of the apocalypse",
+ "hobby": "Hobby",
+ "summoned-hobby": "You try to fit in with humans. Pick some of these: cigars, pets, sports, junk food, hat, films, comics, luxury food, antiques, tv shows, classic cars, other.",
+ "Traveler": "Traveler",
+ "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "traveler-transport": "Means of Transport",
+ "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.",
+ "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.",
+ "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.",
+ "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.",
+ "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.",
+ "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.",
+ "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...",
+ "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.",
+ "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.",
+ "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.",
+ "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.",
+ "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.",
+ "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.",
+ "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.",
+ "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.",
+ "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).",
+ "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.",
+ "traveler-devices": "Technological Devices",
+ "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared",
+ "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)",
+ "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era",
+ "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input",
+ "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation",
+ "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched",
+ "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)",
+ "traveler-weapon": "Protective Weapons",
+ "traveler-gear8": "Machete (1 harm, contact)",
+ "traveler-gear9": "Common revolver (2 harm, close, loud, reload)",
+ "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)",
+ "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)",
+ "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)",
+ "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it",
+ "custom": "Custom",
+ "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.",
+ "custom-special": "Playbook Special",
+ "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic",
+ "custom-special-name": "Name of special",
+ "custom-special-description": "Description",
+ "custom-moves": "Playbook Moves",
+ "custom-move-name": "Name",
+ "custom-move-description": "Description",
+ "custom-gear": "Playbook Gear",
+ "start_newstuff": "",
+ "unused": "Unused",
+ "all": "All",
+ "starting": "Starting",
+ "choose-starting-stats": "[Choose Set]",
+ "stats-overwrite-warning": "Choose a starting set. (This will overwrite current stats values!)",
+ "current-hold": "Current Hold",
+ "advanced": "Advanced",
+ "instructions": "Instructions",
+ "trigger-luck-special": "When you mark Luck, you trigger your playbook's Luck Special.",
+ "examples": "Examples",
+ "harm-instructions": "When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes.",
+ "failure": "Failure",
+ "hunter-reference": "Hunter Moves Reference",
+ "aup": "Act Under Pressure",
+ "aup-move": "When you act under pressure, roll +Cool. On a 10+ you do what you set out to. On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.",
+ "aup-advanced": "Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.",
+ "helpout": "Help Out",
+ "helpout-move": "When you help another hunter, roll +Cool. On a 10+ your help grants them +1 to their roll. On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger.",
+ "helpout-advanced": "Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.",
+ "iam": "Investigate a Mystery",
+ "iam-move1": "When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.",
+ "iam-move2": "
",
+ "iam-advanced": "Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.",
+ "iap": "Investigating Phenomena",
+ "iap-move": "Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions:
",
+ "kickass": "Kick Some Ass",
+ "kickass-move": "When you get into a fight and kick some ass, roll +Tough. On a 7+, you and whatever you're fighting inflict harm on each other. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. On a 10+, choose one extra effect:
",
+ "kickass-advanced": "Advanced: On a 12+ instead pick an enhanced effect:
",
+ "manipulate": "Manipulate Someone",
+ "manipulate-move": "Once you have given them a reason, tell them what you want them to do and roll +Charm.",
+ "for-normal": "For a Normal Person...",
+ "normal-person-move": "
",
+ "normal-person-advanced": "Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).",
+ "another-hunter": "For Another Hunter...",
+ "another-hunter-move": "
",
+ "another-hunter-advanced": "Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.",
+ "protect-someone": "Protect Someone",
+ "protect-someone-move": "When you prevent harm to another character, roll +Tough. On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. On a 10+ choose an extra:
",
+ "protect-someone-advanced": "Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.",
+ "rabs": "Read a Bad Situation",
+ "rabs-move1": "When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.",
+ "rabs-move2": "One hold can be spent to ask the Keeper one of the following questions:
If you act on the answers, you get +1 ongoing while the information is relevant.",
+ "rabs-advanced": "Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.",
+ "requirements": "Requirements",
+ "usemagic": "Use Magic",
+ "usemagic-move": "When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. On a 10+, the magic works without issues: choose your effect. On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has.",
+ "usemagic-advanced": "Advanced: On a 12+ the Keeper will offer you some added benefit.",
+ "usemagic-effects": "
",
+ "glitches": "Glitches",
+ "usemagic-glitches": "
",
+ "keeper-may-say": "The Keeper May Say That...",
+ "usemagic-keeper": "
",
+ "bigmagic": "Big Magic",
+ "bigmagic-move": "Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. The Keeper may require:
If you meet the requirements, then the magic takes effect.",
+ "altwm": "Alternative Weird Moves",
+ "empath": "Empath",
+ "empath-move": "
You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure.",
+ "empath-advanced": "Advanced: When you advance your empath move, add this:
",
+ "illuminated": "Illuminated",
+ "illuminated-move": "When you telepathically ask the Secret Masters for aid, roll +Weird:
",
+ "illuminated-advanced": "Advanced: When you advance your illuminated move, add this:
",
+ "nolimits": "No Limits",
+ "nolimits-move": "When you push your physical body past its limits, roll +Weird:
",
+ "nolimits-advanced": "Advanced: If you advance your no limits move, add this:
",
+ "pastlives": "Past Lives",
+ "pastlives-move": "When you channel your previous incarnations to discover something, pose your question and roll +Weird:
",
+ "pastlives-advanced": "Advanced: If you advance your past lives move, add this:
",
+ "questions": "Questions",
+ "pastlives-questions": "
",
+ "sensitive": "Sensitive",
+ "sensitive-move": "When you open up your brain to the psychic environment, roll +Weird:
",
+ "sensitive-advanced": "Advanced: When you advance your sensitive move, add this:
",
+ "tyg": "Trust Your Gut",
+ "tyg-move": "When you consult your instincts about what to do next, roll +Weird:
",
+ "tyg-advanced": "Advanced: If you advance your trust your gut move, add this:
",
+ "tk": "Telekinesis",
+ "options": "Options",
+ "tk-move": "When you fling something with your mind, roll +Weird:
By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything.",
+ "tk-options": "Anything not picked is not true:
",
+ "tk-advanced": "Advanced:When you advance your telekinesis move, add this:
",
+ "weirdsci": "Weird Science",
+ "weirdsci-move": "When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird:
",
+ "weirdsci-reqs": "
",
+ "weirdsci-advanced": "Advanced: When you advance your weird science move, add this:
",
+ "other-topics": "Other Topics",
+ "hunter-agenda": "Hunter Agenda",
+ "hunter-agenda-list": "
",
+ "harm-list": "Whenever you suffer harm, the Keeper will tell you what effect it has. Injury severity depends on how much harm you have suffered:
Armour reduces the harm suffered by the number of points it is rated for. Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well.",
+ "recovery": "Recovery",
+ "harm-recovery": "
At the end of the mystery, you also have a chance to heal.
",
+ "luck-list": "When you spend a point of Luck, pick one:
When you have no luck left, bad things will happen to you.",
+ "leveling-up": "Leveling Up",
+ "leveling-up-ref": "Mark an experience point whenever your roll totals six or less, or when a move tells you to. Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. After you have leveled up five times, you may choose from the advanced improvement list as well.",
+ "eos": "End of Session",
+ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.",
+ "pick-book": "Pick Your Playbook",
+ "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).",
+ "motw-books": "Monster of the Week Revised Edition Playbooks",
+ "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.",
+ "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.",
+ "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.",
+ "expert-desc": "The hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer.",
+ "flake-desc": "A conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files.",
+ "initiate-desc": "A member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annalise from the Twenty Palaces series.",
+ "monstrous-desc": "A monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood.",
+ "mundane-desc": "Just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer.",
+ "professional-desc": "You work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe.",
+ "spellslinger-desc": "A trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons.",
+ "spooky-desc": "Has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer.",
+ "wronged-desc": "Revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural.",
+ "tome-books": "Monster of the Week Tome of Mysteries Playbooks",
+ "gumshoe-desc": "The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander.",
+ "hex-desc": "A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer.",
+ "pararomantic-desc": "A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast.",
+ "searcher-desc": "After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort.",
+ "reinforcements-3pp-books": "Reinforcements and Third Party Playbooks",
+ "exile-desc": "A monster hunter from the past who has been transported to the present day.",
+ "hardcase-desc": "The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series.",
+ "luchador-desc": "A heroic masked wrestler, fighting to protect the innocent between matches.",
+ "meddlingkid-desc": "Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang.",
+ "sidekick-desc": "They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural.",
+ "snoop-desc": "A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural.",
+ "summoned-desc": "A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy.",
+ "traveler-desc": "A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who.",
+ "byo": "Brew Your Own",
+ "custom-desc": "A blank shell you can use to create your own",
+ "your-enemies": "Your enemies",
+ "your-choice": "Your choice",
+ "restrictions": "Restrictions",
+ "attack-spells": "Attack Spells",
+ "possible-contacts": "Possible Contacts",
+ "playbook-name": "Playbook Name",
+ "hit": "Hit",
+ "success": "Success",
+ "mixed": "Mixed Success",
+ "advsuccess": "Advanced Success",
+ "treat-regular": "Treat as a regular success if you do not have the advanced improvement for this move.",
+ "mark-xp-remind": "Make sure to mark experience!",
+ "combat-magic-description1": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough.",
+ "combat-magic-description2": "Sometimes you may need to act under pressure to cast your spells without problems.",
+ "history-prompts": "History Prompts",
+ "chosen-hx": "
",
+ "crooked-hx": "
",
+ "divine-hx": "
",
+ "exile-hx": "
",
+ "expert-hx": "
",
+ "flake-hx": "
",
+ "gumshoe-hx": "
",
+ "hardcase-hx": "
",
+ "hex-hx": "
",
+ "initiate-hx": "
",
+ "luchador-hx": "
",
+ "meddlingkid-hx": "
",
+ "monstrous-hx": "
",
+ "breed-suggestions": "Breed Suggestions",
+ "breed-suggestions-list": "
",
+ "mundane-hx": "
",
+ "pararomantic-hx": "
",
+ "professional-hx": "
",
+ "searcher-hx": "
",
+ "sidekick-hx": "
",
+ "snoop-hx": "
",
+ "spellslinger-hx": "
",
+ "spooky-hx": "
",
+ "summoned-hx": "
",
+ "traveler-hx": "
",
+ "wronged-hx": "
",
+ "snoop-haven": "Film Lab and Editing Suite: All the stuff you need to develop film, store negatives, and process digital images.",
+ "first-choice": "First choice",
+ "second-choice": "Second choice",
+ "enabled": "(Enabled)",
+ "basic-moves-more": "Advance two more basic moves",
+ "advanced-basic-moves": "Advanced Basic Moves",
+ "keeper-sheet": "Keeper's Mystery Sheet",
+ "keeper-ref": "Keeper's Reference",
+ "keeper-agenda": "Keeper Agenda",
+ "keeper-agenda-kref": "
",
+ "principles": "Principles",
+ "principles-kref": "
",
+ "always-say": "Always Say...",
+ "always-say-kref": "
",
+ "basic-keeper-moves": "Basic Keeper Moves",
+ "basic-keeper-moves-kref": "
",
+ "harm-moves": "Harm Moves",
+ "harm-moves-kref": "Every time anyone gets hurt, use one.0-harm or more:
1-harm or more:
Unstable wounds:
",
+ "monster-moves": "Monster Moves",
+ "monster-moves-kref": "
",
+ "minion-moves": "Minion Moves",
+ "minion-moves-kref": "
",
+ "bystander-moves": "Bystander Moves",
+ "bystander-moves-kref": "
",
+ "location-moves": "Location Moves",
+ "location-moves-kref": "
",
+ "phenomenon-moves": "Phenomenon Moves",
+ "phenomenon-moves-kref": "
",
+ "hunter-basic-moves": "Hunter Basic Moves",
+ "hunter-basic-moves-kref": "
",
+ "end-of-session-experience": "End of Session Experience",
+ "end-of-session-experience-kref": "
",
+ "mystery-creation": "Mystery Creation",
+ "1-basic-concept": "1. Basic Concept",
+ "1-basic-concept-kref": "
",
+ "2-hook": "2. Hook",
+ "2-hook-kref": "
",
+ "3-threats": "3. Threats",
+ "3-threats-kref": "
",
+ "4-countdown": "4. Countdown",
+ "4-countdown-kref": "What would happen if the hunters never came here? Break it into six key events:
",
+ "creating-threats": "Creating Threats",
+ "creating-threats-kref": "Pick a type and then create the details listed underneath.",
+ "monsters-motivation": "Monsters (motivation)",
+ "monsters-motivation-kref": "
Name, how it looks, what does it want to achieve?
",
+ "bystanders-motivation": "Bystanders (motivation)",
+ "bystanders-motivation-kref": "
Name the bystander.
",
+ "locations-motivation": "Locations (motivation)",
+ "locations-motivation-kref": "
Name the location.
",
+ "minions-motivation": "Minions (motivation)",
+ "minions-motivation-kref": "
What is it called? What does it look like? How loyal to the master is it?
",
+ "phenomena-motivation": "Phenomena (motivation)",
+ "phenomena-motivation-kref": "
",
+ "custom-moves-header": "Custom Moves",
+ "custom-moves-kref": "
",
+ "mystery-hook": "The Hook",
+ "description": "Description",
+ "armour": "Armour",
+ "name": "Name",
+ "day": "Day",
+ "shadows": "Shadows",
+ "sunset": "Sunset",
+ "dusk": "Dusk",
+ "nightfall": "Nightfall",
+ "midnight": "Midnight",
+ "instructions-list": "
",
+ "edit": "Edit",
+ "select-type": "(Select Type)",
+ "threat-type": "Threat Type",
+ "countdown": "Countdown",
+ "monster": "Monster",
+ "minion": "Minion",
+ "bystander": "Bystander",
+ "location": "Location",
+ "phenomenon": "Phenomenon",
+ "up-to-6": "Up to 6",
+ "up-to-12": "Up to 12",
+ "type-and-motivation": "Type and Motivation",
+ "choose-type": "Choose Type and Motivation",
+ "m-beast": "Beast (to run wild, destroying and killing)",
+ "m-breeder": "Breeder (to give birth to, bring forth, or create evil)",
+ "m-collector": "Collector (to steal specific sorts of things)",
+ "m-destroyer": "Destroyer (to bring about the end of the world)",
+ "m-devourer": "Devourer (to consume people)",
+ "m-executioner": "Executioner (to punish the guilty)",
+ "m-parasite": "Parasite (to infest, control and devour)",
+ "m-queen": "Queen (to possess and control)",
+ "m-sorcerer": "Sorcerer (to usurp unnatural power)",
+ "m-tempter": "Tempter (to tempt people into evil deeds)",
+ "m-torturer": "Torturer (to hurt and terrify)",
+ "m-trickster": "Trickster (to create chaos)",
+ "m-assassin": "Assassin (to kill the hunters)",
+ "m-brute": "Brute (to intimidate and attack)",
+ "m-cultist": "Cultist (to save their own skin at any cost)",
+ "m-guardian": "Guardian (to bar a way or protect something)",
+ "m-righthand": "Right hand (to back up the monster)",
+ "m-plague": "Plague (to swarm and destroy)",
+ "m-renfield": "Renfield (to push victims towards the monster)",
+ "m-scout": "Scout (to stalk, watch, and report)",
+ "m-thief": "Thief (to steal and deliver to the monster)",
+ "m-traitor": "Traitor (to betray people)",
+ "m-busybody": "Busybody (to interfere in other people’s plans)",
+ "m-detective": "Detective (to rule out explanations)",
+ "m-gossip": "Gossip (to pass on rumours)",
+ "m-helper": "Helper (to join the hunt)",
+ "m-innocent": "Innocent (to do the right thing)",
+ "m-official": "Official (to be suspicious)",
+ "m-skeptic": "Skeptic (to deny supernatural explanations)",
+ "m-victim": "Victim (to put themselves in danger)",
+ "m-witness": "Witness (to reveal information)",
+ "m-crossroads": "Crossroads (to bring people, and things, together)",
+ "m-deathtrap": "Deathtrap (to harm intruders)",
+ "m-den": "Den (to harbour monsters)",
+ "m-fortress": "Fortress (to deny entry)",
+ "m-hellgate": "Hellgate (to create evil)",
+ "m-hub": "Hub (to reveal information)",
+ "m-lab": "Lab (to create weirdness)",
+ "m-maze": "Maze (to confuse and separate)",
+ "m-prison": "Prison (to constrain and prevent exit)",
+ "m-wilds": "Wilds (to contain hidden things)",
+ "m-alien": "Alien (to be unfathomable)",
+ "m-artifact": "Artifact (to grant someone more power than they can handle)",
+ "m-biohazard": "Biohazard (to infect, harm, and spread)",
+ "m-bubble": "Bubble (to keep inside things inside, and outside things outside)",
+ "m-conspiracy": "Conspiracy (to gather power, keep secrets, and create confusion)",
+ "m-corruption": "Corruption (to change the laws of the universe)",
+ "m-experiment": "Experiment (to unleash dangers)",
+ "m-mutagen": "Mutagen (to transform creatures and people)",
+ "m-panic": "Panic (to make people act irrationally)",
+ "m-portal": "Portal (to draw things from one world to another)",
+ "m-teratogen": "Teratogen (to turn creatures and people into monsters)",
+ "m-zone": "Zone (to harm all that venture within)",
+ "powers": "Powers",
+ "attacks": "Attacks",
+ "weaknesses": "Weaknesses",
+ "slot-on-finish": "An additional slot will appear each time you finish filling out an existing one",
+ "harm-capacity": "Harm Capacity",
+ "effects-proximity": "Effects on those who get too close",
+ "notes": "Notes",
+ "flex-alt": "Flexible Alternative",
+ "iam-alt-advanced": "Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice.",
+ "iam-alt": "(This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
When you investigate a mystery with your particular techniques and skills, roll +Sharp:
Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result.",
+ "starting-stats-choices": "Charm{{0}}, Cool{{1}}, Sharp{{2}}, Tough{{3}}, Weird{{4}}",
+ "motw": "Monster of the Week",
+ "copyright": "Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games.",
+ "crooked-move1.1": "Protective amulet (1 amour, magic, recharge)",
+ "crooked-move1.2": "Lucky charm (may be used as a Luck point just once; uncheck this box when you use it)",
+ "crooked-move1.3": "Grimoire (studying the book gives +1 forward to use magic)",
+ "crooked-move1.4": "Skeleton key (opens any magically sealed lock)",
+ "crooked-move1.5": "Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic)",
+ "searcher-gear-base1": "A car",
+ "searcher-gear-base2": "A motorcycle",
+ "sidekick-move7": "Eek!: When a monster (or anyone really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before the monster sees you. On a 7-9, pick one of these:",
+ "sidekick-move7.1": "You hide okay, but the monster is now between you and escape.",
+ "sidekick-move7.2": "You hide okay for now, but your hiding spot is bound to be spotted soon.",
+ "sidekick-move7.3": "You hide okay, but leave something important out in the open.",
+ "apocalypse-sign24": "Breaking the Seal",
+ "choose-one": "Choose one",
+ "fate-origin1": "Nightmares and visions",
+ "fate-origin2": "Some weirdo told you",
+ "fate-origin3": "An ancient cult found you",
+ "fate-origin4": "Sought out by your nemesis",
+ "fate-origin5": "Attacked by monsters",
+ "fate-origin6": "Trained from birth",
+ "fate-origin7": "You found the prophecy",
+ "other-playbook-moves": "Other Playbook Moves",
+ "allies": "Allies and Teams",
+ "individual": "Individual",
+ "team": "Team",
+ "motivation": "Motivation",
+ "ally-motive1": "Subordinate: to follow your exact instructions",
+ "ally-motive2": "Lieutenant: to execute the spirit of your instructions",
+ "ally-motive3": "Friend: to provide emotional support",
+ "ally-motive4": "Bodyguard: to intercept danger",
+ "ally-motive5": "Confidante: to give you advice and perspective",
+ "ally-motive6": "Backup: to stand with you",
+ "other-playbooks": "Other Playbooks",
+ "actionscientist-desc": "A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne, Buckaroo Banzai.",
+ "luck-special-actionscientist": "When you spend a Luck, some gadget or machine near you will do something weird, malfunction, break down, or... explode.",
+ "actionscientist-hx": "
",
+ "AS-fixed-move1": "Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement.",
+ "AS-move1": "Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source.",
+ "AS-move2": "Cross-disciplinary Study: Take a move from one of the other hunters' playbooks.",
+ "AS-move3": "Engineering: When you need to quickly fix (or break) a complicated gadget, roll +Sharp. On a 10+, it’s fixed (or broken) just like you wanted. On a 7-9 you need more time to study it: choose to fix (or break) it now with unknown side-effects, or take more time. On a miss, you do the worst thing possible to the gadget, which usually involves an explosion.",
+ "AS-move4": "The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird. You may choose one of these additional effects:",
+ "AS-move4.1": "Communicate with someone or something that you cannot communicate with by normal means.",
+ "AS-move4.2": "Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to).",
+ "AS-move4.3": "Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3).",
+ "AS-move5": "Mind of Steel: Get +1 Cool (max +3).",
+ "AS-move6": "Re-factoring: You may take any two devices and rebuild them together, gaining all the abilities of each component device. The new device is the same size as the larger component. It will have all the tags of the components, except you may delete or change one tag.",
+ "AS-move7": "Two-Fisted Science: You may roll +Sharp to kick some ass instead of +Tough.",
+ "AS-geardesc": "You have toolkits containing everything you need for your normal science, engineering, and analysis tasks. If you want, you can have Science Armour worth 1-armour.
Science Weapons: The \"batteries\" tag is like \"reload\": the weapon is liable to run out of power at bad moments.",
+ "AS-gear1": "Lightning Gun (3-harm close loud electricity batteries)",
+ "AS-gear2": "Portable Particle Accelerator (3-harm close messy area batteries)",
+ "AS-gear3": "Laser Cannon (2-harm far quiet batteries)",
+ "AS-gear4": "Net Launcher (0-harm close entangling)",
+ "AS-gear5": "Scalpel (1-harm hand)",
+ "AS-gear6": "Force Knife (2-harm hand batteries)",
+ "AS-gear7": "Tranquiliser Rifle (1-harm close sedating)",
+ "AS-gear8": "Stun-ray Pistol (0-harm close sedating)",
+ "AS-gear9": "Autonomous Drone (2-harm far autonomous)",
+ "AS-gear10": "Atomic Pistol (3-harm close radiation)",
+ "actionscientist": "Action Scientist",
+ "as-team": "Gain a team of action scientists under your command.",
+ "as-haven": "Gain a haven, like the Expert has, with a Workshop and one other option.",
+ "as-haven-instruct": "Pick one in addition to a Workshop",
+ "text-block": "Text Block",
+ "mystery-concept": "Mystery's Concept",
+ "playtests": "Playtests",
+ "playtest": "Playtest",
+ "playtest-note": "Got feedback about a playtest? Email us at feedback@evilhat.com",
+ "the-spooktacular": "The Spooktacular",
+ "spooktacular": "Spooktacular",
+ "spooktacular-desc": "A carnival worker with a history of supernatural entertainments as part of a traveling show. E.g. Carnivale.",
+ "luck-special-spooktacular": "When you spend a Luck, you’re going to run into someone you met at the Show. Could be good, could be bad, who knows?",
+ "the-show": "The Show",
+ "the-show-instruct": "You spent a long time with this traveling Show and have an ability based on its style. Are you still with them? If so, how do you balance work and monster hunting? If you left, why was that?",
+ "the-show-pick": "Pick your Show’s specialty:",
+ "the-show1": "An Infernal Power: A Big Bad operated the Show for evil purposes. You signed the contract—take a three-box infernal favour track. Spend these as if they were Luck points. The Big Bad may restore these points when they wish, but first you must do something unforgivably terrible. What sin have you already committed?",
+ "infernal-favour": "Infernal Favour",
+ "the-show2": "Magic & Illusions: You can cast confounding spells. When you weave an illusion, roll +Weird. On a 10+ everyone is fooled, they are either led in a direction of your choice or you and those you choose escape undetected. On a 7-9, it doesn’t quite work: misdirect or escape as a 10+ result, but the Keeper chooses one: someone isn’t fooled, or you gain unwelcome attention. On a miss, it goes badly as magic always does.",
+ "the-show3": "Making Money: You’ve got a lot of practice bamboozling folks. When you want to mess with someone, roll +Charm. On a 10+, they don’t know what’s going on and overlook something of your choice. On a 7-9 they still overlook something but they’re more angry than baffled. On a miss, you better run.",
+ "the-show4": "Problem Solvers: The Show rolls into town, people visit and reveal their difficulties. The crew arrange to make things better, leaving each town a little happier than when you arrived. Well, when things go smoothly anyhow. When you chat to someone, or observe them for a few minutes, the Keeper will tell you what their biggest problem is right now.",
+ "the-show5": "Supernatural Creatures: You’re not entirely human yourself. Pick a single supernatural move from any hunter playbook (the Monstrous is a good place to start). How does your inhuman nature show?",
+ "spooktacular-move1": "Put On A Show: You can entertain people so they feel joy and forget their troubles. Say what you do and roll +Charm if it’s pure performance or +Weird if you add a pinch of magic. On a 10+ the audience is transported and happy. Troubles and trauma are eased in their minds, for a good while. On a 7-9 pick one: the effect just lasts a little while, or the regular time but there’s a ruckus when you’re done.",
+ "spooktacular-move2": "A Negligible Price: You can make a magical deal to fulfill a desire for someone else. The price is that they reveal to you a secret, the world then arranges itself to fulfill their desire, fitting the scale of the secret.",
+ "spooktacular-move3": "Easygoin’: You have the gift of being friendly and easy to chat to. When you try to make a good impression on someone you just met, roll +Charm. On a 10+ they treat you as a trustworthy and friendly acquaintance. On a 7-9 they open up more than usual but still regard you as a stranger. On a 6 or less, they think you’re playing them, and they’ll not trust you or your companions.",
+ "spooktacular-move4": "Pay It Backward: Give yourself or someone else an advantage on any roll: roll 3 dice and select the best 2 for your result. Whenever you do this, the Keeper gains 1 hold. That hold may be spent to give any hunter (but usually you) a disadvantage: roll 3 dice and select the worst 2 instead.",
+ "spooktacular-move5": "The Old Crew: You have an ally team of Show folks you worked with. They are great at setting up a scene, creating a distraction, or even intimidating folks.",
+ "spooktacular-move6": "The Game Is Fixed: When you usemagic in a crowded and chaotic place (like a fairground), take +1 forward. You may also choose the following effects whenever you use magic:
",
+ "spooktacular-gear": "You get one camp tool, one vehicle, one mystical item, and all the paraphernalia.",
+ "spooktacular-tools": "Camp Tools",
+ "spooktacular-vehicles": "Vehicles",
+ "spooktacular-mysticalitems": "Mystical Items",
+ "spooktacular-stuff": "Paraphernalia",
+ "spooktacular-gear1": "Pocket knife or multitool (1-harm hand useful small).",
+ "spooktacular-gear2": "Mallet (1-harm hand useful blunt).",
+ "spooktacular-gear3": "Crowbar (2-harm hand useful messy).",
+ "spooktacular-gear4": "Baseball bat or similar (2-harm hand).",
+ "spooktacular-gear5": "Hatchet (2-harm hand messy).",
+ "spooktacular-gear6": "Sock full of coins (1-harm hand stun).",
+ "spooktacular-gear7": "Pickup.",
+ "spooktacular-gear8": "Van.",
+ "spooktacular-gear9": "Truck.",
+ "spooktacular-gear9b": "Motorcycle & sidecar.",
+ "spooktacular-gear10": "Ghost Shades. Sunglasses that can see into the spirit world (it seems darker than usual, obviously).",
+ "spooktacular-gear11": "Really Big Plush Dog (Animated). Somehow this came to life. It’s kind of like a regular dog?",
+ "spooktacular-gear12": "Returning 100. Spend this hundred dollar bill, and it will come back in a day or so.",
+ "spooktacular-gear13": "Scamulet. Heats up whenever someone’s running a scam on you.",
+ "spooktacular-gear14": "Wizard Tent. Worn and crappy on the outside, big and luxurious on the inside.",
+ "spooktacular-gear15": "You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories.",
+ "spooktacular-hx": "
",
+ "spooktacular-imp1": "Take another Show option",
+ "spooktacular-advimp1": "Get your own traveling Show. Maybe you take over your old one, maybe you start anew.",
+ "alt-move-desc": "If you're using the alternative weird moves options from Tome of Mysteries, here they are. Tick the checkbox next to any move you're able to use.",
+ "constructed": "Constructed",
+ "constructed-desc": "A artificial being created for a specific purpose, animated by strange energies, gifted with free will. E.g. Frankenstein's Monster, Atomic Robo.",
+ "luck-special-constructed": "When you spend a Luck, your animating force will soon malfunction briefly.",
+ "animating-force": "Animating Force",
+ "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:",
+ "lightning": "Lightning",
+ "fire": "Fire",
+ "music": "Music",
+ "clockwork": "Clockwork",
+ "orgone": "Orgone",
+ "alchemy": "Alchemy",
+ "thought": "Thought",
+ "aether": "Aether",
+ "purpose": "Purpose",
+ "purpose-desc": "You were created to serve a specific function, pick one:",
+ "purpose-weapon": "Weapon: All your attacks do +1 harm.",
+ "purpose-guardian": "Guardian: You get +1 when you protect someone.",
+ "purpose-assistant": "Assistant: You give a +2 bonus when helping out.",
+ "purpose-experiment": "Experiment: Take a move from another playbook.",
+ "purpose-reason": "Why are you no longer serving that function? Your history options overlap with these, so check those to help you decide. Pick one:",
+ "reason1": "Your creator died.",
+ "reason2": "Your creator set you free. Why?",
+ "reason3": "Your creator discarded you as a failure.",
+ "reason4": "You were buried for many years. Who found you?",
+ "reason5": "You killed your creator. What did they do?",
+ "reason6": "You ran away.",
+ "reason7": "You were lost in the war. Who were you fighting?",
+ "reason8": "You were broken but now restored. Who fixed you?",
+ "constructed-hx": "
",
+ "constructed-move1": "Inhuman: You have a hard time understanding human behavior, mannerisms, and emotions. When making move relying on social intelligence, take -1. People don’t get you either, so other hunters suffer a -1 if they try to manipulate you. You also get 10 harm boxes instead of 7, and do not become unstable due to damage. ",
+ "constructed-move2": "Recharge: You may repair youself by immersing yourself into a source of your animating force, but it’s dangerous. Roll +Weird. On a 10+, heal 3-harm. On a 7-9, heal 2-harm. On a 6 or less, the energy overwhelms you, which never ends well.",
+ "constructed-move3": "Detachable Parts: You may detach one or more of your body parts. They act as an ally: subordinate (motivation: to follow your exact instructions). Each is able to move and sense in some way.",
+ "constructed-move4": "Mystic Focus: Your body acts as a magical focus and can count as a requirement for use magic or big magic.",
+ "constructed-move5": "Awaken Object: Share your animating force with another object within close range to treat it as an extension of yourself. When you animate an object, roll +Weird. On a 10+, you control the object like a part of yourself and gain +1 ongoing for rolls you make with it. On a 7-9, you control the object like a part of yourself. On a miss, suffer harm as you lose that essence.",
+ "constructed-move6": "Hide In Plain Sight: If you hold still, you appear to be a statue. Nobody will pay any special attention to you.",
+ "constructed-move7": "But Why?: Your struggles to understand people means they can reveal more than they mean to. Always take one extra hold when you investigate a mystery or read a bad situation by talking to someone.",
+ "constructed-gear-large": "Large weapons, pick one:",
+ "constructed-gear-body": "Your body, pick two:",
+ "constructed-gear1": "Sledgehammer (3-harm hand heavy messy)",
+ "constructed-gear2": "Big sword (3-harm hand heavy messy)",
+ "constructed-gear3": "Huge handgun (3-harm close loud reload)",
+ "constructed-gear4": "Poleaxe (3-harm hand/close messy)",
+ "constructed-gear5": "Fists (2-harm hand forceful)",
+ "constructed-gear6": "Energy blast (2-harm close animating-force)",
+ "constructed-gear7": "Wrestle (1-harm intimate/hand restraining)",
+ "constructed-gear8": "Energy pulse (1-harm close area animating-force)",
+ "constructed-gear9": "Bulwark (1 armour)",
+ "constructed-imp1": "Gain an ally: you make a friend (literally).",
+ "constructed-imp2": "Adjust your needs: mark a second animating force",
+ "constructed-advimp1": "Become human, and change to a new type.",
+ "sidekick-reminder": "Remember to take +1 on your hero’s best rating as well!",
+ "the-hardcase2020": "The Hardcase (2020)",
+ "hardcase2020": "Hardcase (2020)",
+ "hardcase2020-desc": "The new Hard Case playbook, significantly different from the original.",
+ "luck-special-hardcase2020": "When you spend a point of Luck, someone you fought in the past is going to turn up. Did you part as enemies or with respect?",
+ "hardcase2020-hx": "
",
+ "hardknocks": "Hard Knocks",
+ "hardknocks-desc": "You had a long, harsh schooling to get as hard as you are. What was it? Pick one:",
+ "hardknocks1": "Bodyguard: When you spend 1 Fire to protect someone, as well as +1 forward, you may protect them even if they are out of reach or the harm they are about to suffer would be unstoppable. Get an ally group of old colleagues: good at protecting people. Get the “concealed armour” gear pick.",
+ "hardknocks2": "Enforcer: Spend 1 Fire to look so scary that it counts as a reason for manipulating someone. After you roll, if you terrify them, spend Fire 1-for-1 to increase your result. Gain an ally who can help with money, disguises, back you up, or get underworld gossip. Get the “bag of cash” gear pick.",
+ "hardknocks3": "Secret Martial Art: Spend Fire 1-for-1 to increase harm inflicted by your unarmed attacks. Your unarmed attacks gain `ignore-armour`. Get an ally, a mentor or student: good in a fight or philosophical discussion. Get the “ancient sword” gear pick.",
+ "hardknocks4": "Military: When you’re using military gear on a move, you may spend 2 Fire to boost the result level (a miss becomes a 7-9, 7-9 becomes 10+, or 10+ becomes 12+). You have an ally group, your old comrades: good in a fight or when you need help making preparations. Get the “battered assault rifle” gear pick.",
+ "hardknocks5": "Resistance: What was your cause? You have contacts amongst sympathetic activists. If you need help and it fits the cause, call on them. Roll +Charm. On a 10+ they will help. On a 7-9 they’ll help you but then you have to help them. On a miss, they help but you get drawn into their trouble. You may spend 2-Fire instead of rolling; you rouse them and they’ll help as if you rolled 10+. Gain an ally, an old comrade from the movement. Get the “spell formula” gear pick.",
+ "hardknocks6": "Street Fighter: When you have an ally standing by your side, spend 1-Fire to add +2 harm when you inflict harm. If there are multiple allies at your side, you may spend Fire for each. Gain an ally, an old friend you can count on for anything. Get the “firewater” gear pick.",
+ "hardcase2020-move1": "Furnace: You have a Fire track with 10 boxes. Mark 1 Fire per harm you suffer, every time someone openly defies you, and every time a friend is hurt. You may spend 1 Fire to add +1-harm whenever you inflict harm, or take +1 to a kick some ass or protect someone move. Fire is cleared between mysteries.",
+ "hardcase2020-move2": "Unstoppable: You may spend 3 Fire to avoid or heal 2-harm. This also stabilizes you, if appropriate.",
+ "hardcase2020-move3": "Ascetic: Spend 1 Fire to ignore all pain and discomfort in your current situation, even beyond normal human tolerances.",
+ "hardcase2020-move4": "Always Angry: Start mysteries with 2 Fire marked.",
+ "hardcase2020-move5": "FINISH HIM!: When you have Fire remaining and strike a foe for 3-harm or more, tell the Keeper how much Fire you have and ask if that’s enough. If the foe has that much or less harm capacity left, the Keeper will tell you. You may spend all your Fire immediately to make a follow up attack, defeating your foe.",
+ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.",
+ "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.",
+ "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.",
+ "calm": "Calm",
+ "raging": "Raging",
+ "hardcase-vehicles": "Vehicles",
+ "hardcase-other": "Other Items",
+ "hardcase2020-gear-directions": "You get one Hard Case weapon, one vehicle, one other, and whatever you got from your Hard Knocks.",
+ "hardcase2020-gear1": "Ancient sword (2-harm hand valuable balanced holy)",
+ "hardcase2020-gear2": "Auto shotgun (3-harm close load reload area)",
+ "hardcase2020-gear3": "Battered assault rifle (3-harm close/far area loud)",
+ "hardcase2020-gear4": "Chainsaw (3-harm hand unreliable messy heavy)",
+ "hardcase2020-gear5": "Crowbar (2-harm hand messy innocuous)",
+ "hardcase2020-gear6": "Hand cannon (3-harm close loud)",
+ "hardcase2020-gear7": "Huge fucking knife (2-harm hand messy)",
+ "hardcase2020-gear8": "Shotgun (3-harm close messy)",
+ "hardcase2020-gear9": "Hunting rifle (2-harm far loud)",
+ "hardcase2020-gear10": "Pistol (2-harm close)",
+ "hardcase2020-gear11": "Big knife (1-harm hand)",
+ "hardcase2020-gear12": "Pickup",
+ "hardcase2020-gear13": "Motorbike",
+ "hardcase2020-gear14": "Muscle car",
+ "hardcase2020-gear15": "Sportscar",
+ "hardcase2020-gear16": "Concealed armour (1-armour hidden)",
+ "hardcase2020-gear17": "Heavy armour (2-armour heavy)",
+ "hardcase2020-gear18": "Firewater (once per mystery, drink it to mark 1 Fire)",
+ "hardcase2020-gear19": "Bag of cash (untraceable)",
+ "hardcase2020-gear20": "Ghost detector (unreliable)",
+ "hardcase2020-gear21": "A bunch of old monster hunting journals",
+ "hardcase2020-gear22": "A spell formula, written on a napkin",
+ "hardcase2020-advance1": "Your Fire track increases to 13 boxes.",
+ "constructed-unstable": "You get 10 harm boxes and do not become unstable.",
+ "end_newstuff": ""
+}
\ No newline at end of file
diff --git a/Monster of the Week Official/translations/hu.json b/Monster of the Week Official/translations/hu.json
new file mode 100644
index 0000000000..d71f44d579
--- /dev/null
+++ b/Monster of the Week Official/translations/hu.json
@@ -0,0 +1,1720 @@
+{
+ "sheet-version": "sheet version",
+ "send_details_to_chat": "Send details to chat!",
+ "character-name": "Name",
+ "character-gender": "Pronouns",
+ "playbook": "Playbook",
+ "playbook-choice": "Choose a Playbook",
+ "character-look": "Look",
+ "select-text": "Select a Playbook above to get started",
+ "stats": "Stats",
+ "charm": "Charm",
+ "cool": "Cool",
+ "sharp": "Sharp",
+ "tough": "Tough",
+ "weird": "Weird",
+ "luck": "Luck",
+ "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury",
+ "okay": "Okay",
+ "doomed": "Doomed",
+ "special": "Special",
+ "harm": "Harm",
+ "dying": "Dying",
+ "unstable": "Unstable",
+ "experience": "Experience",
+ "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so",
+ "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option",
+ "other-moves": "Other Moves",
+ "gear": "Gear",
+ "other-gear": "Other Gear",
+ "improvements": "Improvements",
+ "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)",
+ "max": "max",
+ "another": "Take another",
+ "move": "move",
+ "ally": "Gain an ally",
+ "playbook-move": "Take a move from another playbook",
+ "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above",
+ "rating": "to any rating",
+ "new-playbook": "Change playbooks",
+ "second-hunter": "Create a second hunter to play",
+ "basic-moves": "Advance 2 basic moves",
+ "retire": "Retire this hunter to safety",
+ "erase-luck": "Erase one used Luck point",
+ "after-getting-improvement": "Use after getting the corresponding Improvement",
+ "history": "History and Notes",
+ "pick-one": "pick one",
+ "pick-two": "pick two",
+ "pick-three": "pick three",
+ "moves": "Moves",
+ "1-fixed-move": "You get this",
+ "2-fixed-moves": "You get these 2",
+ "1-move": "Then pick one of these",
+ "2-moves-then": "Then pick two of these",
+ "2-moves": "Pick two of these",
+ "3-moves-then": "Then pick three of these",
+ "3-moves": "Pick three of these",
+ "choose": "choose",
+ "one": "one",
+ "two": "two",
+ "three": "three",
+ "the-chosen": "The Chosen",
+ "the-crooked": "The Crooked",
+ "the-divine": "The Divine",
+ "the-expert": "The Expert",
+ "the-flake": "The Flake",
+ "the-initiate": "The Initiate",
+ "the-monstrous": "The Monstrous",
+ "the-mundane": "The Mundane",
+ "the-professional": "The Professional",
+ "the-spellslinger": "The Spell-Slinger",
+ "the-spooky": "The Spooky",
+ "the-wronged": "The Wronged",
+ "the-gumshoe": "The Gumshoe",
+ "the-hex": "The Hex",
+ "the-pararomantic": "The Pararomantic",
+ "the-searcher": "The Searcher",
+ "the-exile": "The Exile",
+ "the-hardcase": "The Hard Case (Original)",
+ "the-luchador": "The Luchador",
+ "the-meddlingkid": "The Meddling Kid",
+ "the-sidekick": "The Sidekick",
+ "the-snoop": "The Snoop",
+ "the-summoned": "The Summoned",
+ "the-traveler": "The Traveler",
+ "the-actionscientist": "The Action Scientist",
+ "the-biggamehunter": "The Big Game Hunter",
+ "the-constructed": "The Constructed",
+ "the-madscientist": "The Mad Scientist",
+ "custom-playbook": "Custom Playbook",
+ "tome-of-mysteries": "Tome of Mysteries",
+ "reinforcements": "Reinforcements",
+ "Brazilian": "Brazilian Edition",
+ "fan-made": "Fan-made",
+ "chosen": "Chosen",
+ "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.",
+ "your-fate": "Your Fate",
+ "fate-description": "How you found out you were the chosen one",
+ "fate-unfold": "How your fate will unfold",
+ "heroic": "Heroic",
+ "fate-heroic1": "Sacrifice",
+ "fate-heroic2": "You are the Champion",
+ "fate-heroic3": "Visions",
+ "fate-heroic4": "Secret training",
+ "fate-heroic5": "Magical powers",
+ "fate-heroic6": "Mystical inheritance",
+ "fate-heroic7": "A normal life",
+ "fate-heroic8": "True love",
+ "fate-heroic9": "You can save the world",
+ "fate-heroic10": "Hidden allies",
+ "fate-heroic11": "The end of monsters",
+ "fate-heroic12": "Divine help",
+ "doom": "Doom",
+ "fate-doom1": "Death",
+ "fate-doom2": "You can't save everyone",
+ "fate-doom3": "Impossible love",
+ "fate-doom4": "Failure",
+ "fate-doom5": "A nemesis",
+ "fate-doom6": "No normal life",
+ "fate-doom7": "Loss of loved ones",
+ "fate-doom8": "Treachery",
+ "fate-doom9": "Doubt",
+ "fate-doom10": "Sympathy with the enemy",
+ "fate-doom11": "Damnation",
+ "fate-doom12": "Hosts of monsters",
+ "fate-doom13": "The End of Days",
+ "fate-doom14": "The source of Evil",
+ "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.",
+ "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.",
+ "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.",
+ "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.",
+ "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.",
+ "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.",
+ "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.",
+ "chosen-gear1": "Protective gear worth 1 armour",
+ "optional": "optional",
+ "chosen-gear2": "Special Weapon",
+ "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.",
+ "form": "Form",
+ "chosen-gear3": "Staff (1 harm, hand/close)",
+ "chosen-gear4": "Haft (2 harm, hand, heavy)",
+ "chosen-gear5": "Handle (1 harm, hand, balanced)",
+ "chosen-gear6": "Chain (1 harm, hand, area)",
+ "business-end": "Business-end",
+ "chosen-gear7": "Artifact (+magic)",
+ "chosen-gear8": "Spikes (+1 harm, +messy)",
+ "chosen-gear9": "Blade (+1 harm)",
+ "chosen-gear10": "Heavy (+1 harm)",
+ "chosen-gear11": "Long (+close)",
+ "chosen-gear12": "Throwable (+close)",
+ "chosen-gear13": "Chain (+area)",
+ "material": "Material",
+ "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)",
+ "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag",
+ "Crooked": "Crooked",
+ "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.",
+ "background": "Background",
+ "background-description": "Before you became a hunter, what less-than-legal job did you do?",
+ "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.",
+ "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two",
+ "background2.1": "You get in undetected",
+ "background2.2": "You get out undetected",
+ "background2.3": "You don't leave a mess",
+ "background2.4": "You find what you were after",
+ "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.",
+ "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one",
+ "background4.1": "You owe them",
+ "background4.2": "They screwed you over",
+ "background4.3": "You screwed them over",
+ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.",
+ "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.",
+ "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.",
+ "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).",
+ "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.",
+ "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1:",
+ "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.",
+ "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).",
+ "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.",
+ "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.",
+ "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles.",
+ "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.",
+ "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.",
+ "crooked-weapon": "Effective Weapons",
+ "crooked-gear1": ".22 revolver (1 harm, close, reload, small)",
+ "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)",
+ "crooked-gear3": "9mm (2 harm, close, loud)",
+ "crooked-gear4": "Shotgun (3 harm, close, messy)",
+ "crooked-gear5": "Hunting rifle (2 harm, far, loud)",
+ "crooked-gear6": "Big knife (1 harm, hand)",
+ "crooked-gear7": "Baseball bat (1 harm, hand)",
+ "crooked-gear8": "Submachinegun (2 harm, close, reload, area)",
+ "crooked-gear9": "Assault rifle (3 harm, close/far, area)",
+ "heat": "Heat",
+ "heat-description": "You didn't get here without making enemies.",
+ "pick-heat": "Pick at least 2 of these and name the people involved",
+ "heat1": "A police detective has made it a personal goal to put you away.",
+ "heat2": "You have a rival from your background, who never misses a chance to screw you over.",
+ "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.",
+ "heat4": "You took advantage of someone with special powers (a person or monster).",
+ "heat5": "You betrayed an old partner in the middle of a job.",
+ "underworld": "Underworld",
+ "underworld-description": "Pick how you discovered the real underworld",
+ "underworld1": "The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc).",
+ "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).",
+ "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).",
+ "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).",
+ "crooked-ally": "one of your old crew",
+ "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two",
+ "Divine": "Divine",
+ "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.",
+ "your-mission": "Mission",
+ "mission-description": "You have been put here for a purpose",
+ "mission1": "You are here to fight the schemes of an Adversary.",
+ "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.",
+ "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.",
+ "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.",
+ "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.",
+ "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.",
+ "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.",
+ "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.",
+ "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.",
+ "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.",
+ "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.",
+ "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.",
+ "divine-weapon": "Divine Weapon",
+ "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin",
+ "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)",
+ "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)",
+ "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)",
+ "divine-gear4": "Five demon bag (3 harm, close, magic, holy)",
+ "divine-gear5": "Silver trident (3 harm, hand, silver, holy)",
+ "Divine-ally": "a lesser divine being, sent to help you with your mission",
+ "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission",
+ "Expert": "Expert",
+ "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.",
+ "expert-weapons": "Monster-slaying Weapons",
+ "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)",
+ "expert-gear2": "Silver sword (2 harm, hand, messy, silver)",
+ "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)",
+ "expert-gear4": "Blessed knife (2 harm, hand, holy)",
+ "expert-gear5": "Magical dagger (2 harm, hand, magic)",
+ "expert-gear6": "Juju bag (1 harm, far, magic)",
+ "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volatile)",
+ "expert-gear8": "Magnum (3 harm, close, reload, loud)",
+ "expert-gear9": "Shotgun (3 harm, close, messy, loud)",
+ "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.",
+ "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.",
+ "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.",
+ "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.",
+ "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.",
+ "expert-move6": "The One With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.",
+ "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.",
+ "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?",
+ "expert-move7.2": "What black magic do I know that could help here?",
+ "expert-move7.3": "Do I know anyone who might be behind this?",
+ "expert-move7.4": "Who do I know that can help us right now?",
+ "your-haven": "Haven",
+ "haven-description": "You have set up a haven, a safe place to work",
+ "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).",
+ "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.",
+ "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.",
+ "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.",
+ "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.",
+ "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.",
+ "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.",
+ "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.",
+ "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).",
+ "expert-advance1": "Add a Haven option",
+ "Flake": "Flake",
+ "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiracies that aspect connects to.",
+ "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions",
+ "flake-move1.1": "Is this person connected to current events more than they are saying?",
+ "flake-move1.2": "When and where will the next critical event occur?",
+ "flake-move1.3": "What does the monster want from this person?",
+ "flake-move1.4": "Is this connected to previous mysteries we have investigated?",
+ "flake-move1.5": "How does this mystery connect to the bigger picture?",
+ "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).",
+ "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.",
+ "flake-move4": "Suspicious Mind: If someone lies to you, you know it.",
+ "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.",
+ "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.",
+ "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.",
+ "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.",
+ "flake-normal": "Normal Weapon",
+ "flake-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "flake-gear2": "9mm (2 harm, close, loud)",
+ "flake-gear3": "Hunting rifle (2 harm, far, loud)",
+ "flake-gear4": "Magnum (3 harm, close, reload, loud)",
+ "flake-gear5": "Shotgun (3 harm, close, messy, loud)",
+ "flake-gear6": "Big knife (1 harm, hand)",
+ "flake-hidden": "Hidden Weapons",
+ "flake-gear7": "Throwing knives (1 harm, close, many)",
+ "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)",
+ "flake-gear9": "Garrote (3 harm, intimate)",
+ "flake-gear10": "Watchman's flashlight (1 harm, hand)",
+ "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)",
+ "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)",
+ "Flake-advance1": "Gain a Haven, like the Expert, with two options",
+ "Flake-advance2": "Add a Haven option",
+ "Initiate": "Initiate",
+ "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disastrous operation.",
+ "your-sect": "Sect",
+ "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?",
+ "sect-traditions": "Sect's Traditions",
+ "good-traditions": "Good Traditions",
+ "good-tradition1": "Knowledgeable",
+ "good-tradition2": "Ancient lore",
+ "good-tradition3": "Magical lore",
+ "good-tradition4": "Fighting arts",
+ "good-tradition5": "Modernised",
+ "good-tradition6": "Chapters everywhere",
+ "good-tradition7": "Secular power",
+ "good-tradition8": "Flexible tactics",
+ "good-tradition9": "Open hierarchy",
+ "good-tradition10": "Integrated in society",
+ "good-tradition11": "Rich",
+ "good-tradition12": "Nifty gadgets",
+ "good-tradition13": "Magical items",
+ "bad-traditions": "Bad Traditions",
+ "bad-tradition1": "Dubious motives",
+ "bad-tradition2": "Tradition-bound",
+ "bad-tradition3": "Short-sighted",
+ "bad-tradition4": "Paranoid and secretive",
+ "bad-tradition5": "Closed hierarchy",
+ "bad-tradition6": "Factionalised",
+ "bad-tradition7": "Strict laws",
+ "bad-tradition8": "Mystical oaths",
+ "bad-tradition9": "Total obedience",
+ "bad-tradition10": "Tyrannical leaders",
+ "bad-tradition11": "Obsolete gear",
+ "bad-tradition12": "Poor",
+ "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.",
+ "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.",
+ "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.",
+ "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to",
+ "initiate-move3.1": "Have a useful object ready.",
+ "initiate-move3.2": "Be somewhere you are needed, just in time.",
+ "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.",
+ "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.",
+ "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.",
+ "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.",
+ "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).",
+ "initiate-move7": "Helping Hand: When you successfully help out another hunter, they get +2 instead of the usual +1.",
+ "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.",
+ "inititate-armour": "Old-fashioned Armour (1 armour, heavy)",
+ "inititate-old": "Old-fashioned Weapons",
+ "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two",
+ "inititate-gear1": "Sword (2 harm, hand, messy)",
+ "inititate-gear2": "Axe (2 harm, hand, messy)",
+ "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)",
+ "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)",
+ "inititate-gear5": "Silver knife (1 harm, hand, silver)",
+ "inititate-gear6": "Fighting sticks (1 harm, hand, quick)",
+ "inititate-gear7": "Spear (2 harm, hand/close)",
+ "inititate-gear8": "Mace (2 harm, hand, messy)",
+ "inititate-gear9": "Crossbow (2 harm, close, slow)",
+ "initiate-modern": "Modern Weapons",
+ "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one",
+ "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)",
+ "inititate-gear11": "9mm (2 harm, close, loud)",
+ "inititate-gear12": "Sniper rifle (3 harm, far)",
+ "inititate-gear13": "Magnum (3 harm, close, reload, loud)",
+ "inititate-gear14": "Shotgun (3 harm, close, messy)",
+ "Initiate-advance1": "Get command of your chapter of the Sect",
+ "Initiate-advance2": "Get a Sect team under your command",
+ "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect",
+ "Monstrous": "Monstrous",
+ "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.",
+ "monster-breed": "Monster Breed",
+ "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?",
+ "curses": "Curses",
+ "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.",
+ "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.",
+ "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.",
+ "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.",
+ "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.",
+ "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.",
+ "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.",
+ "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).",
+ "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.",
+ "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.",
+ "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.",
+ "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.",
+ "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.",
+ "monstrous-move10": "Flight: You can fly.",
+ "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).",
+ "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.",
+ "natural-attacks": "Natural Attacks",
+ "monstrous-attacks-pick": "pick one base and one extra, or pick two bases",
+ "monstrous-attacks1": "Base: teeth (3 harm, intimate)",
+ "monstrous-attacks2": "Base: claws (2 harm, hand)",
+ "monstrous-attacks3": "Base: magical force (1 harm, magical, close)",
+ "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)",
+ "monstrous-attacks5": "Extra: add +1 harm to a base",
+ "monstrous-attacks6": "Extra: add ignore-armour to a base",
+ "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)",
+ "monstrous-weapon": "(Optional) Handy Weapon",
+ "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "monstrous-gear2": "9mm (2 harm, close, loud)",
+ "monstrous-gear3": "Magnum (3 harm, close, reload, loud)",
+ "monstrous-gear4": "Shotgun (3 harm, close, messy)",
+ "monstrous-gear5": "Big knife (1 harm, hand)",
+ "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)",
+ "monstrous-gear7": "Sword (2 harm, hand, messy)",
+ "monstrous-gear8": "Huge sword (3 harm, hand, heavy)",
+ "Monstrous-advance1": "Gain a Haven, like the Expert, with two options",
+ "Monstrous-advance2": "Take a natural attacks pick",
+ "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird",
+ "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
+ "Mundane": "Mundane",
+ "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!",
+ "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.",
+ "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.",
+ "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.",
+ "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.",
+ "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.",
+ "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from",
+ "mundane-move6.1": "They ask you a hard question first.",
+ "mundane-move6.2": "They stall and dither a while.",
+ "mundane-move6.3": "They have a 'better' idea.",
+ "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.",
+ "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:",
+ "mundane-move7.1": "Inflict 1 harm.",
+ "mundane-move7.2": "Reduce someone's harm suffered by 1.",
+ "mundane-move7.3": "Take +2 forward on an act under pressure roll.",
+ "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.",
+ "mundane-weapon": "Mundane Weapons",
+ "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)",
+ "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
+ "mundane-gear3": "Small handgun (2 harm, close, loud, reload)",
+ "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)",
+ "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)",
+ "mundane-gear6": "Nunchuks (2 harm, hand, area)",
+ "mundane-transport": "Means of Transport",
+ "mundane-gear7": "Skateboard",
+ "mundane-gear8": "Bicycle",
+ "mundane-gear9": "Fairly new car in decent condition",
+ "mundane-gear10": "Classic car in terrible condition",
+ "mundane-gear11": "Motorcycle",
+ "mundane-gear12": "Van",
+ "Professional": "Professional",
+ "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.",
+ "agency": "Agency",
+ "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?",
+ "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?",
+ "resources": "Resources",
+ "agency1": "Well-armed",
+ "agency2": "Well-financed",
+ "agency3": "Rigorous training",
+ "agency4": "Official pull",
+ "agency5": "Cover identities",
+ "agency6": "Offices all over the place",
+ "agency7": "Good intel",
+ "agency8": "Recognised authority",
+ "agency9": "Weird tech gadgets",
+ "agency10": "Support teams",
+ "red-tape": "Red Tape",
+ "agency11": "Dubious motives",
+ "agency12": "Bureaucratic",
+ "agency13": "Secretive hierarchy",
+ "agency14": "Cryptic missions",
+ "agency15": "Hostile superiors",
+ "agency16": "Inter-departmental rivalry",
+ "agency17": "Budget cuts",
+ "agency18": "Take no prisoners policy",
+ "agency19": "Live capture policy",
+ "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.",
+ "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.",
+ "professional-move2": "Unfazeable: Take +1 Cool (max +3).",
+ "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.",
+ "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.",
+ "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.",
+ "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.",
+ "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.",
+ "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.",
+ "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.",
+ "professional-armour": "Armour",
+ "professional-gear1": "Flak vest (1 armour, hidden)",
+ "professional-gear2": "Combat armour (2 armour, heavy)",
+ "professional-serious-weapon": "Serious Weapons",
+ "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)",
+ "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)",
+ "professional-gear5": "Sniper rifle (4 harm, far)",
+ "professional-gear6": "Grenades (4 harm, close, area, messy, loud)",
+ "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)",
+ "professional-normal-weapon": "Normal Weapons",
+ "professional-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "professional-gear9": "9mm (2 harm, close, loud)",
+ "professional-gear10": "Hunting rifle (2 harm, far, loud)",
+ "professional-gear11": "Shotgun (3 harm, close, messy)",
+ "professional-gear12": "Big knife (1 harm, hand)",
+ "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency",
+ "Professional-advance2": "Get command of an Agency team of monster hunters",
+ "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits",
+ "Spellslinger": "Spell-Slinger",
+ "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.",
+ "spellslinger-weapon": "Backup Weapon",
+ "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)",
+ "spellslinger-gear2": "Ritual knife (1 harm, hand)",
+ "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)",
+ "extra-fixed-move": "You get this",
+ "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.",
+ "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.",
+ "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.",
+ "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.",
+ "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.",
+ "combat-magic": "Combat Magic",
+ "combat-magic-pick": "pick three, with at least one base",
+ "bases": "Bases",
+ "base1": "Blast (2 harm, magic, close, obvious, loud)",
+ "base2": "Ball (1 harm, magic, area, close, obvious, loud)",
+ "base3": "Missile (1 harm, magic, far, obvious, loud)",
+ "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)",
+ "effects": "Effects",
+ "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)",
+ "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)",
+ "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)",
+ "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)",
+ "effect5": "Earth (add 'forceful, restraining' to a base)",
+ "effect6": "Necromantic (add 'life-drain' to a base)",
+ "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.",
+ "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.",
+ "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.",
+ "spellslinger-move3.1": "Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.",
+ "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.",
+ "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment.",
+ "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.",
+ "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.",
+ "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.",
+ "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.",
+ "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.",
+ "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!",
+ "Spellslinger-advance1": "Take another Combat Magic pick",
+ "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques",
+ "Spooky": "Spooky",
+ "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.",
+ "dark-side": "The Dark Side",
+ "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.",
+ "dark-side1": "Violence",
+ "dark-side2": "Depression",
+ "dark-side3": "Secrets",
+ "dark-side4": "Lust",
+ "dark-side5": "Dark bargain",
+ "dark-side6": "Guilt",
+ "dark-side7": "Soulless",
+ "dark-side8": "Addiction",
+ "dark-side9": "Mood wings",
+ "dark-side10": "Rage",
+ "dark-side11": "Self-destruction",
+ "dark-side12": "Greed for power",
+ "dark-side13": "Poor impulse control",
+ "dark-side14": "Hallucinations",
+ "dark-side15": "Pain",
+ "dark-side16": "Paranoia",
+ "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavailable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.",
+ "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.",
+ "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list",
+ "spooky-move2.1": "The target contracts a disease.",
+ "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).",
+ "spooky-move2.3": "The target breaks something precious or important.",
+ "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.",
+ "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.",
+ "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.",
+ "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers",
+ "spooky-move6.1": "Where is the creature right now?",
+ "spooky-move6.2": "What is it planning to do right now?",
+ "spooky-move6.3": "Who is it going to attack next?",
+ "spooky-move6.4": "Who does it regard as the biggest threat?",
+ "spooky-move6.5": "How can I attract its attention?",
+ "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.",
+ "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to",
+ "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.",
+ "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.",
+ "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.",
+ "spooky-move8.4": "Inflict 1 harm on the target due to an accident.",
+ "spooky-move8.5": "The target finds something you left for them.",
+ "spooky-move8.6": "The target loses something that you will soon find.",
+ "spooky-items": "Any magical items or amulets that you use to invoke your powers",
+ "spooky-weapons": "Normal Weapons",
+ "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "spooky-gear2": "9mm (2 harm, close, loud)",
+ "spooky-gear3": "Hunting rifle (2 harm, far, loud)",
+ "spooky-gear4": "Shotgun (3 harm, close, messy)",
+ "spooky-gear5": "Big knife (1 harm, hand)",
+ "Spooky-advance1": "Change some, or all, of your Dark Side tags",
+ "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert",
+ "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag",
+ "Wronged": "Wronged",
+ "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.",
+ "who-you-lost": "Who You Lost",
+ "who": "Who did you lose?",
+ "pick-some": "Pick one or more",
+ "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc",
+ "lost-save-them": "Why couldn't you save them? You were",
+ "lost1": "At fault",
+ "lost2": "Selfish",
+ "lost3": "Injured",
+ "lost4": "Weak",
+ "lost5": "Slow",
+ "lost6": "Scared",
+ "lost7": "In denial",
+ "lost8": "Complicit",
+ "what-prey": "What Did It?",
+ "prey-breed": "With the Keeper's agreement, pick the monster breed.",
+ "prey": "My Prey",
+ "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.",
+ "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.",
+ "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".",
+ "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.",
+ "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.",
+ "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).",
+ "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice",
+ "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.",
+ "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.",
+ "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.",
+ "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.",
+ "wronged-armour": "Protective wear suited to your look (1 armour)",
+ "wronged-signature": "Signature Weapon",
+ "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)",
+ "wronged-gear2": "Hand cannon (3 harm, close, loud)",
+ "wronged-gear3": "Fighting knife (2 harm, hand, quiet)",
+ "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)",
+ "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for werewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper",
+ "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)",
+ "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
+ "wronged-weapon": "Practical Weapons",
+ "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "wronged-gear9": "9mm (2 harm, close, loud)",
+ "wronged-gear10": "Hunting rifle (2 harm, far, loud)",
+ "wronged-gear11": "Shotgun (3 harm, close, messy, loud)",
+ "wronged-gear12": "Big knife (1 harm, hand)",
+ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)",
+ "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)",
+ "wronged-vehicle": "(Optional) Vehicle",
+ "wronged-gear15": "Classic car",
+ "wronged-gear16": "Classic motorcycle",
+ "wronged-gear17": "Plain pickup",
+ "wronged-gear18": "Plain van",
+ "Wronged-advance1": "Gain a Haven, like the Expert, with two options",
+ "Wronged-advance2": "Add a haven option",
+ "Wronged-advance3": "You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them",
+ "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one",
+ "Gumshoe": "Gumshoe",
+ "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!",
+ "Gumshoe-Adv-harm": "Extra harm box",
+ "gumshoeCode": "Gumshoe Code",
+ "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.",
+ "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.",
+ "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.",
+ "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.",
+ "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)",
+ "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practitioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation",
+ "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.",
+ "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.",
+ "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).",
+ "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one",
+ "Gumshoe-move3.1": "You don't leave any trace of what you searched.",
+ "Gumshoe-move3.2": "You find what you wanted.",
+ "Gumshoe-move3.3": "You find something else that's important.",
+ "Gumshoe-move3.4": "You don't piss anyone off.",
+ "Gumshoe-move3.5": "You aren't recognised.",
+ "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.",
+ "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).",
+ "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You",
+ "Gumshoe-move6.1": "...leave no traces.",
+ "Gumshoe-move6.2": "...learn something important.",
+ "Gumshoe-move6.3": "...can leave misinformation in place.",
+ "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.",
+ "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list",
+ "Gumshoe-move7.1": "One question from the investigate a mystery list.",
+ "Gumshoe-move7.2": "Was that a lie?",
+ "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?",
+ "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?",
+ "Gumshoe-move7.5": "Did you commit this specific crime?",
+ "Gumshoe-gear-base": "A laptop, and a liquor flask",
+ "Gumshoe-recording": "Recording Devices",
+ "Gumshoe-gear1": "Night vision camera",
+ "Gumshoe-gear2": "Tiny digital video camera",
+ "Gumshoe-gear3": "Film camera (8mm or 16mm)",
+ "Gumshoe-gear4": "Digital sound recorder",
+ "Gumshoe-gear5": "Cassette tape recorder",
+ "Gumshoe-gear6": "Remote-controlled camera drone",
+ "Gumshoe-gear7": "Laser microphone",
+ "Gumshoe-gear8": "SLR camera",
+ "Gumshoe-weapon": "P.I. Weapons",
+ "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)",
+ "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)",
+ "Gumshoe-gear11": "9mm (2 harm, close, loud)",
+ "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)",
+ "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)",
+ "Gumshoe-gear14": "Switchblade (1-harm, hand, small)",
+ "Gumshoe-advance1": "Add an extra harm box on the Dying side",
+ "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options",
+ "Gumshoe-advance3": "Add four additional or new contacts for Naked City",
+ "Gumshoe-advance4": "Turn one of your contacts into an ally",
+ "Hex": "Hex",
+ "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.",
+ "hex-weapons": "Wizardly Weapons",
+ "hex-items": "Any magical items or amulets that you use to perform magic",
+ "hex-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "hex-gear2": "Shotgun (3 harm, close, messy, loud)",
+ "hex-gear3": "Athame (2 harm, hand, magic, silver)",
+ "hex-gear4": "Shillelagh (1 harm, hand, balanced)",
+ "hex-gear5": "Crossbow (2 harm, close, slow)",
+ "hex-gear6": "Staff (1 harm, hand, balanced, large)",
+ "hex-advmove": "Advanced Hex Moves",
+ "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these",
+ "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true",
+ "hex-advmove1.1": "You can fly.",
+ "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).",
+ "hex-advmove1.3": "Ignore the component costs of your rotes.",
+ "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.",
+ "hex-advmove1.5": "You have +1 ongoing to do everything.",
+ "hex-advmove1.6": "You cannot use the protect someone move.",
+ "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.",
+ "hex-advmove1.8": "When you try to resist a Temptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.",
+ "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.",
+ "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.",
+ "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).",
+ "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list",
+ "hex-move2.1": "What can I gain from this person/place/thing/creature?",
+ "hex-move2.2": "Who has touched this person/place/thing/creature before me?",
+ "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.",
+ "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.",
+ "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.",
+ "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.",
+ "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.",
+ "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.",
+ "temptation": "Temptation",
+ "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it",
+ "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.",
+ "temptation-choose": "Choose one Temptation",
+ "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.",
+ "temptation2": "Power: Utilize magic to exert your dominance over another.",
+ "temptation3": "Addiction: Utilize magic to do what you could do without it.",
+ "temptation4": "Callousness: Utilize magic without regard for the safety of others.",
+ "temptation5": "Carnage: Utilize magic to inflict gruesome violence.",
+ "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.",
+ "temptation7": "Glory: Utilize magic to steal someone’s thunder.",
+ "rotes": "Rotes",
+ "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.",
+ "rote-desc2": "Choose two fixed requirements for each Rote from this list",
+ "rote-req1": "Magic words and ritual gestures.",
+ "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.",
+ "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.",
+ "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).",
+ "rote-req5": "A spilling of blood (1 harm to you or a willing participant).",
+ "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.",
+ "rote-list": "List of Rotes",
+ "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.",
+ "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.",
+ "rote-name": "Rote Name",
+ "rote-reqs": "Requirements",
+ "rote-effect": "Effects",
+ "hex-advance1": "Take another Rote",
+ "hex-advance2": "or an additional Rote",
+ "hex-advance3": "Gain a Haven, like the Expert, with two options",
+ "hex-advance4": "Take another two Rotes",
+ "hex-advance5": "Choose one Advanced Hex Move",
+ "Pararomantic": "Pararomantic",
+ "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.",
+ "relation": "Relationship Status",
+ "guide-name": "Guide Name",
+ "loving": "Loving",
+ "broken": "Broken",
+ "relation-second": "Second Relationship Status",
+ "guide-name-second": "Second Guide Name",
+ "bond": "Bond Abuse",
+ "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm",
+ "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.",
+ "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.",
+ "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.",
+ "bond2": "Bond Abuse options",
+ "bond2.1": "Mark one Relationship Status box.",
+ "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.",
+ "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.",
+ "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.",
+ "bond-fate": "Fate of your Love",
+ "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.",
+ "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.",
+ "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.",
+ "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not",
+ "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.",
+ "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.",
+ "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.",
+ "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to",
+ "pararomantic-move1.1": "Erase one used Relationship Status mark.",
+ "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.",
+ "pararomantic-move1.3": "Receive a gift from your Guide.",
+ "pararomantic-move1.4": "Take +1 forward.",
+ "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.",
+ "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.",
+ "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.",
+ "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.",
+ "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly",
+ "pararomantic-move6.1": "What do they most desire?",
+ "pararomantic-move6.2": "What would they accept as good enough for now?",
+ "pararomantic-move6.3": "What would distract them?",
+ "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.",
+ "pararomantic-equip": "Normal Equipment",
+ "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)",
+ "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
+ "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)",
+ "pararomantic-gear4": "Bicycle",
+ "pararomantic-gear5": "Fairly new car in decent condition",
+ "pararomantic-gear6": "Motorcycle",
+ "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them",
+ "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.",
+ "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.",
+ "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.",
+ "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.",
+ "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift",
+ "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being",
+ "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one",
+ "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)",
+ "Searcher": "Searcher",
+ "searcher-extra-luck": "Extra Luck point",
+ "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move",
+ "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.",
+ "searcher-gear-base": "A laptop, a camera, and binoculars, plus pick one:",
+ "searcher-tools": "Investigation Tools",
+ "searcher-gear1": "A bag of cameras and microphones",
+ "searcher-gear2": "Forensic tools",
+ "searcher-gear3": "Ghost hunting tools",
+ "searcher-gear4": "Scientific measuring tools",
+ "searcher-gear5": "Cryptid hunting gear",
+ "searcher-gear6": "Historical documents and witness reports of strange events",
+ "searcher-gear7": "Maps, blueprints, and building reports for significant places",
+ "searcher-weapon": "Self-defence Weapons",
+ "searcher-gear8": "Walking stick (1 harm, hand, innocuous)",
+ "searcher-gear9": "Small handgun (2 harm, close, reload, loud)",
+ "searcher-gear10": "Small knife (1 harm, hand, messy)",
+ "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)",
+ "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)",
+ "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)",
+ "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).",
+ "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.",
+ "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.",
+ "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to be able to roll the sensitive weird move, or (if you already have sensitive) the empath weird move.",
+ "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.",
+ "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).",
+ "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.",
+ "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.",
+ "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.",
+ "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.",
+ "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.",
+ "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.",
+ "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).",
+ "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.",
+ "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).",
+ "searcher-advance1": "Take a second First Encounter move, based on a recent mystery",
+ "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)",
+ "Exile": "Exile",
+ "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.",
+ "exile-origin": "Origin",
+ "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.",
+ "exile-origin-desc2": "Your nemesis came to the modern world and is aware you followed it. It will kill you if you don’t kill it first. Decide what it is with the Keeper. Name it, if you know.",
+ "exile-origin-desc3": "How did you get transported to the modern day?",
+ "exile-origin1": "You chased your nemesis through a portal.",
+ "exile-origin2": "A spell sent you after your nemesis.",
+ "exile-origin3": "Magical accident or side-effect.",
+ "exile-origin4": "You angered a sorcerer.",
+ "exile-origin5": "Divine intervention.",
+ "exile-origin6": "One moment you were there, the next you were here.",
+ "exile-origin7": "A strange place or artifact brought you.",
+ "exile-origin8": "You were frozen, and recently unearthed and revived.",
+ "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an Ally: Subordinate.",
+ "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.",
+ "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). This can stabilise a hunter or heal 1-harm. Dealing with a poison, infection, or disease might need you to track down some specific healing herbs.",
+ "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.",
+ "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.",
+ "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.",
+ "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9 result you can opt not to choose a glitch, instead taking -1 forward.",
+ "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list",
+ "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?",
+ "exile-move8.2": "What defenses are effective against this creature?",
+ "exile-move8.3": "What do I know about this creature that has been forgotten?",
+ "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin",
+ "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin",
+ "exile-weapon": "Ancient Weapons",
+ "exile-gear1": "Sword (2 harm, hand, messy)",
+ "exile-gear2": "Axe (2 harm, hand, messy)",
+ "exile-gear3": "Big sword (3 harm, hand, messy, heavy)",
+ "exile-gear4": "Poleaxe (3 harm, hand, messy, heavy)",
+ "exile-gear5": "Shield (1 harm, hand, 1 armour)",
+ "exile-gear6": "Silver knife (1 harm, hand, silver)",
+ "exile-gear7": "Bow (2 harm, close)/(1 harm, far)",
+ "exile-gear8": "Crossbow (2 harm, close, slow)",
+ "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)",
+ "exile-gear10": "Harquebus (2 harm, close, loud, volatile, heavy, smokey, reload)",
+ "exile-gear11": "Spear (2 harm, hand/close, balanced)",
+ "exile-gear12": "Big knife (1 harm, hand)",
+ "exile-gear13": "Cudgel (1 harm, hand)",
+ "exile-gear14": "Martial arts (1 harm, hand)",
+ "exile-ally": "Gain an ally: another one of your old comrades has come to join you in the modern day",
+ "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what they expected you might need.",
+ "exile-return": "Optionally, you may return home to the past",
+ "exile-advance2": "When you use magic, you may choose “create a gateway between the modern world and my origin” as an effect",
+ "Hardcase": "Hard Case (Original)",
+ "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.",
+ "hardcase-adv-harm": "Extra harm box",
+ "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.",
+ "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.",
+ "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.",
+ "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.",
+ "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).",
+ "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.",
+ "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.",
+ "hardcase-weapons": "Hard Case Weapons",
+ "hardcase-gear1": "Crowbar (2 harm, hand, messy)",
+ "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
+ "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)",
+ "hardcase-gear4": "Huge knife (2 harm, hand, messy)",
+ "hardcase-gear5": "Hand cannon (3 harm, close, loud)",
+ "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)",
+ "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)",
+ "hardcase-normal": "Normal Weapons",
+ "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)",
+ "hardcase-gear10": "Hunting rifle (2 harm, far, loud)",
+ "hardcase-gear11": "9mm (2 harm, close, loud)",
+ "hardcase-gear12": "Big knife (1 harm, hand)",
+ "hardcase-gear13": "Magnum (3 harm, close, reload, loud)",
+ "hardcase-advance1": "Gain command of a team of monster-hunters",
+ "hardcase-advance2": "Add an extra harm box on the Dying side",
+ "Luchador": "Luchador",
+ "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.",
+ "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.",
+ "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.",
+ "luchador-move2": "Intensive Training: Take +1 Tough (max +3).",
+ "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.",
+ "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).",
+ "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.",
+ "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one",
+ "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.",
+ "luchador-move6.2": "Take +1 forward.",
+ "luchador-move6.3": "Give another hunter +1 forward.",
+ "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.",
+ "luchador-move6.5": "You don't suffer harm in return.",
+ "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.",
+ "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do",
+ "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.",
+ "luchador-move7.2": "Be a vigilant watch force.",
+ "luchador-move7.3": "Go wherever you tell them to.",
+ "luchador-move7.4": "Help construct a trap.",
+ "luchador-move7.5": "On a miss, you lose face with the bystanders.",
+ "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.",
+ "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.",
+ "luchador-weapons": "Normal Weapons",
+ "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "luchador-gear2": "9mm (2 harm, close, loud)",
+ "luchador-gear3": "Shotgun (3 harm, close, messy, loud)",
+ "luchador-gear4": "Heavy chain (2 harm, hand, area)",
+ "luchador-gear5": "Sledgehammer (3 harm, hand, messy)",
+ "luchador-gear6": "Big knife (1 harm, hand)",
+ "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)",
+ "luchador-vehicle": "Stylish Vehicle",
+ "luchador-gear8": "Foreign sports car",
+ "luchador-gear9": "Giant off-road vehicle",
+ "luchador-gear10": "Limo and chauffeur",
+ "luchador-gear11": "Tricked out motorcycle",
+ "luchador-gear12": "Van with custom paint job",
+ "luchador-ally": "another wrestler who has chosen to fight monsters with you",
+ "luchador-advance1": "Gain a Haven, like the Expert, with two options",
+ "Meddlingkid": "Meddling Kid",
+ "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.",
+ "meddlingkid-animal": "Animal Allies",
+ "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).",
+ "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of",
+ "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.",
+ "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.",
+ "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.",
+ "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.",
+ "meddlingkid-move2": "Power Snack!: When you take the time to eat your chosen snacks and really enjoy them, take +1 forward. My power snack is:",
+ "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects",
+ "meddlingkid-move3.1": "Inflict +1 harm but the improvised weapon breaks.",
+ "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.",
+ "meddlingkid-move3.3": "Trip or entangle them.",
+ "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects",
+ "meddlingkid-move4.1": "It will take some time for the victim to get free.",
+ "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).",
+ "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.",
+ "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list",
+ "meddlingkid-move5.1": "Who has something to gain from this situation?",
+ "meddlingkid-move5.2": "What are you plotting?",
+ "meddlingkid-move5.3": "Are you lying to me?",
+ "meddlingkid-move5.4": "Who knows about _____?",
+ "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, but important to the current mystery.",
+ "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.",
+ "meddlingkid-move8": "Best Bud!: You have an animal ally to help you solve mysteries. They can talk, but with a heavy accent (most people don’t understand).",
+ "meddlingkid-move9": "Hard Head!: Any time you suffer harm from an attack, you may choose to take 0-harm. You instead are knocked out for a few minutes.",
+ "meddlingkid-gadgets": "Mystery-solving Gadgets",
+ "meddlingkid-gear1": "Magnifying glass",
+ "meddlingkid-gear2": "Microscope",
+ "meddlingkid-gear3": "A van",
+ "meddlingkid-gear4": "Library card",
+ "meddlingkid-gear5": "Chemistry kit",
+ "meddlingkid-gear6": "A set of walkie-talkies",
+ "meddlingkid-gear7": "Fingerprint kit",
+ "meddlingkid-gear8": "Camera",
+ "meddlingkid-gear9": "Bag of snacks",
+ "meddlingkid-gear10": "Toolbox",
+ "meddlingkid-gear11": "Tape recorder",
+ "meddlingkid-gear12": "Disguise kit",
+ "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)",
+ "Sidekick": "Sidekick",
+ "luck-special-sidekick": "Whenever you spend Luck, you’ll get a chance to do something heroic.",
+ "hero": "Hero",
+ "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.",
+ "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.",
+ "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.",
+ "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 on all help out rolls, or +2 if it’s for your hero.",
+ "sidekick-move1": "Caddy: You carry all your hero’s stuff around. That means you can use anything from their gear list, unless they are currently holding it. If it’s something that there would be a bunch of, or some spares, you can use it even if they are.",
+ "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.",
+ "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.",
+ "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did, making the same move, you may choose not to roll. Instead, use your hero’s die roll (but adjusted with your own rating).",
+ "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.",
+ "sidekick-move6": "Apprentice: Take a move that your hero has. Add it to your \"Other Moves\" section, below.",
+ "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)",
+ "sidekick-weapons": "Sidekick Weapons",
+ "sidekick-gear1": "Handgun (2 harm, close, reload, loud)",
+ "sidekick-gear2": "Shotgun (3 harm, close, messy)",
+ "sidekick-gear3": "Baseball bat (2 harm, hand)",
+ "sidekick-gear4": "Stun gun (1 harm, hand, stun)",
+ "sidekick-gear5": "Big knife (1 harm, hand)",
+ "sidekick-ally": "another sidekick for your hero, but junior to you",
+ "sidekick-advance1": "Change playbooks to be the same as your hero. This overrides the general rule that only one of each playbook may be in use.",
+ "sidekick-advance2": "Change your hero; pick another hunter to be your new hero",
+ "Snoop": "Snoop",
+ "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.",
+ "snoop-crew": "Crew",
+ "snoop-crew-desc1": "Decide if your crew is the other hunters, or if you have an entourage. If they are not the hunters, there are up to three of them. Pick a name and job for each. Tell the Keeper–your crew are bystanders. If it’s the other hunters, decide together who gets which job.",
+ "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.",
+ "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.",
+ "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.",
+ "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.",
+ "snoop-move4": "Press Accreditation: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.",
+ "snoop-move5": "Truthiness: Whatever you tell a normal person, they’ll accept that you think it’s true. If it’s far out, they might think you’re deluded, but they won’t think you’re lying.",
+ "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.",
+ "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.",
+ "snoop-gear-base": "A laptop",
+ "snoop-recording": "Recording Devices",
+ "snoop-gear1": "Video camera",
+ "snoop-gear2": "Tiny digital camera",
+ "snoop-gear3": "Film camera",
+ "snoop-gear4": "Digital recorder",
+ "snoop-gear5": "Tape recorder",
+ "snoop-gear6": "Infrared camera",
+ "snoop-gear7": "Pro sound gear",
+ "snoop-gear8": "Camera drone",
+ "snoop-gear9": "Starlight camera",
+ "snoop-gear10": "Steadicam rig",
+ "snoop-gear11": "Laser microphone",
+ "snoop-gear12": "SLR camera",
+ "snoop-gear28": "Nice smartphone",
+ "snoop-detector": "Detectors",
+ "snoop-gear13": "Electromagnetic field detector",
+ "snoop-gear14": "Temperature fluctuation detector",
+ "snoop-gear15": "Ouija board",
+ "snoop-gear16": "Humidity meter",
+ "snoop-gear17": "Dowsing rods",
+ "snoop-gear18": "Chemistry test kit",
+ "snoop-gear19": "Metal detector",
+ "snoop-gear20": "Compass",
+ "snoop-gear21": "GPS receiver",
+ "snoop-gear22": "Laser rangefinder",
+ "snoop-gear23": "Pendulum",
+ "snoop-gear29": "Tarot deck",
+ "snoop-weapon": "Subtle Weapons",
+ "snoop-gear24": "Stun gun (1 harm, hand, stun)",
+ "snoop-gear25": "Handgun (2 harm, close, loud)",
+ "snoop-gear26": "Knife (1 harm, hand, hidden)",
+ "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)",
+ "snoop-gear30": "Baseball/cricket bat (2 harm, hand, innocuous, messy)",
+ "snoop-advance1": "Get a haven, like the Expert has, with one option plus a film lab and editing suite",
+ "snoop-advance2": "Make it big. You’re a superstar now!",
+ "snoop-ally": "one of your existing crew members or the whole crew as an ally team",
+ "Summoned": "Summoned",
+ "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.",
+ "apocalypse": "Apocalypse",
+ "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.",
+ "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.",
+ "apocalypse-sign-example": "Example signs",
+ "apocalypse-sign1": "Betrayal",
+ "apocalypse-sign2": "An army of monsters rises",
+ "apocalypse-sign3": "Rain of fire",
+ "apocalypse-sign4": "Eternal darkness",
+ "apocalypse-sign5": "Things from beyond",
+ "apocalypse-sign6": "Take your throne",
+ "apocalypse-sign7": "Red sun",
+ "apocalypse-sign8": "The Portal opens",
+ "apocalypse-sign9": "Plague",
+ "apocalypse-sign10": "Learn your true name",
+ "apocalypse-sign11": "The Stars are Right",
+ "apocalypse-sign12": "Murder of the King",
+ "apocalypse-sign13": "The Beast slouches into the world",
+ "apocalypse-sign14": "Become the Dragon",
+ "apocalypse-sign15": "The Coronation",
+ "apocalypse-sign16": "Your Hosts assemble",
+ "apocalypse-sign17": "The fall of the Tower",
+ "apocalypse-sign18": "The seas boil",
+ "apocalypse-sign19": "Natural disasters",
+ "apocalypse-sign20": "Judgement Day",
+ "apocalypse-sign21": "World war",
+ "apocalypse-sign22": "Famine",
+ "apocalypse-sign23": "Ancient Evil reborn",
+ "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.",
+ "summoned-fixed-move1": "Freakish: You’re weird, and people react badly. You can’t use manipulate someone until you prove yourself to them first (this includes the other hunters: it’s up to them when you have proved yourself). Until then, they’ll just try to get away from you. You can spend 1 Luck to have the person take to you. Skip the roll: they act as if you rolled a 12. Additionally, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).",
+ "summoned-move1": "What Are You Looking At?: When you talk to a monster capable of reason and speech, it recognises you (and your potential). If you ask it what it knows, pick one for the Keeper to reveal",
+ "summoned-move1.1": "Tell me something about where I'm from.",
+ "summoned-move1.2": "Tell me something about my destiny.",
+ "summoned-move1.3": "Tell me something about who I really am.",
+ "summoned-move1.4": "Tell me something about the Apocalypse.",
+ "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.",
+ "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.",
+ "summoned-move3-guide": "Guidelines",
+ "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm",
+ "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm",
+ "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm",
+ "summoned-move3.4": "Bus, truck, wall, etc: 5 harm",
+ "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two",
+ "summoned-move3.5": "You hurt someone nearby as well as your target.",
+ "summoned-move3.6": "You make something about the situation worse.",
+ "summoned-move3.7": "You lose control of your improvised weapon.",
+ "summoned-move3.8": "You cause massive property damage.",
+ "summoned-move3.9": "Your improvised weapon breaks.",
+ "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).",
+ "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.",
+ "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).",
+ "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).",
+ "summoned-weapon": "Huge Weapon",
+ "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)",
+ "summoned-gear2": "Machinegun (3 harm, close, area, heavy, messy, loud, reload)",
+ "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)",
+ "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)",
+ "summoned-gear5": "Automatic shotgun (3 harm, close, area, heavy, loud, reload)",
+ "summoned-gear6": "Red right hand (3 harm, hand, magic)",
+ "summoned-heavy": "Heavy Weapons",
+ "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, blunt)",
+ "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)",
+ "summoned-gear9": "Big axe (3 harm, hand, heavy, slow)",
+ "summoned-gear10": "Magnum (3 harm, close, loud, reload)",
+ "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)",
+ "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command",
+ "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect",
+ "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
+ "summoned-advance4": "Undo one sign of the apocalypse",
+ "hobby": "Hobby",
+ "summoned-hobby": "You try to fit in with humans. Pick some of these: cigars, pets, sports, junk food, hat, films, comics, luxury food, antiques, tv shows, classic cars, other.",
+ "Traveler": "Traveler",
+ "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "traveler-transport": "Means of Transport",
+ "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.",
+ "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.",
+ "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.",
+ "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.",
+ "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.",
+ "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.",
+ "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...",
+ "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.",
+ "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.",
+ "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.",
+ "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.",
+ "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.",
+ "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.",
+ "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.",
+ "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.",
+ "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).",
+ "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.",
+ "traveler-devices": "Technological Devices",
+ "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared",
+ "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)",
+ "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era",
+ "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input",
+ "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation",
+ "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched",
+ "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)",
+ "traveler-weapon": "Protective Weapons",
+ "traveler-gear8": "Machete (1 harm, contact)",
+ "traveler-gear9": "Common revolver (2 harm, close, loud, reload)",
+ "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)",
+ "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)",
+ "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)",
+ "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it",
+ "custom": "Custom",
+ "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.",
+ "custom-special": "Playbook Special",
+ "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic",
+ "custom-special-name": "Name of special",
+ "custom-special-description": "Description",
+ "custom-moves": "Playbook Moves",
+ "custom-move-name": "Name",
+ "custom-move-description": "Description",
+ "custom-gear": "Playbook Gear",
+ "start_newstuff": "",
+ "unused": "Unused",
+ "all": "All",
+ "starting": "Starting",
+ "choose-starting-stats": "[Choose Set]",
+ "stats-overwrite-warning": "Choose a starting set. (This will overwrite current stats values!)",
+ "current-hold": "Current Hold",
+ "advanced": "Advanced",
+ "instructions": "Instructions",
+ "trigger-luck-special": "When you mark Luck, you trigger your playbook's Luck Special.",
+ "examples": "Examples",
+ "harm-instructions": "When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes.",
+ "failure": "Failure",
+ "hunter-reference": "Hunter Moves Reference",
+ "aup": "Act Under Pressure",
+ "aup-move": "When you act under pressure, roll +Cool. On a 10+ you do what you set out to. On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.",
+ "aup-advanced": "Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.",
+ "helpout": "Help Out",
+ "helpout-move": "When you help another hunter, roll +Cool. On a 10+ your help grants them +1 to their roll. On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger.",
+ "helpout-advanced": "Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.",
+ "iam": "Investigate a Mystery",
+ "iam-move1": "When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.",
+ "iam-move2": "
",
+ "iam-advanced": "Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.",
+ "iap": "Investigating Phenomena",
+ "iap-move": "Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions:
",
+ "kickass": "Kick Some Ass",
+ "kickass-move": "When you get into a fight and kick some ass, roll +Tough. On a 7+, you and whatever you're fighting inflict harm on each other. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. On a 10+, choose one extra effect:
",
+ "kickass-advanced": "Advanced: On a 12+ instead pick an enhanced effect:
",
+ "manipulate": "Manipulate Someone",
+ "manipulate-move": "Once you have given them a reason, tell them what you want them to do and roll +Charm.",
+ "for-normal": "For a Normal Person...",
+ "normal-person-move": "
",
+ "normal-person-advanced": "Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).",
+ "another-hunter": "For Another Hunter...",
+ "another-hunter-move": "
",
+ "another-hunter-advanced": "Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.",
+ "protect-someone": "Protect Someone",
+ "protect-someone-move": "When you prevent harm to another character, roll +Tough. On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. On a 10+ choose an extra:
",
+ "protect-someone-advanced": "Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.",
+ "rabs": "Read a Bad Situation",
+ "rabs-move1": "When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.",
+ "rabs-move2": "One hold can be spent to ask the Keeper one of the following questions:
If you act on the answers, you get +1 ongoing while the information is relevant.",
+ "rabs-advanced": "Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.",
+ "requirements": "Requirements",
+ "usemagic": "Use Magic",
+ "usemagic-move": "When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. On a 10+, the magic works without issues: choose your effect. On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has.",
+ "usemagic-advanced": "Advanced: On a 12+ the Keeper will offer you some added benefit.",
+ "usemagic-effects": "
",
+ "glitches": "Glitches",
+ "usemagic-glitches": "
",
+ "keeper-may-say": "The Keeper May Say That...",
+ "usemagic-keeper": "
",
+ "bigmagic": "Big Magic",
+ "bigmagic-move": "Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. The Keeper may require:
If you meet the requirements, then the magic takes effect.",
+ "altwm": "Alternative Weird Moves",
+ "empath": "Empath",
+ "empath-move": "
You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure.",
+ "empath-advanced": "Advanced: When you advance your empath move, add this:
",
+ "illuminated": "Illuminated",
+ "illuminated-move": "When you telepathically ask the Secret Masters for aid, roll +Weird:
",
+ "illuminated-advanced": "Advanced: When you advance your illuminated move, add this:
",
+ "nolimits": "No Limits",
+ "nolimits-move": "When you push your physical body past its limits, roll +Weird:
",
+ "nolimits-advanced": "Advanced: If you advance your no limits move, add this:
",
+ "pastlives": "Past Lives",
+ "pastlives-move": "When you channel your previous incarnations to discover something, pose your question and roll +Weird:
",
+ "pastlives-advanced": "Advanced: If you advance your past lives move, add this:
",
+ "questions": "Questions",
+ "pastlives-questions": "
",
+ "sensitive": "Sensitive",
+ "sensitive-move": "When you open up your brain to the psychic environment, roll +Weird:
",
+ "sensitive-advanced": "Advanced: When you advance your sensitive move, add this:
",
+ "tyg": "Trust Your Gut",
+ "tyg-move": "When you consult your instincts about what to do next, roll +Weird:
",
+ "tyg-advanced": "Advanced: If you advance your trust your gut move, add this:
",
+ "tk": "Telekinesis",
+ "options": "Options",
+ "tk-move": "When you fling something with your mind, roll +Weird:
By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything.",
+ "tk-options": "Anything not picked is not true:
",
+ "tk-advanced": "Advanced:When you advance your telekinesis move, add this:
",
+ "weirdsci": "Weird Science",
+ "weirdsci-move": "When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird:
",
+ "weirdsci-reqs": "
",
+ "weirdsci-advanced": "Advanced: When you advance your weird science move, add this:
",
+ "other-topics": "Other Topics",
+ "hunter-agenda": "Hunter Agenda",
+ "hunter-agenda-list": "
",
+ "harm-list": "Whenever you suffer harm, the Keeper will tell you what effect it has. Injury severity depends on how much harm you have suffered:
Armour reduces the harm suffered by the number of points it is rated for. Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well.",
+ "recovery": "Recovery",
+ "harm-recovery": "
At the end of the mystery, you also have a chance to heal.
",
+ "luck-list": "When you spend a point of Luck, pick one:
When you have no luck left, bad things will happen to you.",
+ "leveling-up": "Leveling Up",
+ "leveling-up-ref": "Mark an experience point whenever your roll totals six or less, or when a move tells you to. Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. After you have leveled up five times, you may choose from the advanced improvement list as well.",
+ "eos": "End of Session",
+ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.",
+ "pick-book": "Pick Your Playbook",
+ "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).",
+ "motw-books": "Monster of the Week Revised Edition Playbooks",
+ "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.",
+ "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.",
+ "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.",
+ "expert-desc": "The hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer.",
+ "flake-desc": "A conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files.",
+ "initiate-desc": "A member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annalise from the Twenty Palaces series.",
+ "monstrous-desc": "A monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood.",
+ "mundane-desc": "Just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer.",
+ "professional-desc": "You work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe.",
+ "spellslinger-desc": "A trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons.",
+ "spooky-desc": "Has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer.",
+ "wronged-desc": "Revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural.",
+ "tome-books": "Monster of the Week Tome of Mysteries Playbooks",
+ "gumshoe-desc": "The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander.",
+ "hex-desc": "A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer.",
+ "pararomantic-desc": "A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast.",
+ "searcher-desc": "After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort.",
+ "reinforcements-3pp-books": "Reinforcements and Third Party Playbooks",
+ "exile-desc": "A monster hunter from the past who has been transported to the present day.",
+ "hardcase-desc": "The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series.",
+ "luchador-desc": "A heroic masked wrestler, fighting to protect the innocent between matches.",
+ "meddlingkid-desc": "Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang.",
+ "sidekick-desc": "They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural.",
+ "snoop-desc": "A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural.",
+ "summoned-desc": "A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy.",
+ "traveler-desc": "A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who.",
+ "byo": "Brew Your Own",
+ "custom-desc": "A blank shell you can use to create your own",
+ "your-enemies": "Your enemies",
+ "your-choice": "Your choice",
+ "restrictions": "Restrictions",
+ "attack-spells": "Attack Spells",
+ "possible-contacts": "Possible Contacts",
+ "playbook-name": "Playbook Name",
+ "hit": "Hit",
+ "success": "Success",
+ "mixed": "Mixed Success",
+ "advsuccess": "Advanced Success",
+ "treat-regular": "Treat as a regular success if you do not have the advanced improvement for this move.",
+ "mark-xp-remind": "Make sure to mark experience!",
+ "combat-magic-description1": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough.",
+ "combat-magic-description2": "Sometimes you may need to act under pressure to cast your spells without problems.",
+ "history-prompts": "History Prompts",
+ "chosen-hx": "
",
+ "crooked-hx": "
",
+ "divine-hx": "
",
+ "exile-hx": "
",
+ "expert-hx": "
",
+ "flake-hx": "
",
+ "gumshoe-hx": "
",
+ "hardcase-hx": "
",
+ "hex-hx": "
",
+ "initiate-hx": "
",
+ "luchador-hx": "
",
+ "meddlingkid-hx": "
",
+ "monstrous-hx": "
",
+ "breed-suggestions": "Breed Suggestions",
+ "breed-suggestions-list": "
",
+ "mundane-hx": "
",
+ "pararomantic-hx": "
",
+ "professional-hx": "
",
+ "searcher-hx": "
",
+ "sidekick-hx": "
",
+ "snoop-hx": "
",
+ "spellslinger-hx": "
",
+ "spooky-hx": "
",
+ "summoned-hx": "
",
+ "traveler-hx": "
",
+ "wronged-hx": "
",
+ "snoop-haven": "Film Lab and Editing Suite: All the stuff you need to develop film, store negatives, and process digital images.",
+ "first-choice": "First choice",
+ "second-choice": "Second choice",
+ "enabled": "(Enabled)",
+ "basic-moves-more": "Advance two more basic moves",
+ "advanced-basic-moves": "Advanced Basic Moves",
+ "keeper-sheet": "Keeper's Mystery Sheet",
+ "keeper-ref": "Keeper's Reference",
+ "keeper-agenda": "Keeper Agenda",
+ "keeper-agenda-kref": "
",
+ "principles": "Principles",
+ "principles-kref": "
",
+ "always-say": "Always Say...",
+ "always-say-kref": "
",
+ "basic-keeper-moves": "Basic Keeper Moves",
+ "basic-keeper-moves-kref": "
",
+ "harm-moves": "Harm Moves",
+ "harm-moves-kref": "Every time anyone gets hurt, use one.0-harm or more:
1-harm or more:
Unstable wounds:
",
+ "monster-moves": "Monster Moves",
+ "monster-moves-kref": "
",
+ "minion-moves": "Minion Moves",
+ "minion-moves-kref": "
",
+ "bystander-moves": "Bystander Moves",
+ "bystander-moves-kref": "
",
+ "location-moves": "Location Moves",
+ "location-moves-kref": "
",
+ "phenomenon-moves": "Phenomenon Moves",
+ "phenomenon-moves-kref": "
",
+ "hunter-basic-moves": "Hunter Basic Moves",
+ "hunter-basic-moves-kref": "
",
+ "end-of-session-experience": "End of Session Experience",
+ "end-of-session-experience-kref": "
",
+ "mystery-creation": "Mystery Creation",
+ "1-basic-concept": "1. Basic Concept",
+ "1-basic-concept-kref": "
",
+ "2-hook": "2. Hook",
+ "2-hook-kref": "
",
+ "3-threats": "3. Threats",
+ "3-threats-kref": "
",
+ "4-countdown": "4. Countdown",
+ "4-countdown-kref": "What would happen if the hunters never came here? Break it into six key events:
",
+ "creating-threats": "Creating Threats",
+ "creating-threats-kref": "Pick a type and then create the details listed underneath.",
+ "monsters-motivation": "Monsters (motivation)",
+ "monsters-motivation-kref": "
Name, how it looks, what does it want to achieve?
",
+ "bystanders-motivation": "Bystanders (motivation)",
+ "bystanders-motivation-kref": "
Name the bystander.
",
+ "locations-motivation": "Locations (motivation)",
+ "locations-motivation-kref": "
Name the location.
",
+ "minions-motivation": "Minions (motivation)",
+ "minions-motivation-kref": "
What is it called? What does it look like? How loyal to the master is it?
",
+ "phenomena-motivation": "Phenomena (motivation)",
+ "phenomena-motivation-kref": "
",
+ "custom-moves-header": "Custom Moves",
+ "custom-moves-kref": "
",
+ "mystery-hook": "The Hook",
+ "description": "Description",
+ "armour": "Armour",
+ "name": "Name",
+ "day": "Day",
+ "shadows": "Shadows",
+ "sunset": "Sunset",
+ "dusk": "Dusk",
+ "nightfall": "Nightfall",
+ "midnight": "Midnight",
+ "instructions-list": "
",
+ "edit": "Edit",
+ "select-type": "(Select Type)",
+ "threat-type": "Threat Type",
+ "countdown": "Countdown",
+ "monster": "Monster",
+ "minion": "Minion",
+ "bystander": "Bystander",
+ "location": "Location",
+ "phenomenon": "Phenomenon",
+ "up-to-6": "Up to 6",
+ "up-to-12": "Up to 12",
+ "type-and-motivation": "Type and Motivation",
+ "choose-type": "Choose Type and Motivation",
+ "m-beast": "Beast (to run wild, destroying and killing)",
+ "m-breeder": "Breeder (to give birth to, bring forth, or create evil)",
+ "m-collector": "Collector (to steal specific sorts of things)",
+ "m-destroyer": "Destroyer (to bring about the end of the world)",
+ "m-devourer": "Devourer (to consume people)",
+ "m-executioner": "Executioner (to punish the guilty)",
+ "m-parasite": "Parasite (to infest, control and devour)",
+ "m-queen": "Queen (to possess and control)",
+ "m-sorcerer": "Sorcerer (to usurp unnatural power)",
+ "m-tempter": "Tempter (to tempt people into evil deeds)",
+ "m-torturer": "Torturer (to hurt and terrify)",
+ "m-trickster": "Trickster (to create chaos)",
+ "m-assassin": "Assassin (to kill the hunters)",
+ "m-brute": "Brute (to intimidate and attack)",
+ "m-cultist": "Cultist (to save their own skin at any cost)",
+ "m-guardian": "Guardian (to bar a way or protect something)",
+ "m-righthand": "Right hand (to back up the monster)",
+ "m-plague": "Plague (to swarm and destroy)",
+ "m-renfield": "Renfield (to push victims towards the monster)",
+ "m-scout": "Scout (to stalk, watch, and report)",
+ "m-thief": "Thief (to steal and deliver to the monster)",
+ "m-traitor": "Traitor (to betray people)",
+ "m-busybody": "Busybody (to interfere in other people’s plans)",
+ "m-detective": "Detective (to rule out explanations)",
+ "m-gossip": "Gossip (to pass on rumours)",
+ "m-helper": "Helper (to join the hunt)",
+ "m-innocent": "Innocent (to do the right thing)",
+ "m-official": "Official (to be suspicious)",
+ "m-skeptic": "Skeptic (to deny supernatural explanations)",
+ "m-victim": "Victim (to put themselves in danger)",
+ "m-witness": "Witness (to reveal information)",
+ "m-crossroads": "Crossroads (to bring people, and things, together)",
+ "m-deathtrap": "Deathtrap (to harm intruders)",
+ "m-den": "Den (to harbour monsters)",
+ "m-fortress": "Fortress (to deny entry)",
+ "m-hellgate": "Hellgate (to create evil)",
+ "m-hub": "Hub (to reveal information)",
+ "m-lab": "Lab (to create weirdness)",
+ "m-maze": "Maze (to confuse and separate)",
+ "m-prison": "Prison (to constrain and prevent exit)",
+ "m-wilds": "Wilds (to contain hidden things)",
+ "m-alien": "Alien (to be unfathomable)",
+ "m-artifact": "Artifact (to grant someone more power than they can handle)",
+ "m-biohazard": "Biohazard (to infect, harm, and spread)",
+ "m-bubble": "Bubble (to keep inside things inside, and outside things outside)",
+ "m-conspiracy": "Conspiracy (to gather power, keep secrets, and create confusion)",
+ "m-corruption": "Corruption (to change the laws of the universe)",
+ "m-experiment": "Experiment (to unleash dangers)",
+ "m-mutagen": "Mutagen (to transform creatures and people)",
+ "m-panic": "Panic (to make people act irrationally)",
+ "m-portal": "Portal (to draw things from one world to another)",
+ "m-teratogen": "Teratogen (to turn creatures and people into monsters)",
+ "m-zone": "Zone (to harm all that venture within)",
+ "powers": "Powers",
+ "attacks": "Attacks",
+ "weaknesses": "Weaknesses",
+ "slot-on-finish": "An additional slot will appear each time you finish filling out an existing one",
+ "harm-capacity": "Harm Capacity",
+ "effects-proximity": "Effects on those who get too close",
+ "notes": "Notes",
+ "flex-alt": "Flexible Alternative",
+ "iam-alt-advanced": "Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice.",
+ "iam-alt": "(This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
When you investigate a mystery with your particular techniques and skills, roll +Sharp:
Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result.",
+ "starting-stats-choices": "Charm{{0}}, Cool{{1}}, Sharp{{2}}, Tough{{3}}, Weird{{4}}",
+ "motw": "Monster of the Week",
+ "copyright": "Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games.",
+ "crooked-move1.1": "Protective amulet (1 amour, magic, recharge)",
+ "crooked-move1.2": "Lucky charm (may be used as a Luck point just once; uncheck this box when you use it)",
+ "crooked-move1.3": "Grimoire (studying the book gives +1 forward to use magic)",
+ "crooked-move1.4": "Skeleton key (opens any magically sealed lock)",
+ "crooked-move1.5": "Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic)",
+ "searcher-gear-base1": "A car",
+ "searcher-gear-base2": "A motorcycle",
+ "sidekick-move7": "Eek!: When a monster (or anyone really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before the monster sees you. On a 7-9, pick one of these:",
+ "sidekick-move7.1": "You hide okay, but the monster is now between you and escape.",
+ "sidekick-move7.2": "You hide okay for now, but your hiding spot is bound to be spotted soon.",
+ "sidekick-move7.3": "You hide okay, but leave something important out in the open.",
+ "apocalypse-sign24": "Breaking the Seal",
+ "choose-one": "Choose one",
+ "fate-origin1": "Nightmares and visions",
+ "fate-origin2": "Some weirdo told you",
+ "fate-origin3": "An ancient cult found you",
+ "fate-origin4": "Sought out by your nemesis",
+ "fate-origin5": "Attacked by monsters",
+ "fate-origin6": "Trained from birth",
+ "fate-origin7": "You found the prophecy",
+ "other-playbook-moves": "Other Playbook Moves",
+ "allies": "Allies and Teams",
+ "individual": "Individual",
+ "team": "Team",
+ "motivation": "Motivation",
+ "ally-motive1": "Subordinate: to follow your exact instructions",
+ "ally-motive2": "Lieutenant: to execute the spirit of your instructions",
+ "ally-motive3": "Friend: to provide emotional support",
+ "ally-motive4": "Bodyguard: to intercept danger",
+ "ally-motive5": "Confidante: to give you advice and perspective",
+ "ally-motive6": "Backup: to stand with you",
+ "other-playbooks": "Other Playbooks",
+ "actionscientist-desc": "A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne, Buckaroo Banzai.",
+ "luck-special-actionscientist": "When you spend a Luck, some gadget or machine near you will do something weird, malfunction, break down, or... explode.",
+ "actionscientist-hx": "
",
+ "AS-fixed-move1": "Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement.",
+ "AS-move1": "Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source.",
+ "AS-move2": "Cross-disciplinary Study: Take a move from one of the other hunters' playbooks.",
+ "AS-move3": "Engineering: When you need to quickly fix (or break) a complicated gadget, roll +Sharp. On a 10+, it’s fixed (or broken) just like you wanted. On a 7-9 you need more time to study it: choose to fix (or break) it now with unknown side-effects, or take more time. On a miss, you do the worst thing possible to the gadget, which usually involves an explosion.",
+ "AS-move4": "The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird. You may choose one of these additional effects:",
+ "AS-move4.1": "Communicate with someone or something that you cannot communicate with by normal means.",
+ "AS-move4.2": "Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to).",
+ "AS-move4.3": "Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3).",
+ "AS-move5": "Mind of Steel: Get +1 Cool (max +3).",
+ "AS-move6": "Re-factoring: You may take any two devices and rebuild them together, gaining all the abilities of each component device. The new device is the same size as the larger component. It will have all the tags of the components, except you may delete or change one tag.",
+ "AS-move7": "Two-Fisted Science: You may roll +Sharp to kick some ass instead of +Tough.",
+ "AS-geardesc": "You have toolkits containing everything you need for your normal science, engineering, and analysis tasks. If you want, you can have Science Armour worth 1-armour.
Science Weapons: The \"batteries\" tag is like \"reload\": the weapon is liable to run out of power at bad moments.",
+ "AS-gear1": "Lightning Gun (3-harm close loud electricity batteries)",
+ "AS-gear2": "Portable Particle Accelerator (3-harm close messy area batteries)",
+ "AS-gear3": "Laser Cannon (2-harm far quiet batteries)",
+ "AS-gear4": "Net Launcher (0-harm close entangling)",
+ "AS-gear5": "Scalpel (1-harm hand)",
+ "AS-gear6": "Force Knife (2-harm hand batteries)",
+ "AS-gear7": "Tranquiliser Rifle (1-harm close sedating)",
+ "AS-gear8": "Stun-ray Pistol (0-harm close sedating)",
+ "AS-gear9": "Autonomous Drone (2-harm far autonomous)",
+ "AS-gear10": "Atomic Pistol (3-harm close radiation)",
+ "actionscientist": "Action Scientist",
+ "as-team": "Gain a team of action scientists under your command.",
+ "as-haven": "Gain a haven, like the Expert has, with a Workshop and one other option.",
+ "as-haven-instruct": "Pick one in addition to a Workshop",
+ "text-block": "Text Block",
+ "mystery-concept": "Mystery's Concept",
+ "playtests": "Playtests",
+ "playtest": "Playtest",
+ "playtest-note": "Got feedback about a playtest? Email us at feedback@evilhat.com",
+ "the-spooktacular": "The Spooktacular",
+ "spooktacular": "Spooktacular",
+ "spooktacular-desc": "A carnival worker with a history of supernatural entertainments as part of a traveling show. E.g. Carnivale.",
+ "luck-special-spooktacular": "When you spend a Luck, you’re going to run into someone you met at the Show. Could be good, could be bad, who knows?",
+ "the-show": "The Show",
+ "the-show-instruct": "You spent a long time with this traveling Show and have an ability based on its style. Are you still with them? If so, how do you balance work and monster hunting? If you left, why was that?",
+ "the-show-pick": "Pick your Show’s specialty:",
+ "the-show1": "An Infernal Power: A Big Bad operated the Show for evil purposes. You signed the contract—take a three-box infernal favour track. Spend these as if they were Luck points. The Big Bad may restore these points when they wish, but first you must do something unforgivably terrible. What sin have you already committed?",
+ "infernal-favour": "Infernal Favour",
+ "the-show2": "Magic & Illusions: You can cast confounding spells. When you weave an illusion, roll +Weird. On a 10+ everyone is fooled, they are either led in a direction of your choice or you and those you choose escape undetected. On a 7-9, it doesn’t quite work: misdirect or escape as a 10+ result, but the Keeper chooses one: someone isn’t fooled, or you gain unwelcome attention. On a miss, it goes badly as magic always does.",
+ "the-show3": "Making Money: You’ve got a lot of practice bamboozling folks. When you want to mess with someone, roll +Charm. On a 10+, they don’t know what’s going on and overlook something of your choice. On a 7-9 they still overlook something but they’re more angry than baffled. On a miss, you better run.",
+ "the-show4": "Problem Solvers: The Show rolls into town, people visit and reveal their difficulties. The crew arrange to make things better, leaving each town a little happier than when you arrived. Well, when things go smoothly anyhow. When you chat to someone, or observe them for a few minutes, the Keeper will tell you what their biggest problem is right now.",
+ "the-show5": "Supernatural Creatures: You’re not entirely human yourself. Pick a single supernatural move from any hunter playbook (the Monstrous is a good place to start). How does your inhuman nature show?",
+ "spooktacular-move1": "Put On A Show: You can entertain people so they feel joy and forget their troubles. Say what you do and roll +Charm if it’s pure performance or +Weird if you add a pinch of magic. On a 10+ the audience is transported and happy. Troubles and trauma are eased in their minds, for a good while. On a 7-9 pick one: the effect just lasts a little while, or the regular time but there’s a ruckus when you’re done.",
+ "spooktacular-move2": "A Negligible Price: You can make a magical deal to fulfill a desire for someone else. The price is that they reveal to you a secret, the world then arranges itself to fulfill their desire, fitting the scale of the secret.",
+ "spooktacular-move3": "Easygoin’: You have the gift of being friendly and easy to chat to. When you try to make a good impression on someone you just met, roll +Charm. On a 10+ they treat you as a trustworthy and friendly acquaintance. On a 7-9 they open up more than usual but still regard you as a stranger. On a 6 or less, they think you’re playing them, and they’ll not trust you or your companions.",
+ "spooktacular-move4": "Pay It Backward: Give yourself or someone else an advantage on any roll: roll 3 dice and select the best 2 for your result. Whenever you do this, the Keeper gains 1 hold. That hold may be spent to give any hunter (but usually you) a disadvantage: roll 3 dice and select the worst 2 instead.",
+ "spooktacular-move5": "The Old Crew: You have an ally team of Show folks you worked with. They are great at setting up a scene, creating a distraction, or even intimidating folks.",
+ "spooktacular-move6": "The Game Is Fixed: When you usemagic in a crowded and chaotic place (like a fairground), take +1 forward. You may also choose the following effects whenever you use magic:
",
+ "spooktacular-gear": "You get one camp tool, one vehicle, one mystical item, and all the paraphernalia.",
+ "spooktacular-tools": "Camp Tools",
+ "spooktacular-vehicles": "Vehicles",
+ "spooktacular-mysticalitems": "Mystical Items",
+ "spooktacular-stuff": "Paraphernalia",
+ "spooktacular-gear1": "Pocket knife or multitool (1-harm hand useful small).",
+ "spooktacular-gear2": "Mallet (1-harm hand useful blunt).",
+ "spooktacular-gear3": "Crowbar (2-harm hand useful messy).",
+ "spooktacular-gear4": "Baseball bat or similar (2-harm hand).",
+ "spooktacular-gear5": "Hatchet (2-harm hand messy).",
+ "spooktacular-gear6": "Sock full of coins (1-harm hand stun).",
+ "spooktacular-gear7": "Pickup.",
+ "spooktacular-gear8": "Van.",
+ "spooktacular-gear9": "Truck.",
+ "spooktacular-gear9b": "Motorcycle & sidecar.",
+ "spooktacular-gear10": "Ghost Shades. Sunglasses that can see into the spirit world (it seems darker than usual, obviously).",
+ "spooktacular-gear11": "Really Big Plush Dog (Animated). Somehow this came to life. It’s kind of like a regular dog?",
+ "spooktacular-gear12": "Returning 100. Spend this hundred dollar bill, and it will come back in a day or so.",
+ "spooktacular-gear13": "Scamulet. Heats up whenever someone’s running a scam on you.",
+ "spooktacular-gear14": "Wizard Tent. Worn and crappy on the outside, big and luxurious on the inside.",
+ "spooktacular-gear15": "You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories.",
+ "spooktacular-hx": "
",
+ "spooktacular-imp1": "Take another Show option",
+ "spooktacular-advimp1": "Get your own traveling Show. Maybe you take over your old one, maybe you start anew.",
+ "alt-move-desc": "If you're using the alternative weird moves options from Tome of Mysteries, here they are. Tick the checkbox next to any move you're able to use.",
+ "constructed": "Constructed",
+ "constructed-desc": "A artificial being created for a specific purpose, animated by strange energies, gifted with free will. E.g. Frankenstein's Monster, Atomic Robo.",
+ "luck-special-constructed": "When you spend a Luck, your animating force will soon malfunction briefly.",
+ "animating-force": "Animating Force",
+ "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:",
+ "lightning": "Lightning",
+ "fire": "Fire",
+ "music": "Music",
+ "clockwork": "Clockwork",
+ "orgone": "Orgone",
+ "alchemy": "Alchemy",
+ "thought": "Thought",
+ "aether": "Aether",
+ "purpose": "Purpose",
+ "purpose-desc": "You were created to serve a specific function, pick one:",
+ "purpose-weapon": "Weapon: All your attacks do +1 harm.",
+ "purpose-guardian": "Guardian: You get +1 when you protect someone.",
+ "purpose-assistant": "Assistant: You give a +2 bonus when helping out.",
+ "purpose-experiment": "Experiment: Take a move from another playbook.",
+ "purpose-reason": "Why are you no longer serving that function? Your history options overlap with these, so check those to help you decide. Pick one:",
+ "reason1": "Your creator died.",
+ "reason2": "Your creator set you free. Why?",
+ "reason3": "Your creator discarded you as a failure.",
+ "reason4": "You were buried for many years. Who found you?",
+ "reason5": "You killed your creator. What did they do?",
+ "reason6": "You ran away.",
+ "reason7": "You were lost in the war. Who were you fighting?",
+ "reason8": "You were broken but now restored. Who fixed you?",
+ "constructed-hx": "
",
+ "constructed-move1": "Inhuman: You have a hard time understanding human behavior, mannerisms, and emotions. When making move relying on social intelligence, take -1. People don’t get you either, so other hunters suffer a -1 if they try to manipulate you. You also get 10 harm boxes instead of 7, and do not become unstable due to damage. ",
+ "constructed-move2": "Recharge: You may repair youself by immersing yourself into a source of your animating force, but it’s dangerous. Roll +Weird. On a 10+, heal 3-harm. On a 7-9, heal 2-harm. On a 6 or less, the energy overwhelms you, which never ends well.",
+ "constructed-move3": "Detachable Parts: You may detach one or more of your body parts. They act as an ally: subordinate (motivation: to follow your exact instructions). Each is able to move and sense in some way.",
+ "constructed-move4": "Mystic Focus: Your body acts as a magical focus and can count as a requirement for use magic or big magic.",
+ "constructed-move5": "Awaken Object: Share your animating force with another object within close range to treat it as an extension of yourself. When you animate an object, roll +Weird. On a 10+, you control the object like a part of yourself and gain +1 ongoing for rolls you make with it. On a 7-9, you control the object like a part of yourself. On a miss, suffer harm as you lose that essence.",
+ "constructed-move6": "Hide In Plain Sight: If you hold still, you appear to be a statue. Nobody will pay any special attention to you.",
+ "constructed-move7": "But Why?: Your struggles to understand people means they can reveal more than they mean to. Always take one extra hold when you investigate a mystery or read a bad situation by talking to someone.",
+ "constructed-gear-large": "Large weapons, pick one:",
+ "constructed-gear-body": "Your body, pick two:",
+ "constructed-gear1": "Sledgehammer (3-harm hand heavy messy)",
+ "constructed-gear2": "Big sword (3-harm hand heavy messy)",
+ "constructed-gear3": "Huge handgun (3-harm close loud reload)",
+ "constructed-gear4": "Poleaxe (3-harm hand/close messy)",
+ "constructed-gear5": "Fists (2-harm hand forceful)",
+ "constructed-gear6": "Energy blast (2-harm close animating-force)",
+ "constructed-gear7": "Wrestle (1-harm intimate/hand restraining)",
+ "constructed-gear8": "Energy pulse (1-harm close area animating-force)",
+ "constructed-gear9": "Bulwark (1 armour)",
+ "constructed-imp1": "Gain an ally: you make a friend (literally).",
+ "constructed-imp2": "Adjust your needs: mark a second animating force",
+ "constructed-advimp1": "Become human, and change to a new type.",
+ "sidekick-reminder": "Remember to take +1 on your hero’s best rating as well!",
+ "the-hardcase2020": "The Hardcase (2020)",
+ "hardcase2020": "Hardcase (2020)",
+ "hardcase2020-desc": "The new Hard Case playbook, significantly different from the original.",
+ "luck-special-hardcase2020": "When you spend a point of Luck, someone you fought in the past is going to turn up. Did you part as enemies or with respect?",
+ "hardcase2020-hx": "
",
+ "hardknocks": "Hard Knocks",
+ "hardknocks-desc": "You had a long, harsh schooling to get as hard as you are. What was it? Pick one:",
+ "hardknocks1": "Bodyguard: When you spend 1 Fire to protect someone, as well as +1 forward, you may protect them even if they are out of reach or the harm they are about to suffer would be unstoppable. Get an ally group of old colleagues: good at protecting people. Get the “concealed armour” gear pick.",
+ "hardknocks2": "Enforcer: Spend 1 Fire to look so scary that it counts as a reason for manipulating someone. After you roll, if you terrify them, spend Fire 1-for-1 to increase your result. Gain an ally who can help with money, disguises, back you up, or get underworld gossip. Get the “bag of cash” gear pick.",
+ "hardknocks3": "Secret Martial Art: Spend Fire 1-for-1 to increase harm inflicted by your unarmed attacks. Your unarmed attacks gain `ignore-armour`. Get an ally, a mentor or student: good in a fight or philosophical discussion. Get the “ancient sword” gear pick.",
+ "hardknocks4": "Military: When you’re using military gear on a move, you may spend 2 Fire to boost the result level (a miss becomes a 7-9, 7-9 becomes 10+, or 10+ becomes 12+). You have an ally group, your old comrades: good in a fight or when you need help making preparations. Get the “battered assault rifle” gear pick.",
+ "hardknocks5": "Resistance: What was your cause? You have contacts amongst sympathetic activists. If you need help and it fits the cause, call on them. Roll +Charm. On a 10+ they will help. On a 7-9 they’ll help you but then you have to help them. On a miss, they help but you get drawn into their trouble. You may spend 2-Fire instead of rolling; you rouse them and they’ll help as if you rolled 10+. Gain an ally, an old comrade from the movement. Get the “spell formula” gear pick.",
+ "hardknocks6": "Street Fighter: When you have an ally standing by your side, spend 1-Fire to add +2 harm when you inflict harm. If there are multiple allies at your side, you may spend Fire for each. Gain an ally, an old friend you can count on for anything. Get the “firewater” gear pick.",
+ "hardcase2020-move1": "Furnace: You have a Fire track with 10 boxes. Mark 1 Fire per harm you suffer, every time someone openly defies you, and every time a friend is hurt. You may spend 1 Fire to add +1-harm whenever you inflict harm, or take +1 to a kick some ass or protect someone move. Fire is cleared between mysteries.",
+ "hardcase2020-move2": "Unstoppable: You may spend 3 Fire to avoid or heal 2-harm. This also stabilizes you, if appropriate.",
+ "hardcase2020-move3": "Ascetic: Spend 1 Fire to ignore all pain and discomfort in your current situation, even beyond normal human tolerances.",
+ "hardcase2020-move4": "Always Angry: Start mysteries with 2 Fire marked.",
+ "hardcase2020-move5": "FINISH HIM!: When you have Fire remaining and strike a foe for 3-harm or more, tell the Keeper how much Fire you have and ask if that’s enough. If the foe has that much or less harm capacity left, the Keeper will tell you. You may spend all your Fire immediately to make a follow up attack, defeating your foe.",
+ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.",
+ "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.",
+ "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.",
+ "calm": "Calm",
+ "raging": "Raging",
+ "hardcase-vehicles": "Vehicles",
+ "hardcase-other": "Other Items",
+ "hardcase2020-gear-directions": "You get one Hard Case weapon, one vehicle, one other, and whatever you got from your Hard Knocks.",
+ "hardcase2020-gear1": "Ancient sword (2-harm hand valuable balanced holy)",
+ "hardcase2020-gear2": "Auto shotgun (3-harm close load reload area)",
+ "hardcase2020-gear3": "Battered assault rifle (3-harm close/far area loud)",
+ "hardcase2020-gear4": "Chainsaw (3-harm hand unreliable messy heavy)",
+ "hardcase2020-gear5": "Crowbar (2-harm hand messy innocuous)",
+ "hardcase2020-gear6": "Hand cannon (3-harm close loud)",
+ "hardcase2020-gear7": "Huge fucking knife (2-harm hand messy)",
+ "hardcase2020-gear8": "Shotgun (3-harm close messy)",
+ "hardcase2020-gear9": "Hunting rifle (2-harm far loud)",
+ "hardcase2020-gear10": "Pistol (2-harm close)",
+ "hardcase2020-gear11": "Big knife (1-harm hand)",
+ "hardcase2020-gear12": "Pickup",
+ "hardcase2020-gear13": "Motorbike",
+ "hardcase2020-gear14": "Muscle car",
+ "hardcase2020-gear15": "Sportscar",
+ "hardcase2020-gear16": "Concealed armour (1-armour hidden)",
+ "hardcase2020-gear17": "Heavy armour (2-armour heavy)",
+ "hardcase2020-gear18": "Firewater (once per mystery, drink it to mark 1 Fire)",
+ "hardcase2020-gear19": "Bag of cash (untraceable)",
+ "hardcase2020-gear20": "Ghost detector (unreliable)",
+ "hardcase2020-gear21": "A bunch of old monster hunting journals",
+ "hardcase2020-gear22": "A spell formula, written on a napkin",
+ "hardcase2020-advance1": "Your Fire track increases to 13 boxes.",
+ "constructed-unstable": "You get 10 harm boxes and do not become unstable.",
+ "end_newstuff": ""
+}
\ No newline at end of file
diff --git a/Monster of the Week/translations/ca.json b/Monster of the Week/translations/ca.json
new file mode 100644
index 0000000000..8da661e48f
--- /dev/null
+++ b/Monster of the Week/translations/ca.json
@@ -0,0 +1,1169 @@
+{
+ "sheet-version": "sheet version",
+ "character-name": "Name",
+ "character-gender": "Gender",
+ "playbook": "Playbook",
+ "playbook-choice": "Playbook",
+ "character-look": "Look",
+ "select-text": "Select a Playbook above to get started",
+ "stats": "Stats",
+ "charm": "Charm",
+ "cool": "Cool",
+ "sharp": "Sharp",
+ "tough": "Tough",
+ "weird": "Weird",
+ "luck": "Luck",
+ "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury",
+ "okay": "Okay",
+ "doomed": "Doomed",
+ "special": "Special",
+ "harm": "Harm",
+ "dying": "Dying",
+ "unstable": "Unstable",
+ "experience": "Experience",
+ "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so",
+ "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option",
+ "other-moves": "Other Moves",
+ "gear": "Gear",
+ "other-gear": "Other Gear",
+ "improvements": "Improvements",
+ "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)",
+ "max": "max",
+ "another-move": "Take another move from your own playbook",
+ "ally": "Gain an ally",
+ "playbook-move": "Take a move from another playbook",
+ "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above",
+ "rating": "to any rating",
+ "new-playbook": "Change playbooks",
+ "second-hunter": "Create a second hunter to play",
+ "basic-moves": "Advance 2 basic moves",
+ "retire": "Retire this hunter to safety",
+ "erase-luck": "Erase one used Luck point",
+ "after-getting-improvement": "Use after getting the corresponding Improvement",
+ "history": "History and Notes",
+ "pick-one": "pick one",
+ "pick-two": "pick two",
+ "pick-three": "pick three",
+ "moves": "Moves",
+ "1-fixed-move": "You get this",
+ "2-fixed-moves": "You get these 2",
+ "1-move": "Then pick one of these",
+ "2-moves-then": "Then pick two of these",
+ "2-moves": "Pick two of these",
+ "3-moves-then": "Then pick three of these",
+ "3-moves": "Pick three of these",
+ "choose": "choose",
+ "one": "one",
+ "two": "two",
+ "three": "three",
+ "the-chosen": "The Chosen",
+ "the-crooked": "The Crooked",
+ "the-divine": "The Divine",
+ "the-expert": "The Expert",
+ "the-flake": "The Flake",
+ "the-initiate": "The Initiate",
+ "the-monstrous": "The Monstrous",
+ "the-mundane": "The Mundane",
+ "the-professional": "The Professional",
+ "the-spellslinger": "The Spell-Slinger",
+ "the-spooky": "The Spooky",
+ "the-wronged": "The Wronged",
+ "the-gumshoe": "The Gumshoe",
+ "the-hex": "The Hex",
+ "the-pararomantic": "The Pararomantic",
+ "the-searcher": "The Searcher",
+ "the-exile": "The Exile",
+ "the-hardcase": "The Hard Case",
+ "the-luchador": "The Luchador",
+ "the-meddlingkid": "The Meddling Kid",
+ "the-sidekick": "The Sidekick",
+ "the-snoop": "The Snoop",
+ "the-summoned": "The Summoned",
+ "the-traveler": "The Traveler",
+ "the-actionscientist": "The Action Scientist",
+ "the-biggamehunter": "The Big Game Hunter",
+ "the-constructed": "The Constructed",
+ "the-madscientist": "The Mad Scientist",
+ "custom-playbook": "Custom",
+ "tome-of-mysteries": "Tome of Myseries",
+ "reinforcements": "Reinforcements",
+ "Brazilian": "Brazilian Edition",
+ "fan-made": "Fan-made",
+ "chosen": "Chosen",
+ "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.",
+ "your-fate": "Your Fate",
+ "fate-description": "How you found out you were the chosen one",
+ "fate-unfold": "How your fate will unfold",
+ "heroic": "Heroic",
+ "fate-heroic1": "Sacrifice",
+ "fate-heroic2": "You are the Champion",
+ "fate-heroic3": "Visions",
+ "fate-heroic4": "Secret training",
+ "fate-heroic5": "Magical powers",
+ "fate-heroic6": "Mystical inheritance",
+ "fate-heroic7": "A normal life",
+ "fate-heroic8": "True love",
+ "fate-heroic9": "You can save the world",
+ "fate-heroic10": "Hidden allies",
+ "fate-heroic11": "The end of monsters",
+ "fate-heroic12": "Divine help",
+ "doom": "Doom",
+ "fate-doom1": "Death",
+ "fate-doom2": "You can't save everyone",
+ "fate-doom3": "Impossible love",
+ "fate-doom4": "Failure",
+ "fate-doom5": "A nemesis",
+ "fate-doom6": "No normal life",
+ "fate-doom7": "Loss of loved ones",
+ "fate-doom8": "Treachery",
+ "fate-doom9": "Doubt",
+ "fate-doom10": "Sympathy with the enemy",
+ "fate-doom11": "Damnation",
+ "fate-doom12": "Hosts of monsters",
+ "fate-doom13": "The End of Days",
+ "fate-doom14": "The source of Evil",
+ "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.",
+ "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.",
+ "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.",
+ "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.",
+ "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.",
+ "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.",
+ "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.",
+ "chosen-gear1": "(Optional) Protective gear worth 1 armour",
+ "chosen-gear2": "Special Weapon",
+ "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.",
+ "form": "Form",
+ "chosen-gear3": "Staff (1 harm, hand/close)",
+ "chosen-gear4": "Haft (2 harm, hand, heavy)",
+ "chosen-gear5": "Handle (1 harm, hand, balanced)",
+ "chosen-gear6": "Chain (1 harm, hand, area)",
+ "business-end": "Business-end",
+ "chosen-gear7": "Artifact (+magic)",
+ "chosen-gear8": "Spikes (+1 harm, +messy)",
+ "chosen-gear9": "Blade (+1 harm)",
+ "chosen-gear10": "Heavy (+1 harm)",
+ "chosen-gear11": "Long (+close)",
+ "chosen-gear12": "Throwable (+close)",
+ "chosen-gear13": "Chain (+area)",
+ "material": "Material",
+ "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)",
+ "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag",
+ "Crooked": "Crooked",
+ "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.",
+ "background": "Background",
+ "background-description": "Before you became a hunter, what less-than-legal job did you do?",
+ "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.",
+ "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two",
+ "background2.1": "You get in undetected",
+ "background2.2": "You get out undetected",
+ "background2.3": "You don't leave a mess",
+ "background2.4": "You find what you were after",
+ "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.",
+ "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one",
+ "background4.1": "You owe them",
+ "background4.2": "They screwed you over",
+ "background4.3": "You screwed them over",
+ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.",
+ "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.",
+ "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.",
+ "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).",
+ "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.",
+ "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1",
+ "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)",
+ "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)",
+ "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)",
+ "crooked-artifact4": "Skeleton key (opens any magically sealed lock)",
+ "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)",
+ "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.",
+ "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).",
+ "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.",
+ "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.",
+ "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. Include them in Other Gear.",
+ "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.",
+ "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.",
+ "crooked-weapon": "Effective Weapons",
+ "crooked-gear1": ".22 revolver (1 harm, close, reload, small)",
+ "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)",
+ "crooked-gear3": "9mm (2 harm, close, loud)",
+ "crooked-gear4": "Shotgun (3 harm, close, messy)",
+ "crooked-gear5": "Hunting rifle (2 harm, far, loud)",
+ "crooked-gear6": "Big knife (1 harm, hand)",
+ "crooked-gear7": "Baseball bat (1 harm, hand)",
+ "crooked-gear8": "Submachinegun (2 harm, close, reload, area)",
+ "crooked-gear9": "Assault rifle (3 harm, close/far, area)",
+ "heat": "Heat",
+ "heat-description": "You didn't get here without making enemies.",
+ "pick-heat": "Pick at least 2 of these and name the people involved",
+ "heat1": "A police detective has made it a personal goal to put you away.",
+ "heat2": "You have a rival from your background, who never misses a chance to screw you over.",
+ "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.",
+ "heat4": "You took advantage of someone with special powers (a person or monster).",
+ "heat5": "You betrayed an old partner in the middle of a job.",
+ "underworld": "Underworld",
+ "underworld-description": "Pick how you discovered the real underworld",
+ "underworld1": "The target of a job was a dangerous creature (pick one: vampire, warewolf, troll, reptiloid, etc).",
+ "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).",
+ "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).",
+ "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).",
+ "crooked-ally": "one of your old crew",
+ "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two",
+ "Divine": "Divine",
+ "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.",
+ "your-mission": "Mission",
+ "mission-description": "You have been put here for a purpose",
+ "mission1": "You are here to fight the schemes of an Adversary.",
+ "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.",
+ "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.",
+ "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.",
+ "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.",
+ "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.",
+ "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.",
+ "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.",
+ "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.",
+ "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.",
+ "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.",
+ "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.",
+ "divine-weapon": "Divine Weapon",
+ "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin",
+ "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)",
+ "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)",
+ "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)",
+ "divine-gear4": "Five demon bag (3 harm, close, magic, holy)",
+ "divine-gear5": "Silver trident (3 harm, hand, silver, holy)",
+ "Divine-ally": "a lesser divine being, sent to help you with your mission",
+ "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission",
+ "Expert": "Expert",
+ "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.",
+ "expert-weapons": "Monster-slaying Weapons",
+ "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)",
+ "expert-gear2": "Silver sword (2 harm, hand, messy, silver)",
+ "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)",
+ "expert-gear4": "Blessed knife (2 harm, hand, holy)",
+ "expert-gear5": "Magical dagger (2 harm, hand, magic)",
+ "expert-gear6": "Juju bag (1 harm, far, magic)",
+ "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volitile)",
+ "expert-gear8": "Magnum (3 harm, close, reload, loud)",
+ "expert-gear9": "Shotgun (3 harm, close, messy, loud)",
+ "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.",
+ "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.",
+ "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.",
+ "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.",
+ "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.",
+ "expert-move6": "The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.",
+ "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.",
+ "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?",
+ "expert-move7.2": "What black magic do I know that could help here?",
+ "expert-move7.3": "Do I know anyone who might be behind this?",
+ "expert-move7.4": "Who do I know that can help us right now?",
+ "your-haven": "Haven",
+ "haven-description": "You have set up a haven, a safe place to work",
+ "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).",
+ "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.",
+ "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.",
+ "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.",
+ "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.",
+ "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.",
+ "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.",
+ "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.",
+ "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).",
+ "expert-advance1": "Add a Haven option",
+ "Flake": "Flake",
+ "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to.",
+ "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions",
+ "flake-move1.1": "Is this person connected to current events more than they are saying?",
+ "flake-move1.2": "When and where will the next critical event occur?",
+ "flake-move1.3": "What does the monster want from this person?",
+ "flake-move1.4": "Is this connected to previous mysteries we have investigated?",
+ "flake-move1.5": "How does this mystery connect to the bigger picture?",
+ "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).",
+ "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.",
+ "flake-move4": "Suspicious Mind: If someone lies to you, you know it.",
+ "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.",
+ "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.",
+ "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.",
+ "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.",
+ "flake-normal": "Normal Weapon",
+ "flake-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "flake-gear2": "9mm (2 harm, close, loud)",
+ "flake-gear3": "Hunting rifle (2 harm, far, loud)",
+ "flake-gear4": "Magnum (3 harm, close, reload, loud)",
+ "flake-gear5": "Shotgun (3 harm, close, messy, loud)",
+ "flake-gear6": "Big knife (1 harm, hand)",
+ "flake-hidden": "Hidden Weapons",
+ "flake-gear7": "Throwing knives (1 harm, close, many)",
+ "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)",
+ "flake-gear9": "Garrote (3 harm, intimate)",
+ "flake-gear10": "Watchman's flashlight (1 harm, hand)",
+ "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)",
+ "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)",
+ "Flake-advance1": "Gain a Haven, like the Expert, with two options",
+ "Flake-advance2": "Add a Haven option",
+ "Initiate": "Initiate",
+ "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disasterous operation.",
+ "your-sect": "Sect",
+ "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?",
+ "sect-traditions": "Sect's Traditions",
+ "good-traditions": "Good Traditions",
+ "good-tradition1": "Knowledgeable",
+ "good-tradition2": "Ancient lore",
+ "good-tradition3": "Magical lore",
+ "good-tradition4": "Fighting arts",
+ "good-tradition5": "Modernised",
+ "good-tradition6": "Chapters everywhere",
+ "good-tradition7": "Secular power",
+ "good-tradition8": "Flexible tactics",
+ "good-tradition9": "Open hierarchy",
+ "good-tradition10": "Integrated in society",
+ "good-tradition11": "Rich",
+ "good-tradition12": "Nifty gadgets",
+ "good-tradition13": "Magical items",
+ "bad-traditions": "Bad Traditions",
+ "bad-tradition1": "Dubious motives",
+ "bad-tradition2": "Tradition-bound",
+ "bad-tradition3": "Short-sighted",
+ "bad-tradition4": "Paranoid and secretive",
+ "bad-tradition5": "Closed hierarchy",
+ "bad-tradition6": "Factionalised",
+ "bad-tradition7": "Strict laws",
+ "bad-tradition8": "Mystical oaths",
+ "bad-tradition9": "Total obedience",
+ "bad-tradition10": "Tyrannical leaders",
+ "bad-tradition11": "Obsolete gear",
+ "bad-tradition12": "Poor",
+ "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.",
+ "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.",
+ "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.",
+ "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to",
+ "initiate-move3.1": "Have a useful object ready.",
+ "initiate-move3.2": "Be somewhere you are needed, just in time.",
+ "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.",
+ "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.",
+ "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.",
+ "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.",
+ "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).",
+ "initiate-move7": "Helping Hand: When you successfuly help out another hunter, they get +2 instead of the usual +1.",
+ "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.",
+ "inititate-armour": "Old-fashioned Armour (1 armour, heavy)",
+ "inititate-old": "Old-fashioned Weapons",
+ "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two",
+ "inititate-gear1": "Sword (2 harm, hand, messy)",
+ "inititate-gear2": "Axe (2 harm, hand, messy)",
+ "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)",
+ "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)",
+ "inititate-gear5": "Silver knife (1 harm, hand, silver)",
+ "inititate-gear6": "Fighting sticks (1 harm, hand, quick)",
+ "inititate-gear7": "Spear (2 harm, hand/close)",
+ "inititate-gear8": "Mace (2 harm, hand, messy)",
+ "inititate-gear9": "Crossbow (2 harm, close, slow)",
+ "initiate-modern": "Modern Weapons",
+ "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one",
+ "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)",
+ "inititate-gear11": "9mm (2 harm, close, loud)",
+ "inititate-gear12": "Sniper rifle (3 harm, far)",
+ "inititate-gear13": "Magnum (3 harm, close, reload, loud)",
+ "inititate-gear14": "Shotgun (3 harm, close, messy)",
+ "Initiate-advance1": "Get command of your chapter of the Sect",
+ "Initiate-advance2": "Get a Sect team under your command",
+ "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect",
+ "Monstrous": "Monstrous",
+ "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.",
+ "monster-breed": "Monster Breed",
+ "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?",
+ "curses": "Curses",
+ "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.",
+ "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.",
+ "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.",
+ "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.",
+ "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.",
+ "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.",
+ "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.",
+ "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).",
+ "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.",
+ "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.",
+ "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.",
+ "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.",
+ "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.",
+ "monstrous-move10": "Flight: You can fly.",
+ "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).",
+ "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.",
+ "natural-attacks": "Natural Attacks",
+ "monstrous-attacks-pick": "pick one base and one extra, or pick two bases",
+ "monstrous-attacks1": "Base: teeth (3 harm, intimate)",
+ "monstrous-attacks2": "Base: claws (2 harm, hand)",
+ "monstrous-attacks3": "Base: magical force (1 harm, magical, close)",
+ "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)",
+ "monstrous-attacks5": "Extra: add +1 harm to a base",
+ "monstrous-attacks6": "Extra: add ignore-armour to a base",
+ "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)",
+ "monstrous-weapon": "(Optional) Handy Weapon",
+ "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "monstrous-gear2": "9mm (2 harm, close, loud)",
+ "monstrous-gear3": "Magnum (3 harm, close, reload, loud)",
+ "monstrous-gear4": "Shotgun (3 harm, close, messy)",
+ "monstrous-gear5": "Big knife (1 harm, hand)",
+ "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)",
+ "monstrous-gear7": "Sword (2 harm, hand, messy)",
+ "monstrous-gear8": "Huge sword (3 harm, hand, heavy)",
+ "Monstrous-advance1": "Gain a Haven, like the Expert, with two options",
+ "Monstrous-advance2": "Take a natural attacks pick",
+ "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird",
+ "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
+ "Mundane": "Mundane",
+ "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!",
+ "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.",
+ "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.",
+ "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.",
+ "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.",
+ "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.",
+ "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from",
+ "mundane-move6.1": "They ask you a hard question first.",
+ "mundane-move6.2": "They stall and dither a while.",
+ "mundane-move6.3": "They have a 'better' idea.",
+ "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.",
+ "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:",
+ "mundane-move7.1": "Inflict 1 harm.",
+ "mundane-move7.2": "Reduce someone's harm suffered by 1.",
+ "mundane-move7.3": "Take +2 forward on an act under pressure roll.",
+ "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.",
+ "mundane-weapon": "Mundane Weapons",
+ "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)",
+ "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
+ "mundane-gear3": "Small handgun (2 harm, close, loud, reload)",
+ "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)",
+ "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)",
+ "mundane-gear6": "Nunchuks (2 harm, hand, area)",
+ "mundane-transport": "Means of Transport",
+ "mundane-gear7": "Skateboard",
+ "mundane-gear8": "Bicycle",
+ "mundane-gear9": "Fairly new car in decent condition",
+ "mundane-gear10": "Classic car in terrible condition",
+ "mundane-gear11": "Motorcycle",
+ "mundane-gear12": "Van",
+ "Professional": "Professional",
+ "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.",
+ "agency": "Agency",
+ "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?",
+ "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?",
+ "resources": "Resources",
+ "agency1": "Well-armed",
+ "agency2": "Well-financed",
+ "agency3": "Rigorous training",
+ "agency4": "Official pull",
+ "agency5": "Cover identities",
+ "agency6": "Offices all over the place",
+ "agency7": "Good intel",
+ "agency8": "Recognised authority",
+ "agency9": "Weird tech gadgets",
+ "agency10": "Support teams",
+ "red-tape": "Red Tape",
+ "agency11": "Dubious motives",
+ "agency12": "Bureaucratic",
+ "agency13": "Secretive hierarchy",
+ "agency14": "Cryptic missions",
+ "agency15": "Hostile superiors",
+ "agency16": "Inter-departmental rivalry",
+ "agency17": "Budget cuts",
+ "agency18": "Take no prisoners policy",
+ "agency19": "Live capture policy",
+ "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.",
+ "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.",
+ "professional-move2": "Unfazeable: Take +1 Cool (max +3).",
+ "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.",
+ "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.",
+ "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.",
+ "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.",
+ "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.",
+ "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.",
+ "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.",
+ "professional-armour": "Armour",
+ "professional-gear1": "Flak vest (1 armour, hidden)",
+ "professional-gear2": "Combat armour (2 armour, heavy)",
+ "professional-serious-weapon": "Serious Weapons",
+ "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)",
+ "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)",
+ "professional-gear5": "Sniper rifle (4 harm, far)",
+ "professional-gear6": "Grenades (4 harm, close, area, messy, loud)",
+ "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)",
+ "professional-normal-weapon": "Normal Weapons",
+ "professional-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "professional-gear9": "9mm (2 harm, close, loud)",
+ "professional-gear10": "Hunting rifle (2 harm, far, loud)",
+ "professional-gear11": "Shotgun (3 harm, close, messy)",
+ "professional-gear12": "Big knife (1 harm, hand)",
+ "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency",
+ "Professional-advance2": "Get command of an Agency team of monster hunters",
+ "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salery and benefits",
+ "Spellslinger": "Spell-Slinger",
+ "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.",
+ "spellslinger-weapon": "Backup Weapon",
+ "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)",
+ "spellslinger-gear2": "Ritual knife (1 harm, hand)",
+ "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)",
+ "extra-fixed-move": "You get this",
+ "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.",
+ "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.",
+ "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.",
+ "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.",
+ "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.",
+ "combat-magic": "Combat Magic",
+ "combat-magic-description": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems.",
+ "combat-magic-pick": "pick three, with at least one base",
+ "bases": "Bases",
+ "base1": "Blast (2 harm, magic, close, obvious, loud)",
+ "base2": "Ball (1 harm, magic, area, close, obvious, loud)",
+ "base3": "Missile (1 harm, magic, far, obvious, loud)",
+ "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)",
+ "effects": "Effects",
+ "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)",
+ "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)",
+ "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)",
+ "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)",
+ "effect5": "Earth (add 'forceful, restraining' to a base)",
+ "effect6": "Necromantic (add 'life-drain' to a base)",
+ "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.",
+ "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.",
+ "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.",
+ "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.",
+ "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.",
+ "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment.",
+ "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.",
+ "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.",
+ "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.",
+ "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.",
+ "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.",
+ "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!",
+ "Spellslinger-advance1": "Take another Combat Magic pick",
+ "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques",
+ "Spooky": "Spooky",
+ "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.",
+ "dark-side": "The Dark Side",
+ "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.",
+ "dark-side1": "Violence",
+ "dark-side2": "Depression",
+ "dark-side3": "Secrets",
+ "dark-side4": "Lust",
+ "dark-side5": "Dark bargain",
+ "dark-side6": "Guilt",
+ "dark-side7": "Soulless",
+ "dark-side8": "Addiction",
+ "dark-side9": "Mood wings",
+ "dark-side10": "Rage",
+ "dark-side11": "Self-destruction",
+ "dark-side12": "Greed for power",
+ "dark-side13": "Poor impulse control",
+ "dark-side14": "Hallucinations",
+ "dark-side15": "Pain",
+ "dark-side16": "Paranoia",
+ "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.",
+ "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.",
+ "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list",
+ "spooky-move2.1": "The target contracts a disease.",
+ "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).",
+ "spooky-move2.3": "The target breaks something precious or important.",
+ "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.",
+ "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.",
+ "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.",
+ "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers",
+ "spooky-move6.1": "Where is the creature right now?",
+ "spooky-move6.2": "What is it planning to do right now?",
+ "spooky-move6.3": "Who is it going to attack next?",
+ "spooky-move6.4": "Who does it regard as the biggest threat?",
+ "spooky-move6.5": "How can I attract its attention?",
+ "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.",
+ "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to",
+ "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.",
+ "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.",
+ "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.",
+ "spooky-move8.4": "Inflict 1 harm on the target due to an accident.",
+ "spooky-move8.5": "The target finds something you left for them.",
+ "spooky-move8.6": "The target loses something that you will soon find.",
+ "spooky-items": "Any magical items or amulets that you use to invoke your powers",
+ "spooky-weapons": "Normal Weapons",
+ "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "spooky-gear2": "9mm (2 harm, close, loud)",
+ "spooky-gear3": "Hunting rifle (2 harm, far, loud)",
+ "spooky-gear4": "Shotgun (3 harm, close, messy)",
+ "spooky-gear5": "Big knife (1 harm, hand)",
+ "Spooky-advance1": "Change some, or all, of your Dark Side tags",
+ "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert",
+ "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag",
+ "Wronged": "Wronged",
+ "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.",
+ "who-you-lost": "Who You Lost",
+ "who": "Who did you lose?",
+ "pick-some": "pick one or more",
+ "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc",
+ "lost-save-them": "Why couldn't you save them? You were",
+ "lost1": "At fault",
+ "lost2": "Selfish",
+ "lost3": "Injured",
+ "lost4": "Weak",
+ "lost5": "Slow",
+ "lost6": "Scared",
+ "lost7": "In denial",
+ "lost8": "Complicit",
+ "what-prey": "What Did It?",
+ "prey-breed": "With the Keeper's agreement, pick the monster breed.",
+ "prey": "My Prey",
+ "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.",
+ "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.",
+ "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".",
+ "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.",
+ "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.",
+ "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).",
+ "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice",
+ "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.",
+ "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.",
+ "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.",
+ "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.",
+ "wronged-armour": "Protective wear suited to your look (1 armour)",
+ "wronged-signature": "Signature Weapon",
+ "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)",
+ "wronged-gear2": "Hand cannon (3 harm, close, loud)",
+ "wronged-gear3": "Fighting knife (2 harm, hand, quiet)",
+ "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)",
+ "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper",
+ "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)",
+ "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
+ "wronged-weapon": "Practical Weapons",
+ "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "wronged-gear9": "9mm (2 harm, close, loud)",
+ "wronged-gear10": "Hunting rifle (2 harm, far, loud)",
+ "wronged-gear11": "Shotgun (3 harm, close, messy, loud)",
+ "wronged-gear12": "Big knife (1 harm, hand)",
+ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)",
+ "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)",
+ "wronged-vehicle": "(Optional) Vehicle",
+ "wronged-gear15": "Classic car",
+ "wronged-gear16": "Classic motorcycle",
+ "wronged-gear17": "Plain pickup",
+ "wronged-gear18": "Plain van",
+ "Wronged-advance1": "Gain a Haven, like the Expert, with two options",
+ "Wronged-advance2": "Add a haven option",
+ "Wronged-advance3": "You track down the specific monster(s) responsible fo your loss; the Keeper must make the next mystery about them",
+ "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one",
+ "Gumshoe": "Gumshoe",
+ "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!",
+ "Gumshoe-Adv-harm": "Extra harm box",
+ "gumshoeCode": "Gumshoe Code",
+ "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.",
+ "gumshoeCode-example": "Example Codes",
+ "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.",
+ "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.",
+ "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.",
+ "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)",
+ "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation",
+ "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.",
+ "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.",
+ "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).",
+ "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one",
+ "Gumshoe-move3.1": "You don't leave any trace of what you searched.",
+ "Gumshoe-move3.2": "You find what you wanted.",
+ "Gumshoe-move3.3": "You find something else that's important.",
+ "Gumshoe-move3.4": "You don't piss anyone off.",
+ "Gumshoe-move3.5": "You aren't recognised.",
+ "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.",
+ "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).",
+ "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You",
+ "Gumshoe-move6.1": "...leave no traces.",
+ "Gumshoe-move6.2": "...learn something important.",
+ "Gumshoe-move6.3": "...can leave misinformation in place.",
+ "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.",
+ "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list",
+ "Gumshoe-move7.1": "One question from the investigate a mystery list.",
+ "Gumshoe-move7.2": "Was that a lie?",
+ "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?",
+ "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?",
+ "Gumshoe-move7.5": "Did you commit this specific crime?",
+ "Gumshoe-gear-base": "A laptop, and a liquor flask",
+ "Gumshoe-recording": "Recording Devices",
+ "Gumshoe-gear1": "Night vision camera",
+ "Gumshoe-gear2": "Tiny digital video camera",
+ "Gumshoe-gear3": "Film camera (8mm or 16mm)",
+ "Gumshoe-gear4": "Digital sound recorder",
+ "Gumshoe-gear5": "Cassette tape recorder",
+ "Gumshoe-gear6": "Remote-controlled camera drone",
+ "Gumshoe-gear7": "Laser microphone",
+ "Gumshoe-gear8": "SLR camera",
+ "Gumshoe-weapon": "P.I. Weapons",
+ "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)",
+ "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)",
+ "Gumshoe-gear11": "9mm (2 harm, close, loud)",
+ "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)",
+ "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)",
+ "Gumshoe-gear14": "Switchblade (1-harm, hand, small)",
+ "Gumshoe-advance1": "Add an extra harm box on the Dying side",
+ "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options",
+ "Gumshoe-advance3": "Add four additional or new contacts for Naked City",
+ "Gumshoe-advance4": "Turn one of your contacts into an ally",
+ "Hex": "Hex",
+ "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.",
+ "hex-weapons": "Wizardly Weapons",
+ "hex-items": "Any magical items or amulets that you use to perform magic",
+ "hex-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "hex-gear2": "Shotgun (3 harm, close, messy, loud)",
+ "hex-gear3": "Athame (2 harm, hand, magic, silver)",
+ "hex-gear4": "Shillelagh (1 harm, hand, balanced)",
+ "hex-gear5": "Crossbow (2 harm, close, slow)",
+ "hex-gear6": "Staff (1 harm, hand, balanced, large)",
+ "hex-advmove": "Advanced Hex Moves",
+ "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these",
+ "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true",
+ "hex-advmove1.1": "You can fly.",
+ "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).",
+ "hex-advmove1.3": "Ignore the component costs of your rotes.",
+ "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.",
+ "hex-advmove1.5": "You have +1 ongoing to do everything.",
+ "hex-advmove1.6": "You cannot use the protect someone move.",
+ "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.",
+ "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.",
+ "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.",
+ "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.",
+ "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).",
+ "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list",
+ "hex-move2.1": "What can I gain from this person/place/thing/creature?",
+ "hex-move2.2": "Who has touched this person/place/thing/creature before me?",
+ "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.",
+ "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.",
+ "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.",
+ "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.",
+ "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.",
+ "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.",
+ "temptation": "Temptation",
+ "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it",
+ "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.",
+ "temptation-choose": "Choose one Temptation",
+ "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.",
+ "temptation2": "Power: Utilize magic to exert your dominance over another.",
+ "temptation3": "Addiction: Utilize magic to do what you could do without it.",
+ "temptation4": "Callousness: Utilize magic without regard for the safety of others.",
+ "temptation5": "Carnage: Utilize magic to inflict gruesome violence.",
+ "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.",
+ "temptation7": "Glory: Utilize magic to steal someone’s thunder.",
+ "rotes": "Rotes",
+ "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.",
+ "rote-desc2": "Choose two fixed requirements for each Rote from this list",
+ "rote-req1": "Magic words and ritual gestures.",
+ "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.",
+ "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.",
+ "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).",
+ "rote-req5": "A spilling of blood (1 harm to you or a willing participant).",
+ "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.",
+ "rote-list": "List of Rotes",
+ "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.",
+ "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.",
+ "rote-name": "Rote Name",
+ "rote-reqs": "Requirements",
+ "rote-effect": "Effects",
+ "hex-advance1": "Take another Rote",
+ "hex-advance2": "or an additional Rote",
+ "hex-advance3": "Gain a Haven, like the Expert, with two options",
+ "hex-advance4": "Take another two Rotes",
+ "hex-advance5": "Choose one Advanced Hex Move",
+ "Pararomantic": "Pararomantic",
+ "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.",
+ "relation": "Relationship Status",
+ "guide-name": "Guide Name",
+ "loving": "Loving",
+ "broken": "Broken",
+ "relation-second": "Second Relationship Status",
+ "guide-name-second": "Second Guide Name",
+ "bond": "Bond Abuse",
+ "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm",
+ "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.",
+ "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.",
+ "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.",
+ "bond2": "Bond Abuse options",
+ "bond2.1": "Mark one Relationship Status box.",
+ "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.",
+ "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.",
+ "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.",
+ "bond-fate": "Fate of your Love",
+ "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.",
+ "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.",
+ "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.",
+ "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not",
+ "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.",
+ "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.",
+ "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.",
+ "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to",
+ "pararomantic-move1.1": "Erase one used Relationship Status mark.",
+ "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.",
+ "pararomantic-move1.3": "Receive a gift from your Guide.",
+ "pararomantic-move1.4": "Take +1 forward.",
+ "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.",
+ "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.",
+ "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.",
+ "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.",
+ "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly",
+ "pararomantic-move6.1": "What do they most desire?",
+ "pararomantic-move6.2": "What would they accept as good enough for now?",
+ "pararomantic-move6.3": "What would distract them?",
+ "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.",
+ "pararomantic-equip": "Normal Equipment",
+ "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)",
+ "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
+ "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)",
+ "pararomantic-gear4": "Bicycle",
+ "pararomantic-gear5": "Fairly new car in decent condition",
+ "pararomantic-gear6": "Motorcycle",
+ "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them",
+ "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.",
+ "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.",
+ "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.",
+ "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.",
+ "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift",
+ "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being",
+ "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one",
+ "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)",
+ "Searcher": "Searcher",
+ "searcher-extra-luck": "Extra Luck point",
+ "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move",
+ "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.",
+ "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars",
+ "searcher-tools": "Investigation Tools",
+ "searcher-gear1": "A bag of cameras and microphones",
+ "searcher-gear2": "Forensic tools",
+ "searcher-gear3": "Ghost hunting tools",
+ "searcher-gear4": "Scientific measuring tools",
+ "searcher-gear5": "Cryptid hunting gear",
+ "searcher-gear6": "Historical documents and witness reports of strange events",
+ "searcher-gear7": "Maps, blueprints, and building reports for significant places",
+ "searcher-weapon": "Self-defence Weapons",
+ "searcher-gear8": "Walking stick (1 harm, hand, innocuous)",
+ "searcher-gear9": "Small handgun (2 harm, close, reload, loud)",
+ "searcher-gear10": "Small knife (1 harm, hand, messy)",
+ "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)",
+ "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)",
+ "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)",
+ "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).",
+ "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.",
+ "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.",
+ "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.",
+ "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.",
+ "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).",
+ "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.",
+ "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.",
+ "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.",
+ "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.",
+ "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.",
+ "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.",
+ "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).",
+ "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.",
+ "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).",
+ "searcher-advance1": "Take a second First Encounter move, based on a recent mystery",
+ "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)",
+ "Exile": "Exile",
+ "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.",
+ "exile-origin": "Origin",
+ "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.",
+ "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).",
+ "exile-origin-desc3": "How did you get transported to the modern day?",
+ "exile-origin1": "You were pursuing your nemesis.",
+ "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.",
+ "exile-origin3": "Magical accident or side-effect.",
+ "exile-origin4": "You angered a sorcerer.",
+ "exile-origin5": "Divine intervention.",
+ "exile-origin6": "One moment you were there, the next you were here.",
+ "exile-origin7": "A strange place or artifact brought you.",
+ "exile-origin8": "You were frozen, and recently unearthed and revived.",
+ "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).",
+ "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.",
+ "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).",
+ "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.",
+ "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.",
+ "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.",
+ "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.",
+ "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list",
+ "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?",
+ "exile-move8.2": "What defenses are effective against this creature?",
+ "exile-move8.3": "What do I know about this creature that has been forgotten?",
+ "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin",
+ "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin",
+ "exile-weapon": "Ancient Weapons",
+ "exile-gear1": "Sword (2 harm, hand, messy)",
+ "exile-gear2": "Axe (2 harm, hand, messy)",
+ "exile-gear3": "Big sword (3 harm, hand, messy, heavy)",
+ "exile-gear4": "Big axe (3 harm, hand, messy, heavy)",
+ "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)",
+ "exile-gear6": "Silver knife (1 harm, hand, silver)",
+ "exile-gear7": "Bow (2 harm, close)/(1 harm, far)",
+ "exile-gear8": "Crossbow (2 harm, close, slow)",
+ "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)",
+ "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)",
+ "exile-gear11": "Spear (2 harm, hand/close)",
+ "exile-gear12": "Big knife (1 harm, hand)",
+ "exile-gear13": "Cudgel (1 harm, hand)",
+ "exile-gear14": "Martial arts (1 harm, hand)",
+ "exile-ally": "you find one of your old comrades, who has come to join you in the modern day",
+ "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future",
+ "exile-return": "Optionally, you may return home to the past",
+ "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end",
+ "Hardcase": "Hard Case",
+ "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.",
+ "hardcase-adv-harm": "Extra harm box",
+ "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.",
+ "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.",
+ "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.",
+ "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.",
+ "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).",
+ "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.",
+ "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.",
+ "hardcase-weapons": "Hard Case Weapons",
+ "hardcase-gear1": "Crowbar (2 harm, hand, messy)",
+ "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
+ "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)",
+ "hardcase-gear4": "Huge knife (2 harm, hand, messy)",
+ "hardcase-gear5": "Hand cannon (3 harm, close, loud)",
+ "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)",
+ "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)",
+ "hardcase-normal": "Normal Weapons",
+ "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)",
+ "hardcase-gear10": "Hunting rifle (2 harm, far, loud)",
+ "hardcase-gear11": "9mm (2 harm, close, loud)",
+ "hardcase-gear12": "Big knife (1 harm, hand)",
+ "hardcase-gear13": "Magnum (3 harm, close, reload, loud)",
+ "hardcase-advance1": "Gain command of a team of monster-hunters",
+ "hardcase-advance2": "Add an extra harm box on the Dying side",
+ "Luchador": "Luchador",
+ "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.",
+ "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.",
+ "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.",
+ "luchador-move2": "Intensive Training: Take +1 Tough (max +3).",
+ "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.",
+ "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).",
+ "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.",
+ "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one",
+ "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.",
+ "luchador-move6.2": "Take +1 forward.",
+ "luchador-move6.3": "Give another hunter +1 forward.",
+ "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.",
+ "luchador-move6.5": "You don't suffer harm in return.",
+ "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.",
+ "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do",
+ "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.",
+ "luchador-move7.2": "Be a vigilant watch force.",
+ "luchador-move7.3": "Go wherever you tell them to.",
+ "luchador-move7.4": "Help construct a trap.",
+ "luchador-move7.5": "On a miss, you lose face with the bystanders.",
+ "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.",
+ "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.",
+ "luchador-weapons": "Normal Weapons",
+ "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "luchador-gear2": "9mm (2 harm, close, loud)",
+ "luchador-gear3": "Shotgun (3 harm, close, messy, loud)",
+ "luchador-gear4": "Heavy chain (2 harm, hand, area)",
+ "luchador-gear5": "Sledgehammer (3 harm, hand, messy)",
+ "luchador-gear6": "Big knife (1 harm, hand)",
+ "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)",
+ "luchador-vehicle": "Stylish Vehicle",
+ "luchador-gear8": "Foreign sports car",
+ "luchador-gear9": "Giant off-road vehicle",
+ "luchador-gear10": "Limo and chauffeur",
+ "luchador-gear11": "Tricked out motorcycle",
+ "luchador-gear12": "Van with custom paint job",
+ "luchador-ally": "another wrestler who has chosen to fight monsters with you",
+ "luchador-advance1": "Gain a Haven, like the Expert, with two options",
+ "Meddlingkid": "Meddling Kid",
+ "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.",
+ "meddlingkid-animal": "Animal Allies",
+ "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).",
+ "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of",
+ "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.",
+ "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.",
+ "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.",
+ "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.",
+ "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.",
+ "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects",
+ "meddlingkid-move3.1": "Inflict 1 harm.",
+ "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.",
+ "meddlingkid-move3.3": "Trip or entangle them.",
+ "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.",
+ "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects",
+ "meddlingkid-move4.1": "It will take some time for the victim to get free.",
+ "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).",
+ "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.",
+ "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list",
+ "meddlingkid-move5.1": "Who has something to gain from this situation?",
+ "meddlingkid-move5.2": "What are you plotting?",
+ "meddlingkid-move5.3": "Are you lying to me?",
+ "meddlingkid-move5.4": "Who knows about _____?",
+ "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.",
+ "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.",
+ "meddlingkid-gadgets": "Mystery-solving Gadgets",
+ "meddlingkid-gear1": "Magnifying glass",
+ "meddlingkid-gear2": "Microscope",
+ "meddlingkid-gear3": "A van",
+ "meddlingkid-gear4": "Library card",
+ "meddlingkid-gear5": "Chemistry kit",
+ "meddlingkid-gear6": "A set of walkie-talkies",
+ "meddlingkid-gear7": "Fingerprint kit",
+ "meddlingkid-gear8": "Camera",
+ "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)",
+ "Sidekick": "Sidekick",
+ "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "hero": "Hero",
+ "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.",
+ "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.",
+ "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.",
+ "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.",
+ "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.",
+ "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.",
+ "sidekick-move3": "Eek!: When a monster (or anyone, really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before they see you. On a 7-9, you hide okay but pick one",
+ "sidekick-move3.1": "the monster (or person) is now between you and escape.",
+ "sidekick-move3.2": "your hiding spot is bound to be spotted soon.",
+ "sidekick-move3.3": "you leave something important out in the open.",
+ "sidekick-move4": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.",
+ "sidekick-move5": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.",
+ "sidekick-move6": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.",
+ "sidekick-move7": "Journeyman (or Journeywoman): Take a move that your hero has.",
+ "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)",
+ "sidekick-weapons": "Sidekick Weapons",
+ "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)",
+ "sidekick-gear3": "Baseball bat (2 harm, hand)",
+ "sidekick-gear4": "9mm (2 harm, close, loud)",
+ "sidekick-gear5": "Big knife (1 harm, hand)",
+ "sidekick-ally": "another sidekick for your hero, your junior",
+ "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)",
+ "sidekick-advance2": "Change your hero; pick another hunter to be your new hero",
+ "Snoop": "Snoop",
+ "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.",
+ "snoop-crew": "Crew",
+ "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.",
+ "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.",
+ "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.",
+ "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.",
+ "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.",
+ "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.",
+ "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.",
+ "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.",
+ "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.",
+ "snoop-gear-base": "A laptop",
+ "snoop-recording": "Recording Devices",
+ "snoop-gear1": "Digital video camera",
+ "snoop-gear2": "Tiny digital video camera",
+ "snoop-gear3": "Film camera (8mm or 16mm)",
+ "snoop-gear4": "Digital sound recorder",
+ "snoop-gear5": "Cassette tape recorder",
+ "snoop-gear6": "Infrared video camera",
+ "snoop-gear7": "Pro sound gear with boom mike",
+ "snoop-gear8": "Remote controlled camera drone",
+ "snoop-gear9": "Starlight camera",
+ "snoop-gear10": "Steadicam rig",
+ "snoop-gear11": "Laser microphone",
+ "snoop-gear12": "SLR camera",
+ "snoop-detector": "Detectors",
+ "snoop-gear13": "Electromagnetic field detector",
+ "snoop-gear14": "Temperature fluctuation detector",
+ "snoop-gear15": "Ouija board",
+ "snoop-gear16": "Humidity meter",
+ "snoop-gear17": "Dowsing rods",
+ "snoop-gear18": "Chemistry test kit",
+ "snoop-gear19": "Metal detector",
+ "snoop-gear20": "Compass",
+ "snoop-gear21": "GPS receiver",
+ "snoop-gear22": "Laser rangefinder",
+ "snoop-gear23": "Pendulum",
+ "snoop-weapon": "Subtle Weapons",
+ "snoop-gear24": ".32 revolver (2 harm, close, reload, small)",
+ "snoop-gear25": "9mm (2 harm, close, loud)",
+ "snoop-gear26": "Knife (1 harm, hand, hidden)",
+ "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)",
+ "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab",
+ "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team",
+ "Summoned": "Summoned",
+ "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.",
+ "apocalypse": "Apocalypse",
+ "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.",
+ "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.",
+ "apocalypse-sign-example": "Example Signs",
+ "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn",
+ "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.",
+ "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).",
+ "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal",
+ "summoned-move1.1": "Tell me something about where I'm from.",
+ "summoned-move1.2": "Tell me something about my destiny.",
+ "summoned-move1.3": "Tell me something about who I really am.",
+ "summoned-move1.4": "Tell me something about the Apocalypse.",
+ "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.",
+ "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.",
+ "summoned-move3-guide": "Guidelines",
+ "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm",
+ "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm",
+ "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm",
+ "summoned-move3.4": "Bus, truck, wall, etc: 5 harm",
+ "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two",
+ "summoned-move3.5": "You hurt someone nearby as well as your target.",
+ "summoned-move3.6": "You make something about the situation worse.",
+ "summoned-move3.7": "You lose control of your improvised weapon.",
+ "summoned-move3.8": "You cause massive property damage.",
+ "summoned-move3.9": "Your improvised weapon breaks.",
+ "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).",
+ "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.",
+ "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).",
+ "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).",
+ "summoned-weapon": "Huge Weapon",
+ "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)",
+ "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)",
+ "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)",
+ "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)",
+ "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)",
+ "summoned-gear6": "Red right hand (3 harm, hand, magic)",
+ "summoned-heavy": "Heavy Weapons",
+ "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)",
+ "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)",
+ "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)",
+ "summoned-gear10": "Magnum (3 harm, close, loud, reload)",
+ "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)",
+ "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command",
+ "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect",
+ "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
+ "Traveler": "Traveler",
+ "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "traveler-transport": "Means of Transport",
+ "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.",
+ "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.",
+ "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.",
+ "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.",
+ "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.",
+ "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.",
+ "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...",
+ "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.",
+ "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.",
+ "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.",
+ "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.",
+ "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.",
+ "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.",
+ "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.",
+ "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.",
+ "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).",
+ "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.",
+ "traveler-devices": "Technological Devices",
+ "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared",
+ "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)",
+ "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era",
+ "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input",
+ "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation",
+ "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched",
+ "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)",
+ "traveler-weapon": "Protective Weapons",
+ "traveler-gear8": "Machete (1 harm, contact)",
+ "traveler-gear9": "Common revolver (2 harm, close, loud, reload)",
+ "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)",
+ "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)",
+ "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)",
+ "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it",
+ "custom": "Custom",
+ "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.",
+ "custom-special": "Playbook Special",
+ "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic",
+ "custom-special-name": "Name of special",
+ "custom-special-description": "Description",
+ "custom-moves": "Playbook Moves",
+ "custom-move-name": "Name",
+ "custom-move-description": "Description",
+ "custom-gear": "Playbook Gear"
+}
diff --git a/Monster of the Week/translations/hu.json b/Monster of the Week/translations/hu.json
new file mode 100644
index 0000000000..8da661e48f
--- /dev/null
+++ b/Monster of the Week/translations/hu.json
@@ -0,0 +1,1169 @@
+{
+ "sheet-version": "sheet version",
+ "character-name": "Name",
+ "character-gender": "Gender",
+ "playbook": "Playbook",
+ "playbook-choice": "Playbook",
+ "character-look": "Look",
+ "select-text": "Select a Playbook above to get started",
+ "stats": "Stats",
+ "charm": "Charm",
+ "cool": "Cool",
+ "sharp": "Sharp",
+ "tough": "Tough",
+ "weird": "Weird",
+ "luck": "Luck",
+ "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury",
+ "okay": "Okay",
+ "doomed": "Doomed",
+ "special": "Special",
+ "harm": "Harm",
+ "dying": "Dying",
+ "unstable": "Unstable",
+ "experience": "Experience",
+ "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so",
+ "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option",
+ "other-moves": "Other Moves",
+ "gear": "Gear",
+ "other-gear": "Other Gear",
+ "improvements": "Improvements",
+ "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)",
+ "max": "max",
+ "another-move": "Take another move from your own playbook",
+ "ally": "Gain an ally",
+ "playbook-move": "Take a move from another playbook",
+ "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above",
+ "rating": "to any rating",
+ "new-playbook": "Change playbooks",
+ "second-hunter": "Create a second hunter to play",
+ "basic-moves": "Advance 2 basic moves",
+ "retire": "Retire this hunter to safety",
+ "erase-luck": "Erase one used Luck point",
+ "after-getting-improvement": "Use after getting the corresponding Improvement",
+ "history": "History and Notes",
+ "pick-one": "pick one",
+ "pick-two": "pick two",
+ "pick-three": "pick three",
+ "moves": "Moves",
+ "1-fixed-move": "You get this",
+ "2-fixed-moves": "You get these 2",
+ "1-move": "Then pick one of these",
+ "2-moves-then": "Then pick two of these",
+ "2-moves": "Pick two of these",
+ "3-moves-then": "Then pick three of these",
+ "3-moves": "Pick three of these",
+ "choose": "choose",
+ "one": "one",
+ "two": "two",
+ "three": "three",
+ "the-chosen": "The Chosen",
+ "the-crooked": "The Crooked",
+ "the-divine": "The Divine",
+ "the-expert": "The Expert",
+ "the-flake": "The Flake",
+ "the-initiate": "The Initiate",
+ "the-monstrous": "The Monstrous",
+ "the-mundane": "The Mundane",
+ "the-professional": "The Professional",
+ "the-spellslinger": "The Spell-Slinger",
+ "the-spooky": "The Spooky",
+ "the-wronged": "The Wronged",
+ "the-gumshoe": "The Gumshoe",
+ "the-hex": "The Hex",
+ "the-pararomantic": "The Pararomantic",
+ "the-searcher": "The Searcher",
+ "the-exile": "The Exile",
+ "the-hardcase": "The Hard Case",
+ "the-luchador": "The Luchador",
+ "the-meddlingkid": "The Meddling Kid",
+ "the-sidekick": "The Sidekick",
+ "the-snoop": "The Snoop",
+ "the-summoned": "The Summoned",
+ "the-traveler": "The Traveler",
+ "the-actionscientist": "The Action Scientist",
+ "the-biggamehunter": "The Big Game Hunter",
+ "the-constructed": "The Constructed",
+ "the-madscientist": "The Mad Scientist",
+ "custom-playbook": "Custom",
+ "tome-of-mysteries": "Tome of Myseries",
+ "reinforcements": "Reinforcements",
+ "Brazilian": "Brazilian Edition",
+ "fan-made": "Fan-made",
+ "chosen": "Chosen",
+ "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.",
+ "your-fate": "Your Fate",
+ "fate-description": "How you found out you were the chosen one",
+ "fate-unfold": "How your fate will unfold",
+ "heroic": "Heroic",
+ "fate-heroic1": "Sacrifice",
+ "fate-heroic2": "You are the Champion",
+ "fate-heroic3": "Visions",
+ "fate-heroic4": "Secret training",
+ "fate-heroic5": "Magical powers",
+ "fate-heroic6": "Mystical inheritance",
+ "fate-heroic7": "A normal life",
+ "fate-heroic8": "True love",
+ "fate-heroic9": "You can save the world",
+ "fate-heroic10": "Hidden allies",
+ "fate-heroic11": "The end of monsters",
+ "fate-heroic12": "Divine help",
+ "doom": "Doom",
+ "fate-doom1": "Death",
+ "fate-doom2": "You can't save everyone",
+ "fate-doom3": "Impossible love",
+ "fate-doom4": "Failure",
+ "fate-doom5": "A nemesis",
+ "fate-doom6": "No normal life",
+ "fate-doom7": "Loss of loved ones",
+ "fate-doom8": "Treachery",
+ "fate-doom9": "Doubt",
+ "fate-doom10": "Sympathy with the enemy",
+ "fate-doom11": "Damnation",
+ "fate-doom12": "Hosts of monsters",
+ "fate-doom13": "The End of Days",
+ "fate-doom14": "The source of Evil",
+ "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.",
+ "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.",
+ "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.",
+ "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.",
+ "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.",
+ "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.",
+ "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.",
+ "chosen-gear1": "(Optional) Protective gear worth 1 armour",
+ "chosen-gear2": "Special Weapon",
+ "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.",
+ "form": "Form",
+ "chosen-gear3": "Staff (1 harm, hand/close)",
+ "chosen-gear4": "Haft (2 harm, hand, heavy)",
+ "chosen-gear5": "Handle (1 harm, hand, balanced)",
+ "chosen-gear6": "Chain (1 harm, hand, area)",
+ "business-end": "Business-end",
+ "chosen-gear7": "Artifact (+magic)",
+ "chosen-gear8": "Spikes (+1 harm, +messy)",
+ "chosen-gear9": "Blade (+1 harm)",
+ "chosen-gear10": "Heavy (+1 harm)",
+ "chosen-gear11": "Long (+close)",
+ "chosen-gear12": "Throwable (+close)",
+ "chosen-gear13": "Chain (+area)",
+ "material": "Material",
+ "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)",
+ "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag",
+ "Crooked": "Crooked",
+ "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.",
+ "background": "Background",
+ "background-description": "Before you became a hunter, what less-than-legal job did you do?",
+ "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.",
+ "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two",
+ "background2.1": "You get in undetected",
+ "background2.2": "You get out undetected",
+ "background2.3": "You don't leave a mess",
+ "background2.4": "You find what you were after",
+ "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.",
+ "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one",
+ "background4.1": "You owe them",
+ "background4.2": "They screwed you over",
+ "background4.3": "You screwed them over",
+ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.",
+ "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.",
+ "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.",
+ "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).",
+ "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.",
+ "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1",
+ "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)",
+ "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)",
+ "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)",
+ "crooked-artifact4": "Skeleton key (opens any magically sealed lock)",
+ "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)",
+ "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.",
+ "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).",
+ "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.",
+ "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.",
+ "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. Include them in Other Gear.",
+ "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.",
+ "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.",
+ "crooked-weapon": "Effective Weapons",
+ "crooked-gear1": ".22 revolver (1 harm, close, reload, small)",
+ "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)",
+ "crooked-gear3": "9mm (2 harm, close, loud)",
+ "crooked-gear4": "Shotgun (3 harm, close, messy)",
+ "crooked-gear5": "Hunting rifle (2 harm, far, loud)",
+ "crooked-gear6": "Big knife (1 harm, hand)",
+ "crooked-gear7": "Baseball bat (1 harm, hand)",
+ "crooked-gear8": "Submachinegun (2 harm, close, reload, area)",
+ "crooked-gear9": "Assault rifle (3 harm, close/far, area)",
+ "heat": "Heat",
+ "heat-description": "You didn't get here without making enemies.",
+ "pick-heat": "Pick at least 2 of these and name the people involved",
+ "heat1": "A police detective has made it a personal goal to put you away.",
+ "heat2": "You have a rival from your background, who never misses a chance to screw you over.",
+ "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.",
+ "heat4": "You took advantage of someone with special powers (a person or monster).",
+ "heat5": "You betrayed an old partner in the middle of a job.",
+ "underworld": "Underworld",
+ "underworld-description": "Pick how you discovered the real underworld",
+ "underworld1": "The target of a job was a dangerous creature (pick one: vampire, warewolf, troll, reptiloid, etc).",
+ "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).",
+ "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).",
+ "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).",
+ "crooked-ally": "one of your old crew",
+ "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two",
+ "Divine": "Divine",
+ "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.",
+ "your-mission": "Mission",
+ "mission-description": "You have been put here for a purpose",
+ "mission1": "You are here to fight the schemes of an Adversary.",
+ "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.",
+ "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.",
+ "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.",
+ "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.",
+ "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.",
+ "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.",
+ "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.",
+ "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.",
+ "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.",
+ "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.",
+ "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.",
+ "divine-weapon": "Divine Weapon",
+ "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin",
+ "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)",
+ "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)",
+ "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)",
+ "divine-gear4": "Five demon bag (3 harm, close, magic, holy)",
+ "divine-gear5": "Silver trident (3 harm, hand, silver, holy)",
+ "Divine-ally": "a lesser divine being, sent to help you with your mission",
+ "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission",
+ "Expert": "Expert",
+ "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.",
+ "expert-weapons": "Monster-slaying Weapons",
+ "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)",
+ "expert-gear2": "Silver sword (2 harm, hand, messy, silver)",
+ "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)",
+ "expert-gear4": "Blessed knife (2 harm, hand, holy)",
+ "expert-gear5": "Magical dagger (2 harm, hand, magic)",
+ "expert-gear6": "Juju bag (1 harm, far, magic)",
+ "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volitile)",
+ "expert-gear8": "Magnum (3 harm, close, reload, loud)",
+ "expert-gear9": "Shotgun (3 harm, close, messy, loud)",
+ "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.",
+ "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.",
+ "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.",
+ "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.",
+ "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.",
+ "expert-move6": "The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.",
+ "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.",
+ "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?",
+ "expert-move7.2": "What black magic do I know that could help here?",
+ "expert-move7.3": "Do I know anyone who might be behind this?",
+ "expert-move7.4": "Who do I know that can help us right now?",
+ "your-haven": "Haven",
+ "haven-description": "You have set up a haven, a safe place to work",
+ "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).",
+ "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.",
+ "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.",
+ "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.",
+ "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.",
+ "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.",
+ "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.",
+ "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.",
+ "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).",
+ "expert-advance1": "Add a Haven option",
+ "Flake": "Flake",
+ "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to.",
+ "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions",
+ "flake-move1.1": "Is this person connected to current events more than they are saying?",
+ "flake-move1.2": "When and where will the next critical event occur?",
+ "flake-move1.3": "What does the monster want from this person?",
+ "flake-move1.4": "Is this connected to previous mysteries we have investigated?",
+ "flake-move1.5": "How does this mystery connect to the bigger picture?",
+ "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).",
+ "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.",
+ "flake-move4": "Suspicious Mind: If someone lies to you, you know it.",
+ "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.",
+ "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.",
+ "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.",
+ "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.",
+ "flake-normal": "Normal Weapon",
+ "flake-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "flake-gear2": "9mm (2 harm, close, loud)",
+ "flake-gear3": "Hunting rifle (2 harm, far, loud)",
+ "flake-gear4": "Magnum (3 harm, close, reload, loud)",
+ "flake-gear5": "Shotgun (3 harm, close, messy, loud)",
+ "flake-gear6": "Big knife (1 harm, hand)",
+ "flake-hidden": "Hidden Weapons",
+ "flake-gear7": "Throwing knives (1 harm, close, many)",
+ "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)",
+ "flake-gear9": "Garrote (3 harm, intimate)",
+ "flake-gear10": "Watchman's flashlight (1 harm, hand)",
+ "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)",
+ "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)",
+ "Flake-advance1": "Gain a Haven, like the Expert, with two options",
+ "Flake-advance2": "Add a Haven option",
+ "Initiate": "Initiate",
+ "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disasterous operation.",
+ "your-sect": "Sect",
+ "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?",
+ "sect-traditions": "Sect's Traditions",
+ "good-traditions": "Good Traditions",
+ "good-tradition1": "Knowledgeable",
+ "good-tradition2": "Ancient lore",
+ "good-tradition3": "Magical lore",
+ "good-tradition4": "Fighting arts",
+ "good-tradition5": "Modernised",
+ "good-tradition6": "Chapters everywhere",
+ "good-tradition7": "Secular power",
+ "good-tradition8": "Flexible tactics",
+ "good-tradition9": "Open hierarchy",
+ "good-tradition10": "Integrated in society",
+ "good-tradition11": "Rich",
+ "good-tradition12": "Nifty gadgets",
+ "good-tradition13": "Magical items",
+ "bad-traditions": "Bad Traditions",
+ "bad-tradition1": "Dubious motives",
+ "bad-tradition2": "Tradition-bound",
+ "bad-tradition3": "Short-sighted",
+ "bad-tradition4": "Paranoid and secretive",
+ "bad-tradition5": "Closed hierarchy",
+ "bad-tradition6": "Factionalised",
+ "bad-tradition7": "Strict laws",
+ "bad-tradition8": "Mystical oaths",
+ "bad-tradition9": "Total obedience",
+ "bad-tradition10": "Tyrannical leaders",
+ "bad-tradition11": "Obsolete gear",
+ "bad-tradition12": "Poor",
+ "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.",
+ "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.",
+ "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.",
+ "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to",
+ "initiate-move3.1": "Have a useful object ready.",
+ "initiate-move3.2": "Be somewhere you are needed, just in time.",
+ "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.",
+ "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.",
+ "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.",
+ "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.",
+ "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).",
+ "initiate-move7": "Helping Hand: When you successfuly help out another hunter, they get +2 instead of the usual +1.",
+ "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.",
+ "inititate-armour": "Old-fashioned Armour (1 armour, heavy)",
+ "inititate-old": "Old-fashioned Weapons",
+ "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two",
+ "inititate-gear1": "Sword (2 harm, hand, messy)",
+ "inititate-gear2": "Axe (2 harm, hand, messy)",
+ "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)",
+ "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)",
+ "inititate-gear5": "Silver knife (1 harm, hand, silver)",
+ "inititate-gear6": "Fighting sticks (1 harm, hand, quick)",
+ "inititate-gear7": "Spear (2 harm, hand/close)",
+ "inititate-gear8": "Mace (2 harm, hand, messy)",
+ "inititate-gear9": "Crossbow (2 harm, close, slow)",
+ "initiate-modern": "Modern Weapons",
+ "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one",
+ "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)",
+ "inititate-gear11": "9mm (2 harm, close, loud)",
+ "inititate-gear12": "Sniper rifle (3 harm, far)",
+ "inititate-gear13": "Magnum (3 harm, close, reload, loud)",
+ "inititate-gear14": "Shotgun (3 harm, close, messy)",
+ "Initiate-advance1": "Get command of your chapter of the Sect",
+ "Initiate-advance2": "Get a Sect team under your command",
+ "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect",
+ "Monstrous": "Monstrous",
+ "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.",
+ "monster-breed": "Monster Breed",
+ "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?",
+ "curses": "Curses",
+ "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.",
+ "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.",
+ "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.",
+ "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.",
+ "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.",
+ "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.",
+ "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.",
+ "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).",
+ "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.",
+ "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.",
+ "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.",
+ "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.",
+ "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.",
+ "monstrous-move10": "Flight: You can fly.",
+ "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).",
+ "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.",
+ "natural-attacks": "Natural Attacks",
+ "monstrous-attacks-pick": "pick one base and one extra, or pick two bases",
+ "monstrous-attacks1": "Base: teeth (3 harm, intimate)",
+ "monstrous-attacks2": "Base: claws (2 harm, hand)",
+ "monstrous-attacks3": "Base: magical force (1 harm, magical, close)",
+ "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)",
+ "monstrous-attacks5": "Extra: add +1 harm to a base",
+ "monstrous-attacks6": "Extra: add ignore-armour to a base",
+ "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)",
+ "monstrous-weapon": "(Optional) Handy Weapon",
+ "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "monstrous-gear2": "9mm (2 harm, close, loud)",
+ "monstrous-gear3": "Magnum (3 harm, close, reload, loud)",
+ "monstrous-gear4": "Shotgun (3 harm, close, messy)",
+ "monstrous-gear5": "Big knife (1 harm, hand)",
+ "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)",
+ "monstrous-gear7": "Sword (2 harm, hand, messy)",
+ "monstrous-gear8": "Huge sword (3 harm, hand, heavy)",
+ "Monstrous-advance1": "Gain a Haven, like the Expert, with two options",
+ "Monstrous-advance2": "Take a natural attacks pick",
+ "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird",
+ "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
+ "Mundane": "Mundane",
+ "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!",
+ "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.",
+ "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.",
+ "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.",
+ "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.",
+ "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.",
+ "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from",
+ "mundane-move6.1": "They ask you a hard question first.",
+ "mundane-move6.2": "They stall and dither a while.",
+ "mundane-move6.3": "They have a 'better' idea.",
+ "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.",
+ "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:",
+ "mundane-move7.1": "Inflict 1 harm.",
+ "mundane-move7.2": "Reduce someone's harm suffered by 1.",
+ "mundane-move7.3": "Take +2 forward on an act under pressure roll.",
+ "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.",
+ "mundane-weapon": "Mundane Weapons",
+ "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)",
+ "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
+ "mundane-gear3": "Small handgun (2 harm, close, loud, reload)",
+ "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)",
+ "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)",
+ "mundane-gear6": "Nunchuks (2 harm, hand, area)",
+ "mundane-transport": "Means of Transport",
+ "mundane-gear7": "Skateboard",
+ "mundane-gear8": "Bicycle",
+ "mundane-gear9": "Fairly new car in decent condition",
+ "mundane-gear10": "Classic car in terrible condition",
+ "mundane-gear11": "Motorcycle",
+ "mundane-gear12": "Van",
+ "Professional": "Professional",
+ "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.",
+ "agency": "Agency",
+ "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?",
+ "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?",
+ "resources": "Resources",
+ "agency1": "Well-armed",
+ "agency2": "Well-financed",
+ "agency3": "Rigorous training",
+ "agency4": "Official pull",
+ "agency5": "Cover identities",
+ "agency6": "Offices all over the place",
+ "agency7": "Good intel",
+ "agency8": "Recognised authority",
+ "agency9": "Weird tech gadgets",
+ "agency10": "Support teams",
+ "red-tape": "Red Tape",
+ "agency11": "Dubious motives",
+ "agency12": "Bureaucratic",
+ "agency13": "Secretive hierarchy",
+ "agency14": "Cryptic missions",
+ "agency15": "Hostile superiors",
+ "agency16": "Inter-departmental rivalry",
+ "agency17": "Budget cuts",
+ "agency18": "Take no prisoners policy",
+ "agency19": "Live capture policy",
+ "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.",
+ "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.",
+ "professional-move2": "Unfazeable: Take +1 Cool (max +3).",
+ "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.",
+ "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.",
+ "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.",
+ "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.",
+ "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.",
+ "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.",
+ "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.",
+ "professional-armour": "Armour",
+ "professional-gear1": "Flak vest (1 armour, hidden)",
+ "professional-gear2": "Combat armour (2 armour, heavy)",
+ "professional-serious-weapon": "Serious Weapons",
+ "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)",
+ "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)",
+ "professional-gear5": "Sniper rifle (4 harm, far)",
+ "professional-gear6": "Grenades (4 harm, close, area, messy, loud)",
+ "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)",
+ "professional-normal-weapon": "Normal Weapons",
+ "professional-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "professional-gear9": "9mm (2 harm, close, loud)",
+ "professional-gear10": "Hunting rifle (2 harm, far, loud)",
+ "professional-gear11": "Shotgun (3 harm, close, messy)",
+ "professional-gear12": "Big knife (1 harm, hand)",
+ "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency",
+ "Professional-advance2": "Get command of an Agency team of monster hunters",
+ "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salery and benefits",
+ "Spellslinger": "Spell-Slinger",
+ "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.",
+ "spellslinger-weapon": "Backup Weapon",
+ "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)",
+ "spellslinger-gear2": "Ritual knife (1 harm, hand)",
+ "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)",
+ "extra-fixed-move": "You get this",
+ "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.",
+ "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.",
+ "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.",
+ "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.",
+ "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.",
+ "combat-magic": "Combat Magic",
+ "combat-magic-description": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems.",
+ "combat-magic-pick": "pick three, with at least one base",
+ "bases": "Bases",
+ "base1": "Blast (2 harm, magic, close, obvious, loud)",
+ "base2": "Ball (1 harm, magic, area, close, obvious, loud)",
+ "base3": "Missile (1 harm, magic, far, obvious, loud)",
+ "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)",
+ "effects": "Effects",
+ "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)",
+ "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)",
+ "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)",
+ "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)",
+ "effect5": "Earth (add 'forceful, restraining' to a base)",
+ "effect6": "Necromantic (add 'life-drain' to a base)",
+ "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.",
+ "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.",
+ "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.",
+ "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.",
+ "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.",
+ "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment.",
+ "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.",
+ "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.",
+ "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.",
+ "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.",
+ "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.",
+ "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!",
+ "Spellslinger-advance1": "Take another Combat Magic pick",
+ "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques",
+ "Spooky": "Spooky",
+ "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.",
+ "dark-side": "The Dark Side",
+ "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.",
+ "dark-side1": "Violence",
+ "dark-side2": "Depression",
+ "dark-side3": "Secrets",
+ "dark-side4": "Lust",
+ "dark-side5": "Dark bargain",
+ "dark-side6": "Guilt",
+ "dark-side7": "Soulless",
+ "dark-side8": "Addiction",
+ "dark-side9": "Mood wings",
+ "dark-side10": "Rage",
+ "dark-side11": "Self-destruction",
+ "dark-side12": "Greed for power",
+ "dark-side13": "Poor impulse control",
+ "dark-side14": "Hallucinations",
+ "dark-side15": "Pain",
+ "dark-side16": "Paranoia",
+ "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.",
+ "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.",
+ "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list",
+ "spooky-move2.1": "The target contracts a disease.",
+ "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).",
+ "spooky-move2.3": "The target breaks something precious or important.",
+ "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.",
+ "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.",
+ "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.",
+ "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers",
+ "spooky-move6.1": "Where is the creature right now?",
+ "spooky-move6.2": "What is it planning to do right now?",
+ "spooky-move6.3": "Who is it going to attack next?",
+ "spooky-move6.4": "Who does it regard as the biggest threat?",
+ "spooky-move6.5": "How can I attract its attention?",
+ "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.",
+ "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to",
+ "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.",
+ "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.",
+ "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.",
+ "spooky-move8.4": "Inflict 1 harm on the target due to an accident.",
+ "spooky-move8.5": "The target finds something you left for them.",
+ "spooky-move8.6": "The target loses something that you will soon find.",
+ "spooky-items": "Any magical items or amulets that you use to invoke your powers",
+ "spooky-weapons": "Normal Weapons",
+ "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "spooky-gear2": "9mm (2 harm, close, loud)",
+ "spooky-gear3": "Hunting rifle (2 harm, far, loud)",
+ "spooky-gear4": "Shotgun (3 harm, close, messy)",
+ "spooky-gear5": "Big knife (1 harm, hand)",
+ "Spooky-advance1": "Change some, or all, of your Dark Side tags",
+ "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert",
+ "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag",
+ "Wronged": "Wronged",
+ "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.",
+ "who-you-lost": "Who You Lost",
+ "who": "Who did you lose?",
+ "pick-some": "pick one or more",
+ "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc",
+ "lost-save-them": "Why couldn't you save them? You were",
+ "lost1": "At fault",
+ "lost2": "Selfish",
+ "lost3": "Injured",
+ "lost4": "Weak",
+ "lost5": "Slow",
+ "lost6": "Scared",
+ "lost7": "In denial",
+ "lost8": "Complicit",
+ "what-prey": "What Did It?",
+ "prey-breed": "With the Keeper's agreement, pick the monster breed.",
+ "prey": "My Prey",
+ "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.",
+ "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.",
+ "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".",
+ "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.",
+ "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.",
+ "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).",
+ "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice",
+ "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.",
+ "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.",
+ "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.",
+ "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.",
+ "wronged-armour": "Protective wear suited to your look (1 armour)",
+ "wronged-signature": "Signature Weapon",
+ "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)",
+ "wronged-gear2": "Hand cannon (3 harm, close, loud)",
+ "wronged-gear3": "Fighting knife (2 harm, hand, quiet)",
+ "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)",
+ "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper",
+ "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)",
+ "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
+ "wronged-weapon": "Practical Weapons",
+ "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "wronged-gear9": "9mm (2 harm, close, loud)",
+ "wronged-gear10": "Hunting rifle (2 harm, far, loud)",
+ "wronged-gear11": "Shotgun (3 harm, close, messy, loud)",
+ "wronged-gear12": "Big knife (1 harm, hand)",
+ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)",
+ "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)",
+ "wronged-vehicle": "(Optional) Vehicle",
+ "wronged-gear15": "Classic car",
+ "wronged-gear16": "Classic motorcycle",
+ "wronged-gear17": "Plain pickup",
+ "wronged-gear18": "Plain van",
+ "Wronged-advance1": "Gain a Haven, like the Expert, with two options",
+ "Wronged-advance2": "Add a haven option",
+ "Wronged-advance3": "You track down the specific monster(s) responsible fo your loss; the Keeper must make the next mystery about them",
+ "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one",
+ "Gumshoe": "Gumshoe",
+ "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!",
+ "Gumshoe-Adv-harm": "Extra harm box",
+ "gumshoeCode": "Gumshoe Code",
+ "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.",
+ "gumshoeCode-example": "Example Codes",
+ "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.",
+ "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.",
+ "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.",
+ "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)",
+ "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation",
+ "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.",
+ "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.",
+ "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).",
+ "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one",
+ "Gumshoe-move3.1": "You don't leave any trace of what you searched.",
+ "Gumshoe-move3.2": "You find what you wanted.",
+ "Gumshoe-move3.3": "You find something else that's important.",
+ "Gumshoe-move3.4": "You don't piss anyone off.",
+ "Gumshoe-move3.5": "You aren't recognised.",
+ "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.",
+ "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).",
+ "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You",
+ "Gumshoe-move6.1": "...leave no traces.",
+ "Gumshoe-move6.2": "...learn something important.",
+ "Gumshoe-move6.3": "...can leave misinformation in place.",
+ "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.",
+ "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list",
+ "Gumshoe-move7.1": "One question from the investigate a mystery list.",
+ "Gumshoe-move7.2": "Was that a lie?",
+ "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?",
+ "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?",
+ "Gumshoe-move7.5": "Did you commit this specific crime?",
+ "Gumshoe-gear-base": "A laptop, and a liquor flask",
+ "Gumshoe-recording": "Recording Devices",
+ "Gumshoe-gear1": "Night vision camera",
+ "Gumshoe-gear2": "Tiny digital video camera",
+ "Gumshoe-gear3": "Film camera (8mm or 16mm)",
+ "Gumshoe-gear4": "Digital sound recorder",
+ "Gumshoe-gear5": "Cassette tape recorder",
+ "Gumshoe-gear6": "Remote-controlled camera drone",
+ "Gumshoe-gear7": "Laser microphone",
+ "Gumshoe-gear8": "SLR camera",
+ "Gumshoe-weapon": "P.I. Weapons",
+ "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)",
+ "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)",
+ "Gumshoe-gear11": "9mm (2 harm, close, loud)",
+ "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)",
+ "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)",
+ "Gumshoe-gear14": "Switchblade (1-harm, hand, small)",
+ "Gumshoe-advance1": "Add an extra harm box on the Dying side",
+ "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options",
+ "Gumshoe-advance3": "Add four additional or new contacts for Naked City",
+ "Gumshoe-advance4": "Turn one of your contacts into an ally",
+ "Hex": "Hex",
+ "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.",
+ "hex-weapons": "Wizardly Weapons",
+ "hex-items": "Any magical items or amulets that you use to perform magic",
+ "hex-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "hex-gear2": "Shotgun (3 harm, close, messy, loud)",
+ "hex-gear3": "Athame (2 harm, hand, magic, silver)",
+ "hex-gear4": "Shillelagh (1 harm, hand, balanced)",
+ "hex-gear5": "Crossbow (2 harm, close, slow)",
+ "hex-gear6": "Staff (1 harm, hand, balanced, large)",
+ "hex-advmove": "Advanced Hex Moves",
+ "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these",
+ "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true",
+ "hex-advmove1.1": "You can fly.",
+ "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).",
+ "hex-advmove1.3": "Ignore the component costs of your rotes.",
+ "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.",
+ "hex-advmove1.5": "You have +1 ongoing to do everything.",
+ "hex-advmove1.6": "You cannot use the protect someone move.",
+ "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.",
+ "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.",
+ "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.",
+ "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.",
+ "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).",
+ "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list",
+ "hex-move2.1": "What can I gain from this person/place/thing/creature?",
+ "hex-move2.2": "Who has touched this person/place/thing/creature before me?",
+ "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.",
+ "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.",
+ "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.",
+ "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.",
+ "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.",
+ "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.",
+ "temptation": "Temptation",
+ "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it",
+ "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.",
+ "temptation-choose": "Choose one Temptation",
+ "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.",
+ "temptation2": "Power: Utilize magic to exert your dominance over another.",
+ "temptation3": "Addiction: Utilize magic to do what you could do without it.",
+ "temptation4": "Callousness: Utilize magic without regard for the safety of others.",
+ "temptation5": "Carnage: Utilize magic to inflict gruesome violence.",
+ "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.",
+ "temptation7": "Glory: Utilize magic to steal someone’s thunder.",
+ "rotes": "Rotes",
+ "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.",
+ "rote-desc2": "Choose two fixed requirements for each Rote from this list",
+ "rote-req1": "Magic words and ritual gestures.",
+ "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.",
+ "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.",
+ "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).",
+ "rote-req5": "A spilling of blood (1 harm to you or a willing participant).",
+ "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.",
+ "rote-list": "List of Rotes",
+ "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.",
+ "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.",
+ "rote-name": "Rote Name",
+ "rote-reqs": "Requirements",
+ "rote-effect": "Effects",
+ "hex-advance1": "Take another Rote",
+ "hex-advance2": "or an additional Rote",
+ "hex-advance3": "Gain a Haven, like the Expert, with two options",
+ "hex-advance4": "Take another two Rotes",
+ "hex-advance5": "Choose one Advanced Hex Move",
+ "Pararomantic": "Pararomantic",
+ "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.",
+ "relation": "Relationship Status",
+ "guide-name": "Guide Name",
+ "loving": "Loving",
+ "broken": "Broken",
+ "relation-second": "Second Relationship Status",
+ "guide-name-second": "Second Guide Name",
+ "bond": "Bond Abuse",
+ "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm",
+ "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.",
+ "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.",
+ "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.",
+ "bond2": "Bond Abuse options",
+ "bond2.1": "Mark one Relationship Status box.",
+ "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.",
+ "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.",
+ "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.",
+ "bond-fate": "Fate of your Love",
+ "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.",
+ "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.",
+ "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.",
+ "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not",
+ "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.",
+ "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.",
+ "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.",
+ "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to",
+ "pararomantic-move1.1": "Erase one used Relationship Status mark.",
+ "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.",
+ "pararomantic-move1.3": "Receive a gift from your Guide.",
+ "pararomantic-move1.4": "Take +1 forward.",
+ "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.",
+ "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.",
+ "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.",
+ "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.",
+ "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly",
+ "pararomantic-move6.1": "What do they most desire?",
+ "pararomantic-move6.2": "What would they accept as good enough for now?",
+ "pararomantic-move6.3": "What would distract them?",
+ "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.",
+ "pararomantic-equip": "Normal Equipment",
+ "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)",
+ "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
+ "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)",
+ "pararomantic-gear4": "Bicycle",
+ "pararomantic-gear5": "Fairly new car in decent condition",
+ "pararomantic-gear6": "Motorcycle",
+ "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them",
+ "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.",
+ "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.",
+ "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.",
+ "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.",
+ "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift",
+ "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being",
+ "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one",
+ "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)",
+ "Searcher": "Searcher",
+ "searcher-extra-luck": "Extra Luck point",
+ "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move",
+ "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.",
+ "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars",
+ "searcher-tools": "Investigation Tools",
+ "searcher-gear1": "A bag of cameras and microphones",
+ "searcher-gear2": "Forensic tools",
+ "searcher-gear3": "Ghost hunting tools",
+ "searcher-gear4": "Scientific measuring tools",
+ "searcher-gear5": "Cryptid hunting gear",
+ "searcher-gear6": "Historical documents and witness reports of strange events",
+ "searcher-gear7": "Maps, blueprints, and building reports for significant places",
+ "searcher-weapon": "Self-defence Weapons",
+ "searcher-gear8": "Walking stick (1 harm, hand, innocuous)",
+ "searcher-gear9": "Small handgun (2 harm, close, reload, loud)",
+ "searcher-gear10": "Small knife (1 harm, hand, messy)",
+ "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)",
+ "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)",
+ "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)",
+ "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).",
+ "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.",
+ "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.",
+ "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.",
+ "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.",
+ "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).",
+ "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.",
+ "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.",
+ "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.",
+ "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.",
+ "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.",
+ "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.",
+ "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).",
+ "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.",
+ "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).",
+ "searcher-advance1": "Take a second First Encounter move, based on a recent mystery",
+ "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)",
+ "Exile": "Exile",
+ "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.",
+ "exile-origin": "Origin",
+ "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.",
+ "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).",
+ "exile-origin-desc3": "How did you get transported to the modern day?",
+ "exile-origin1": "You were pursuing your nemesis.",
+ "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.",
+ "exile-origin3": "Magical accident or side-effect.",
+ "exile-origin4": "You angered a sorcerer.",
+ "exile-origin5": "Divine intervention.",
+ "exile-origin6": "One moment you were there, the next you were here.",
+ "exile-origin7": "A strange place or artifact brought you.",
+ "exile-origin8": "You were frozen, and recently unearthed and revived.",
+ "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).",
+ "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.",
+ "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).",
+ "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.",
+ "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.",
+ "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.",
+ "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.",
+ "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list",
+ "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?",
+ "exile-move8.2": "What defenses are effective against this creature?",
+ "exile-move8.3": "What do I know about this creature that has been forgotten?",
+ "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin",
+ "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin",
+ "exile-weapon": "Ancient Weapons",
+ "exile-gear1": "Sword (2 harm, hand, messy)",
+ "exile-gear2": "Axe (2 harm, hand, messy)",
+ "exile-gear3": "Big sword (3 harm, hand, messy, heavy)",
+ "exile-gear4": "Big axe (3 harm, hand, messy, heavy)",
+ "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)",
+ "exile-gear6": "Silver knife (1 harm, hand, silver)",
+ "exile-gear7": "Bow (2 harm, close)/(1 harm, far)",
+ "exile-gear8": "Crossbow (2 harm, close, slow)",
+ "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)",
+ "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)",
+ "exile-gear11": "Spear (2 harm, hand/close)",
+ "exile-gear12": "Big knife (1 harm, hand)",
+ "exile-gear13": "Cudgel (1 harm, hand)",
+ "exile-gear14": "Martial arts (1 harm, hand)",
+ "exile-ally": "you find one of your old comrades, who has come to join you in the modern day",
+ "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future",
+ "exile-return": "Optionally, you may return home to the past",
+ "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end",
+ "Hardcase": "Hard Case",
+ "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.",
+ "hardcase-adv-harm": "Extra harm box",
+ "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.",
+ "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.",
+ "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.",
+ "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.",
+ "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).",
+ "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.",
+ "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.",
+ "hardcase-weapons": "Hard Case Weapons",
+ "hardcase-gear1": "Crowbar (2 harm, hand, messy)",
+ "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
+ "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)",
+ "hardcase-gear4": "Huge knife (2 harm, hand, messy)",
+ "hardcase-gear5": "Hand cannon (3 harm, close, loud)",
+ "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)",
+ "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)",
+ "hardcase-normal": "Normal Weapons",
+ "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)",
+ "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)",
+ "hardcase-gear10": "Hunting rifle (2 harm, far, loud)",
+ "hardcase-gear11": "9mm (2 harm, close, loud)",
+ "hardcase-gear12": "Big knife (1 harm, hand)",
+ "hardcase-gear13": "Magnum (3 harm, close, reload, loud)",
+ "hardcase-advance1": "Gain command of a team of monster-hunters",
+ "hardcase-advance2": "Add an extra harm box on the Dying side",
+ "Luchador": "Luchador",
+ "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.",
+ "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.",
+ "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.",
+ "luchador-move2": "Intensive Training: Take +1 Tough (max +3).",
+ "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.",
+ "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).",
+ "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.",
+ "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one",
+ "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.",
+ "luchador-move6.2": "Take +1 forward.",
+ "luchador-move6.3": "Give another hunter +1 forward.",
+ "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.",
+ "luchador-move6.5": "You don't suffer harm in return.",
+ "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.",
+ "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do",
+ "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.",
+ "luchador-move7.2": "Be a vigilant watch force.",
+ "luchador-move7.3": "Go wherever you tell them to.",
+ "luchador-move7.4": "Help construct a trap.",
+ "luchador-move7.5": "On a miss, you lose face with the bystanders.",
+ "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.",
+ "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.",
+ "luchador-weapons": "Normal Weapons",
+ "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "luchador-gear2": "9mm (2 harm, close, loud)",
+ "luchador-gear3": "Shotgun (3 harm, close, messy, loud)",
+ "luchador-gear4": "Heavy chain (2 harm, hand, area)",
+ "luchador-gear5": "Sledgehammer (3 harm, hand, messy)",
+ "luchador-gear6": "Big knife (1 harm, hand)",
+ "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)",
+ "luchador-vehicle": "Stylish Vehicle",
+ "luchador-gear8": "Foreign sports car",
+ "luchador-gear9": "Giant off-road vehicle",
+ "luchador-gear10": "Limo and chauffeur",
+ "luchador-gear11": "Tricked out motorcycle",
+ "luchador-gear12": "Van with custom paint job",
+ "luchador-ally": "another wrestler who has chosen to fight monsters with you",
+ "luchador-advance1": "Gain a Haven, like the Expert, with two options",
+ "Meddlingkid": "Meddling Kid",
+ "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.",
+ "meddlingkid-animal": "Animal Allies",
+ "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).",
+ "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of",
+ "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.",
+ "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.",
+ "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.",
+ "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.",
+ "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.",
+ "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects",
+ "meddlingkid-move3.1": "Inflict 1 harm.",
+ "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.",
+ "meddlingkid-move3.3": "Trip or entangle them.",
+ "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.",
+ "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects",
+ "meddlingkid-move4.1": "It will take some time for the victim to get free.",
+ "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).",
+ "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.",
+ "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list",
+ "meddlingkid-move5.1": "Who has something to gain from this situation?",
+ "meddlingkid-move5.2": "What are you plotting?",
+ "meddlingkid-move5.3": "Are you lying to me?",
+ "meddlingkid-move5.4": "Who knows about _____?",
+ "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.",
+ "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.",
+ "meddlingkid-gadgets": "Mystery-solving Gadgets",
+ "meddlingkid-gear1": "Magnifying glass",
+ "meddlingkid-gear2": "Microscope",
+ "meddlingkid-gear3": "A van",
+ "meddlingkid-gear4": "Library card",
+ "meddlingkid-gear5": "Chemistry kit",
+ "meddlingkid-gear6": "A set of walkie-talkies",
+ "meddlingkid-gear7": "Fingerprint kit",
+ "meddlingkid-gear8": "Camera",
+ "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)",
+ "Sidekick": "Sidekick",
+ "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "hero": "Hero",
+ "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.",
+ "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.",
+ "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.",
+ "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.",
+ "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.",
+ "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.",
+ "sidekick-move3": "Eek!: When a monster (or anyone, really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before they see you. On a 7-9, you hide okay but pick one",
+ "sidekick-move3.1": "the monster (or person) is now between you and escape.",
+ "sidekick-move3.2": "your hiding spot is bound to be spotted soon.",
+ "sidekick-move3.3": "you leave something important out in the open.",
+ "sidekick-move4": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.",
+ "sidekick-move5": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.",
+ "sidekick-move6": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.",
+ "sidekick-move7": "Journeyman (or Journeywoman): Take a move that your hero has.",
+ "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)",
+ "sidekick-weapons": "Sidekick Weapons",
+ "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)",
+ "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)",
+ "sidekick-gear3": "Baseball bat (2 harm, hand)",
+ "sidekick-gear4": "9mm (2 harm, close, loud)",
+ "sidekick-gear5": "Big knife (1 harm, hand)",
+ "sidekick-ally": "another sidekick for your hero, your junior",
+ "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)",
+ "sidekick-advance2": "Change your hero; pick another hunter to be your new hero",
+ "Snoop": "Snoop",
+ "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.",
+ "snoop-crew": "Crew",
+ "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.",
+ "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.",
+ "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.",
+ "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.",
+ "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.",
+ "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.",
+ "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.",
+ "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.",
+ "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.",
+ "snoop-gear-base": "A laptop",
+ "snoop-recording": "Recording Devices",
+ "snoop-gear1": "Digital video camera",
+ "snoop-gear2": "Tiny digital video camera",
+ "snoop-gear3": "Film camera (8mm or 16mm)",
+ "snoop-gear4": "Digital sound recorder",
+ "snoop-gear5": "Cassette tape recorder",
+ "snoop-gear6": "Infrared video camera",
+ "snoop-gear7": "Pro sound gear with boom mike",
+ "snoop-gear8": "Remote controlled camera drone",
+ "snoop-gear9": "Starlight camera",
+ "snoop-gear10": "Steadicam rig",
+ "snoop-gear11": "Laser microphone",
+ "snoop-gear12": "SLR camera",
+ "snoop-detector": "Detectors",
+ "snoop-gear13": "Electromagnetic field detector",
+ "snoop-gear14": "Temperature fluctuation detector",
+ "snoop-gear15": "Ouija board",
+ "snoop-gear16": "Humidity meter",
+ "snoop-gear17": "Dowsing rods",
+ "snoop-gear18": "Chemistry test kit",
+ "snoop-gear19": "Metal detector",
+ "snoop-gear20": "Compass",
+ "snoop-gear21": "GPS receiver",
+ "snoop-gear22": "Laser rangefinder",
+ "snoop-gear23": "Pendulum",
+ "snoop-weapon": "Subtle Weapons",
+ "snoop-gear24": ".32 revolver (2 harm, close, reload, small)",
+ "snoop-gear25": "9mm (2 harm, close, loud)",
+ "snoop-gear26": "Knife (1 harm, hand, hidden)",
+ "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)",
+ "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab",
+ "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team",
+ "Summoned": "Summoned",
+ "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.",
+ "apocalypse": "Apocalypse",
+ "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.",
+ "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.",
+ "apocalypse-sign-example": "Example Signs",
+ "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn",
+ "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.",
+ "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).",
+ "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal",
+ "summoned-move1.1": "Tell me something about where I'm from.",
+ "summoned-move1.2": "Tell me something about my destiny.",
+ "summoned-move1.3": "Tell me something about who I really am.",
+ "summoned-move1.4": "Tell me something about the Apocalypse.",
+ "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.",
+ "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.",
+ "summoned-move3-guide": "Guidelines",
+ "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm",
+ "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm",
+ "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm",
+ "summoned-move3.4": "Bus, truck, wall, etc: 5 harm",
+ "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two",
+ "summoned-move3.5": "You hurt someone nearby as well as your target.",
+ "summoned-move3.6": "You make something about the situation worse.",
+ "summoned-move3.7": "You lose control of your improvised weapon.",
+ "summoned-move3.8": "You cause massive property damage.",
+ "summoned-move3.9": "Your improvised weapon breaks.",
+ "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).",
+ "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.",
+ "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).",
+ "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).",
+ "summoned-weapon": "Huge Weapon",
+ "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)",
+ "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)",
+ "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)",
+ "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)",
+ "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)",
+ "summoned-gear6": "Red right hand (3 harm, hand, magic)",
+ "summoned-heavy": "Heavy Weapons",
+ "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)",
+ "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)",
+ "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)",
+ "summoned-gear10": "Magnum (3 harm, close, loud, reload)",
+ "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)",
+ "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command",
+ "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect",
+ "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
+ "Traveler": "Traveler",
+ "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
+ "traveler-transport": "Means of Transport",
+ "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.",
+ "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.",
+ "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.",
+ "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.",
+ "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.",
+ "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.",
+ "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...",
+ "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.",
+ "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.",
+ "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.",
+ "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.",
+ "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.",
+ "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.",
+ "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.",
+ "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.",
+ "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).",
+ "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.",
+ "traveler-devices": "Technological Devices",
+ "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared",
+ "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)",
+ "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era",
+ "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input",
+ "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation",
+ "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched",
+ "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)",
+ "traveler-weapon": "Protective Weapons",
+ "traveler-gear8": "Machete (1 harm, contact)",
+ "traveler-gear9": "Common revolver (2 harm, close, loud, reload)",
+ "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)",
+ "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)",
+ "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)",
+ "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it",
+ "custom": "Custom",
+ "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.",
+ "custom-special": "Playbook Special",
+ "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic",
+ "custom-special-name": "Name of special",
+ "custom-special-description": "Description",
+ "custom-moves": "Playbook Moves",
+ "custom-move-name": "Name",
+ "custom-move-description": "Description",
+ "custom-gear": "Playbook Gear"
+}
diff --git a/Monsterhearts-2/translations/ca.json b/Monsterhearts-2/translations/ca.json
new file mode 100644
index 0000000000..635835358f
--- /dev/null
+++ b/Monsterhearts-2/translations/ca.json
@@ -0,0 +1,400 @@
+{
+ "lbl-name": "Name",
+ "lbl-pronouns": "Pronouns",
+ "lbl-skin": "Skin",
+ "lbl-look": "Look",
+ "lbl-origin": "Origin",
+ "lbl-backstory": "Your Backstory",
+ "lbl-strings": "Strings",
+ "lbl-promises": "Promises",
+ "lbl-harm": "Harm",
+ "text-harminfo": "At four Harm, Skirt Death.",
+ "lbl-conditions": "Conditions",
+ "lbl-notes": "Notes",
+ "lbl-choosetwo": "Choose two",
+ "lbl-moves": "Moves",
+ "lbl-other": "Other",
+ "lbl-sexmove": "Sex Move",
+ "lbl-darkestself": "Darkest Self",
+ "lbl-seasonadvances": "Season Advances",
+ "lbl-unlocked": "Unlocked",
+ "lbl-experience": "Experience",
+ "lbl-rewritten": "Rewritten Darkest Self",
+ "text-expinfo": "When you have five experience points, erase them and choose one advancement from the list below",
+ "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.",
+ "text-seasonadvancesinfo": "Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.",
+ "text-seasonadvances1": "Change your character's Skin.",
+ "text-seasonadvances2": "Rewrite your Darkest Self.",
+ "text-seasonadvances3": "Retire your character and start a new one.",
+ "text-seasonadvances4": "Gain two of the Growing Up moves.",
+ "lbl-seasonadvancements": "Season Advancements",
+ "text-askbonus": "Any other modifiers?",
+ "text-commentprompt": "Comment",
+ "text-commentexample": "...To do something!",
+ "lbl-Hot": "Hot",
+ "lbl-Cold": "Cold",
+ "lbl-Volatile": "Volatile",
+ "lbl-Dark": "Dark",
+ "lbl-fae": "Fae",
+ "text-faebackstory": "You wear your heart on your sleeve. Give everyone one String.
You've captured someone’s fancy. Gain 2 Strings on them.",
+ "text-faeinfo": "You get Faery Contract, and choose one more",
+ "text-fae-move1name": "Faery Contract",
+ "text-fae-move1desc": "If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options to Pulling Strings:
✦ they fuck up something simple at a crucial moment, suffering 1 Harm if appropriate;
✦ add 2 to your roll on an act of vengeance.",
+ "text-fae-move2name": "Unashamed",
+ "text-fae-move2desc": "You can give someone a String on you to add 3 to your attempt to Turn Them On.",
+ "text-fae-move3name": "The Wild Hunt",
+ "text-fae-move3desc": "When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn Someone On.",
+ "text-fae-move5name": "Lure",
+ "text-fae-move5desc": "Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.",
+ "text-fae-move6name": "Guide",
+ "text-fae-move6desc": "If you spend a String on someone willing, you can bring them across the veil, into the faery realm. The spell lasts for a scene or two, before you're both returned to the mundane world.",
+ "text-fae-move4name": "Beyond The Veil",
+ "text-fae-move4desc": "To seek audience with the Faery King, Gaze Into the Abyss. On a 10 up, in addition to other results, the Faery King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the Faery King demands a favour of you.",
+ "text-fae-sexmove": "When you lie naked with another, you can ask them for a promise. If they refuse, take 2 Strings on them.",
+ "text-fae-darkestself": "Everything you say seems a promise. Everything you hear seems a promise. If a promise is broken, justice must be wrought in trickery or blood. You aren't subject to the human rules of mercy. To escape your Darkest Self, you must in some way re-balance the scales of justice.",
+ "text-fae-advance1": "Add +1 to one of your stats.",
+ "text-fae-advance2": "Take another Fae move.",
+ "text-fae-advance3": "Take another Fae move.",
+ "text-fae-advance4": "Take a move from any Skin.",
+ "text-fae-advance5": "Take a move from any Skin.",
+ "text-fae-advance6": "You belong to a Jury of Fae.",
+ "lbl-ghost": "Ghost",
+ "text-ghostbackstory": "Someone knows that you're dead and how you died. They gain 2 Strings on you.
You've been inside someone's bedroom while they were sleeping. Take a String on them.",
+ "lbl-atfault": "At Fault",
+ "text-ghostinfo": "You get Unresolved Trauma, and choose two more",
+ "text-ghost-move1name": "Unresolved Trauma",
+ "text-ghost-move1desc": "Whenever something brings to mind your death, you choke up and gain the Condition traumatized if you don't have it already. Whenever someone helps you resolve this Condition, you both mark experience.",
+ "text-ghost-move2name": "Helpful Spirit",
+ "text-ghost-move2desc": "When you help someone resolve a Condition, gain a String on them.",
+ "text-ghost-move3name": "Transference",
+ "text-ghost-move3desc": "Whenever you spend time truly listening to someone else's struggles, they heal 1 Harm, and then transfer their remaining Harm to you.",
+ "text-ghost-move4name": "Projected Blame",
+ "text-ghost-move4desc": "While you've got the Condition traumatized, you may act as though others had the Condition at fault for my death.",
+ "text-ghost-move5name": "Creep",
+ "text-ghost-move5desc": "When you silently witness someone in one of their most private moments, perhaps sleeping or putting on makeup, gain a String on them.",
+ "text-ghost-move6name": "Limitless",
+ "text-ghost-move6desc": "You can walk through walls and fly.",
+ "text-ghost-sexmove": "When you have sex with someone, you both get to ask a question of one another. This can be asked in character or player-to-player. They must answer honestly and directly.",
+ "text-ghost-darkestself": "You become invisible, unnoticeable. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around. ",
+ "text-ghost-advance1": "Add +1 to one of your stats.",
+ "text-ghost-advance2": "Take another Ghost move.",
+ "text-ghost-advance3": "Take another Ghost move.",
+ "text-ghost-advance4": "Take a move from any Skin.",
+ "text-ghost-advance5": "Take a move from any Skin.",
+ "text-ghost-advance6": "You belong to a Haunted House.",
+ "lbl-ghoul": "Ghoul",
+ "text-ghoulbackstory": "Someone reminded you what love was, when you thought that death had stolen it away from you forever. Give them a String.
Did anyone watch you die? If so, you gain 2 Strings on each other.",
+ "lbl-hunger": "Hunger",
+ "text-ghoulinfo": "You get The Hunger, and choose two more",
+ "text-ghoul-move1name": "The Hunger",
+ "text-ghoul-move1desc": "You have a Hunger for (select 1):",
+ "lbl-ghoulhunger1": "fear",
+ "lbl-ghoulhunger2": "power",
+ "lbl-ghoulhunger3": "plunder",
+ "lbl-ghoulhunger4": "thrills",
+ "text-ghoul-move1desc-cont": "When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a promising feeding opportunity, roll to Keep Your Cool.",
+ "text-ghoul-move2name": "What The Right Hand Wants",
+ "text-ghoul-move2desc": "Your body contains many histories, and it desires many things. Create another Hunger.",
+ "text-ghoul-move3name": "Satiety",
+ "text-ghoul-move3desc": "When you satiate a Hunger, choose one:
✦ heal 1 Harm;
✦ mark experience;
✦ take 1 Forward.",
+ "text-ghoul-move4name": "Short Rest For The Wicked",
+ "text-ghoul-move4desc": "When you die, wait it out. A few hours later, you wake up fully healed.",
+ "text-ghoul-move5name": "Watchful Golem",
+ "text-ghoul-move5desc": "When you defend someone without them ever knowing about it, mark experience.",
+ "text-ghoul-move6name": "Ending",
+ "text-ghoul-move6desc": "You remember every detail of your death. When you tell someone about it, give them the Condition morbid and roll to Turn Them On with Cold.",
+ "text-ghoul-move7name": "Esprit de Corpse",
+ "text-ghoul-move7desc": "When you Gaze Into the Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.",
+ "text-ghoul-sexmove": "When you have sex with someone, create a new Hunger.",
+ "text-ghoul-darkestself": "Your dull hunger sharpens. You can't focus on anything else but feeding. And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. You escape your Darkest Self once you've overindulged, or you've been locked out for long enough to regain composure.",
+ "text-ghoul-advance1": "Add +1 to one of your stats.",
+ "text-ghoul-advance2": "Take another Ghoul move.",
+ "text-ghoul-advance3": "Take another Ghoul move.",
+ "text-ghoul-advance4": "Take a move from any Skin.",
+ "text-ghoul-advance5": "Take a move from any Skin.",
+ "text-ghoul-advance6": "You're part of a Reckless Crew.",
+ "lbl-hollow": "Hollow",
+ "text-hollowbackstory": "You've been taking your social cues from someone, and doing so has taught you a lot about them. Gain 2 Strings on them.
Someone's seen through your invented past, and realized it's all lies. They gain 2 Strings on you.",
+ "text-hollow-move1name": "Better Than Nothing",
+ "text-hollow-move1desc": "When you gain a Condition, mark experience.",
+ "text-hollow-move2name": "A Blank Canvas",
+ "text-hollow-move2desc": "When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.",
+ "text-hollow-move3name": "Try Harder Next Time",
+ "text-hollow-move3desc": "When you screw up, give yourself an appropriate Condition and take 1 forward.",
+ "text-hollow-move4name": "Fake",
+ "text-hollow-move4desc": "Add 1 to any rolls you make while lying.",
+ "text-hollow-move5name": "Metamorphosis",
+ "text-hollow-move5desc": "When you Gaze Into the Abyss, on a 7 or higher the abyss will also show you what you must become, and you can permanently swap two of your stats.",
+ "text-hollow-move6name": "Strange Impressions",
+ "text-hollow-move6desc": "When a main character either Harms you or helps you heal, you can respond by studying them with wide eyes. If you do, temporarily gain one of their Skin Moves and add it to your character sheet. It disappears once you use it.",
+ "text-hollow-sexmove": "When you have sex with someone, both players secretly write down whether the sex was confusing or soothing for their character. If you reveal the same answer, both characters mark experience.",
+ "text-hollow-darkestself": "Your body is a prison. You don't belong inside of it. You need to put it in harm's way, and make it suffer, just like it's made you suffer. There's got to be a way to cut yourself out of it. You need to meet your makers, and hold them accountable for what they've done to you. To escape your Darkest Self, you must come to see how someone else feels more trapped than you do.",
+ "text-hollow-advance1": "Add +1 to one of your stats.",
+ "text-hollow-advance2": "Take another Hollow move.",
+ "text-hollow-advance3": "Take another Hollow move.",
+ "text-hollow-advance4": "Take a move from any Skin.",
+ "text-hollow-advance5": "Take a move from any Skin.",
+ "text-hollow-advance6": "You've found Hollow Siblings.",
+ "lbl-infernal": "Infernal",
+ "text-infernalbackstory": "You owe debts. Give away 3 Strings, divided any way you like between the Dark Power and the other characters.
Someone thinks they can save you. Gain a String on them.",
+ "lbl-darkpower": "Dark Power",
+ "lbl-debts": "Debts",
+ "text-infernalinfo": "You get Soul Debt, and choose one more",
+ "text-infernal-move1name": "Soul Debt",
+ "text-infernal-move1desc": "You owe a debt to a Dark Power. Name it, and choose two Bargains it has made with you.
The Dark Power can gain Strings. If ever it has 5 Strings on you, trigger your Darkest Self.",
+ "text-infernal-move2name": "Dark Recruiter",
+ "text-infernal-move2desc": "When you bring an innocent soul to the Dark Power, mark experience.",
+ "text-infernal-move3name": "Under Pressure",
+ "text-infernal-move3desc": "If someone has 3 or more Strings on you, add 1 to your rolls to carry out their bidding.",
+ "text-infernal-move4name": "Can't Save Myself",
+ "text-infernal-move4desc": "When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.",
+ "lbl-bargains": "Bargains",
+ "text-bargaininfo": "Choose two Bargains that the Dark Power has made with you",
+ "text-bargains1-name": "The Power Flows Through You",
+ "lbl-bargains1-desc": "You can give the Dark Power a String in order to add 2 to your next roll.",
+ "text-bargains2-name": "Numbing It Out",
+ "lbl-bargains2-desc": "You can give the Dark Power a String in order to remove a Condition or up to two Harm.",
+ "text-bargains3-name": "Elsewise Power",
+ "lbl-bargains3-desc": "You can give the Dark Power a String to use a move you don't have, just this once. This move can come from any Skin.",
+ "text-bargains4-name": "Uncanny Voices",
+ "lbl-bargains4-desc": "You can give the Dark Power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose).",
+ "text-bargains5-name": "Strings Attached",
+ "lbl-bargains5-desc": "You can ask the Dark Power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after.",
+ "text-infernal-sexmove": "When you have sex, the Dark Power loses a String on you and gains a String on whoever you had sex with.",
+ "text-infernal-darkestself": "You find yourself shivering, needy, and alone. The Dark Power will make some daunting, open-ended demands. Every demand fulfilled brings you closer to feeling whole again, and removes one of the Dark Power's Strings on you. You escape your Darkest Self when the Dark Power is out of Strings, or you make a bargain with an even more dangerous entity.",
+ "text-infernal-advance1": "Add +1 to one of your stats.",
+ "text-infernal-advance2": "Take another Infernal move.",
+ "text-infernal-advance3": "Take another Infernal move.",
+ "text-infernal-advance4": "Take a move from any Skin.",
+ "text-infernal-advance5": "Take a move from any Skin.",
+ "text-infernal-advance6": "You supply for Needy Fiends.",
+ "lbl-mortal": "Mortal",
+ "text-mortalbackstory": "Declare your backstory last.
Choose one person to be your Lover. Give them three Strings on you. Take one String on them.",
+ "lbl-lover": "Lover",
+ "text-mortalinfo": "You gain True Love, and choose two more",
+ "text-mortal-move1name": "True Love",
+ "text-mortal-move1desc": "You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 forward to earning your Lover's heart or fancy.",
+ "text-mortal-move2name": "Mess With Me, Mess With Him",
+ "text-mortal-move2desc": "When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.",
+ "text-mortal-move3name": "Entrenched",
+ "text-mortal-move3desc": "If you and another character have a combined total of 5 or more Strings on one another, gain 1 to all rolls against them.",
+ "text-mortal-move4name": "Sympathy Is My Weapon",
+ "text-mortal-move4desc": "Every time you forgive someone for hurting you, and excuse their base nature, gain a String on them.",
+ "text-mortal-move5name": "Excuses Are My Armour",
+ "text-mortal-move5desc": "When you ignore some blatant problem with your Lover or how they treat you, mark experience.",
+ "text-mortal-move6name": "Downward Spiral",
+ "text-mortal-move6desc": "When you Gaze Into the Abyss, you may cause yourself 1 Harm. If you do, add 2 to your roll.",
+ "text-mortal-move7name": "Down The Rabbit Hole",
+ "text-mortal-move7desc": "When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.",
+ "text-mortal-sexmove": "When you have sex with someone, it awakens something sinister within. The next time you take your eyes off them, they become their Darkest Self.",
+ "text-mortal-darkestself": "Nobody understands you. Nobody even tries. You do so much for the people you love, and they walk all over you. Enough is enough! Betray them. Show them what its like to be uncared for. Reveal their monstrosity and yours. Only seeing the pain that you're causing your Lover will let you escape your Darkest Self.",
+ "text-mortal-advance1": "Add +1 to one of your stats.",
+ "text-mortal-advance2": "Take another Mortal move.",
+ "text-mortal-advance3": "Take another Mortal move.",
+ "text-mortal-advance4": "Take a move from any Skin.",
+ "text-mortal-advance5": "Take a move from any Skin.",
+ "text-mortal-advance6": "Take a move from any Skin.",
+ "lbl-queen": "Queen",
+ "text-queenbackstory": "Name three side characters who are members of your gang. Gain a String on each.
You find someone threatening. Give them a String on you, and take a String on them",
+ "lbl-clique": "Clique",
+ "text-queeninfo": "You get The Clique, and choose one more",
+ "text-queen-move1name": "The Clique",
+ "text-queen-move1desc": " You're at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
✦ they're armed (with guns and real dangerous stuff);
✦ they're connected (with money and designer drugs);
✦ they're talented (in a band or sports team);
✦ they're cultists (with dark oaths and willingness to die).",
+ "text-queen-move2name": "The Shield",
+ "text-queen-move2desc": "When you're surrounded by your gang, subtract 1 from any rolls against you.",
+ "text-queen-move3name": "Bought Loyalty",
+ "text-queen-move3desc": "You can give a side character a String on you to tempt them to do your bidding. The MC will tell you what sort of bribe, threat, or coaxing it’ll take to get that character to do what you want right now.",
+ "text-queen-move4name": "And Your Enemies Closer",
+ "text-queen-move4desc": "When someone betrays you, gain a String on them.",
+ "text-queen-move5name": "Many Bodies",
+ "text-queen-move5desc": "When you promise one of your gang members to someone, add 2 to your roll to Turn Them On. When one of your gang members has sex with someone, it triggers your Sex Move.",
+ "text-queen-move6name": "Streaming",
+ "text-queen-move6desc": "You have a telepathic connection with your gang members. You can always hear their emotions and fears. If you try to hear specific thoughts, Gaze Into the Abyss about it and add 1 to your roll.",
+ "text-queen-sexmove": "When you have sex with someone, they gain the Condition one of them. While the Condition remains, they count as part of your gang.",
+ "text-queen-darkestself": "They've failed you. Again. This whole mess is their fault, and why should you have to suffer the consequences of their idiocy? You need to make an example out of each of them – a cruel and unwavering example. You escape your Darkest Self when you relinquish part of your power to someone more deserving, or when you destroy an innocent person in order to prove your might.",
+ "text-queen-advance1": "Add +1 to one of your stats.",
+ "text-queen-advance2": "Take another Queen move.",
+ "text-queen-advance3": "Take another Queen move.",
+ "text-queen-advance4": "Take a move from any Skin.",
+ "text-queen-advance5": "Take a move from any Skin.",
+ "text-queen-advance6": "Take The Clique again and detail another gang.",
+ "lbl-vampire": "Vampire",
+ "text-vampirebackstory": "You're beautiful. Gain a String on everyone.
Someone once saved your unlife. They gain 2 Strings on you.",
+ "text-vampire-move1name": "Invited",
+ "text-vampire-move1desc": "You cannot enter a home without being invited. Whenever someone invites you in, gain a String on them.",
+ "text-vampire-move2name": "Hypnotic",
+ "text-vampire-move2desc": "You can hypnotize people who have no Strings on you. Roll with Hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
✦ they realize exactly what you've done to them;
✦ they fuck up your commands;
✦ their sanity is unhinged.",
+ "text-vampire-move3name": "Cold As Ice",
+ "text-vampire-move3desc": "When you Shut Someone Down and roll a 7 or higher, you may choose an extra option from the list.",
+ "text-vampire-move4name": "The Feeding",
+ "text-vampire-move4desc": "You feed on hot blood, direct from the source. If this is the first time they've ever been fed upon, you both mark experience. When you feed, choose two:
✦ you heal 1 Harm;
✦ you take 1 Forward;
✦ they definitely don't die.",
+ "text-vampire-move5name": "Marked For The Hunt",
+ "text-vampire-move5desc": "Feeding on someone establishes a preternatural bond. From that point forward, whenever you Gaze Into the Abyss concerning their whereabouts or well-being, roll as if you had Dark 3.",
+ "text-vampire-move6name": "Inescapable",
+ "text-vampire-move6desc": "You may spend a String on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Strings on them.",
+ "text-vampire-sexmove": "When you deny someone sexually, gain a String on them.
When you have sex with someone, lose all Strings on them.",
+ "text-vampire-darkestself": "Everyone is your pawn, your plaything. You hurt them and make them vulnerable, for sport – like a cat does with a mouse. Maybe you'll even drain them dry, though you'll certainly take your time first. You escape your Darkest Self when you're put in your rightful place, by someone more powerful than you.",
+ "text-vampire-advance1": "Add +1 to one of your stats.",
+ "text-vampire-advance2": "Take another Vampire move.",
+ "text-vampire-advance3": "Take another Vampire move.",
+ "text-vampire-advance4": "Take a move from any Skin.",
+ "text-vampire-advance5": "Take a move from any Skin.",
+ "text-vampire-advance6": "You're in a Vampiric Coterie.",
+ "lbl-werewolf": "Werewolf",
+ "text-werewolfbackstory": "You lack subtlety. Give a String to everyone.
You've spent weeks watching someone from a distance. Their scent and mannerisms are unmistakable to you now. Gain two Strings on them.",
+ "lbl-spiritconnection": "Spirit Connection",
+ "text-werewolf-move1name": "Primal Dominance",
+ "text-werewolf-move1desc": "When you Harm someone, take a String on them.",
+ "text-werewolf-move2name": "Scent Of Blood",
+ "text-werewolf-move2desc": "Add 1 to all rolls against those who have been Harmed in this scene already.",
+ "text-werewolf-move3name": "Howl At The Moon",
+ "text-werewolf-move3desc": "When basked in moonlight, you may act as if you had Dark 3.",
+ "text-werewolf-move4name": "Spirit Armour",
+ "text-werewolf-move4desc": "When basked in moonlight, any Harm that you suffer is reduced by 1, and you add 2 to all rolls to Keep Your Cool.",
+ "text-werewolf-move5name": "Heightened Senses",
+ "text-werewolf-move5desc": "When you rely on your animal instincts to make sense of a charged situation, roll with Dark. On a 10 up, ask the MC three questions from below and take 1 Forward. • On a 7-9, ask one question from below and take 1 Forward:
✦ Where's my best escape route or way in?
✦ Which enemy is the most vulnerable to me?
✦ What's their secret weakness?
✦ What poses the biggest threat to me?
✦ Who's in control here?",
+ "text-werewolf-move6name": "Unstable",
+ "text-werewolf-move6desc": "When you become your Darkest Self, mark experience.",
+ "text-werewolf-sexmove": "When you have sex with someone, you establish a deep spiritual connection with them. Until either of you breaks that spirit connection (by having sex with someone else) add 1 to all rolls made to defend them. You can tell when that connection has been broken.
",
+ "text-werewolf-darkestself": "You transform into a terrifying wolf-creature. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first.",
+ "text-werewolf-advance1": "Add +1 to one of your stats.",
+ "text-werewolf-advance2": "Take another Werewolf move.",
+ "text-werewolf-advance3": "Take another Werewolf move.",
+ "text-werewolf-advance4": "Take a move from any Skin.",
+ "text-werewolf-advance5": "Take a move from any Skin.",
+ "text-werewolf-advance6": "You belong to a Wolf Pack.",
+ "lbl-witch": "Witch",
+ "text-witchbackstory": "You start the game with two Sympathetic Tokens. Decide whose and what they are.
One of the others caught you rummaging through their friend's stuff, but hasn't said anything. They get a String on you.",
+ "lbl-sympathetictokens": "Sympathetic Tokens",
+ "text-witchinfo": "You get Sympathetic Tokens and Hex-Casting.",
+ "text-witch-move1name": "Sympathetic Tokens",
+ "text-witch-move1desc": "You gain power from Sympathetic Tokens - items of personal significance taken from others. Sympathetic Tokens count as Strings.",
+ "text-witch-move2name": "Hex-Casting",
+ "text-witch-move2desc": "You can cast Hexes. Choose two that you know. To cast them, either expend a Sympathetic Token during a secret ritual, or meet the target's gaze and chant at them in tongues. Then roll with Dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
✦ the casting does you 1 Harm;
✦ the Hex has weird side effects;
✦ trigger your Darkest Self.",
+ "text-witch-move3name": "Transgressive Magic",
+ "text-witch-move3desc": "If your ritual transgresses the community's moral or sexual standards, add 1 to your Hex-Casting roll.",
+ "text-witch-move5name": "Sanctuary",
+ "text-witch-move5desc": "You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.",
+ "lbl-hexes": "Hexes",
+ "text-hexes1-name": "Wither",
+ "lbl-hexes1-desc": "The hexed loses all of their hair, or their teeth start falling out, or their period arrives unexpected and heavy, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.",
+ "text-hexes2-name": "Binding",
+ "lbl-hexes2-desc": "The person cannot physically Harm others.",
+ "text-hexes3-name": "Ring Of Lies",
+ "lbl-hexes3-desc": "Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause Harm or even brain damage.",
+ "text-hexes4-name": "Watching",
+ "lbl-hexes4-desc": "You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.",
+ "text-hexes5-name": "Illusions",
+ "lbl-hexes5-desc": "Pick one: snakes and bugs; demonic visages; false prophecies; non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.",
+ "text-witch-sexmove": "After sex, you can take a Sympathetic Token from them. They know about it, and it's cool.",
+ "text-witch-darkestself": "The time for subtlety and patience is over. You're too powerful to put up with their garbage any longer. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most.",
+ "text-witch-advance1": "Add +1 to one of your stats.",
+ "text-witch-advance2": "Take another Witch move.",
+ "text-witch-advance3": "Take all the remaining Hexes.",
+ "text-witch-advance4": "Create a new Hex.",
+ "text-witch-advance5": "Take a move from any Skin.",
+ "text-witch-advance6": "Take a move from any Skin.",
+ "text-witch-advance7": "You belong to a Coven.",
+ "lbl-chosen": "Chosen",
+ "text-chosenbackstory": "You have two friends whom you rely on for monster-slaying or crime-fighting support. Take a String on each.
There's someone who knows that you're the Chosen one, and wants you dead. Describe them. The MC will give them a name and two Strings on you.",
+ "text-chosen-move1name": "Growing Pains",
+ "text-chosen-move1desc": "When you fail to protect your friends, mark experience.",
+ "text-chosen-move2name": "Mercy",
+ "text-chosen-move2desc": "When you decide to spare someone you have reason to kill, take a String on them.",
+ "text-chosen-move3name": "Final Showdown",
+ "text-chosen-move3desc": "Spend 4 Strings on a side character to kill them. They are totally and irrevocably dead.",
+ "text-chosen-move5name": "To The Books",
+ "text-chosen-move5desc": "When the chips are down and your enemies seem unbeatable, you can turn to your friends for research help. Doing so counts as Gazing Into the Abyss. Add 1 to your roll for each friend who really dives into the work, even when it gets monotonous. On a 10 up, in addition to other results, the visions show you your enemy's secret weakness and you gain a String on them.",
+ "text-chosen-move6name": "Take the Blow",
+ "text-chosen-move6desc": "When you leap into the way and take the blow instead of someone else, roll with Volatile. On a 10 up, you take the Harm instead of them, but reduce it by 1. • On a 7-9, you take the Harm instead of them.",
+ "text-chosen-move4name": "Light the Way",
+ "text-chosen-move4desc": "Whenever your friends follow your commands or your lead, they add 1 to their rolls.",
+ "text-chosen-sexmove": "When you have sex, heal all of your wounds, and cure all of your Conditions. If they disgust you, give them a String. If you disgust yourself, give them a String.",
+ "text-chosen-darkestself": "None of your friends can help. They're not strong like you are. You need to chase down the biggest threat imaginable, immediately and alone. Any challenges or dangers that you encounter must be faced head on, even if they might kill you. You escape your Darkest Self when someone comes to your rescue or you wake up in the hospital, whichever comes first.",
+ "text-chosen-advance1": "Add +1 to one of your stats.",
+ "text-chosen-advance2": "Take another Chosen move.",
+ "text-chosen-advance3": "Take another Chosen move.",
+ "text-chosen-advance4": "Take a move from any Skin.",
+ "text-chosen-advance5": "Take a move from any Skin.",
+ "text-chosen-advance6": "You have Unholy Allies.",
+ "lbl-serpentine": "Serpentine",
+ "text-serpentinebackstory": "You've been watching someone, trying to learn from them what it means to be human. Gain two Strings on them.
Your family seeks to control your every move, and they will not be denied. The head of your family gains two Strings on you. ",
+ "text-serpentineinfo": "You get Failing Dynasty, and choose one more",
+ "text-serpentine-move1name": "Failing Dynasty",
+ "text-serpentine-move1desc": "In the age of serpents, your family was powerful and prolific. Now, they live in a shadow of their former glory. They want to regain (choose one):
✦ their political clout;
✦ their old wealth;
✦ their failing beauty;
✦ their secret allies.
Whenever you are convinced to do the bidding of a family member, take 1 Forward to doing it and that family member gains a String on you. Whenever you help your family regain some of their former glory, mark experience.",
+ "text-serpentine-move2name": "Mesmerizing",
+ "text-serpentine-move2desc": "When you stare at someone without blinking, roll with Hot. On a 10 up, they freeze up until you blink or someone touches them, and afterwards they don't really remember anything unusual happening. • On a 7-9, it'll still work, but only if you hiss loudly the entire time (and they'll definitely know something weird happened).",
+ "text-serpentine-move3name": "The Big Reveal",
+ "text-serpentine-move3desc": "When you reveal your true form to someone, they gain a String on you. If they accept you as you truly are, they mark experience. If they reject you, take 1 Forward against them.",
+ "text-serpentine-move4name": "The New Order",
+ "text-serpentine-move4desc": "When you learn to meet one of your needs within human society rather than within your family, mark experience. When others help you fit in better with human society, they mark experience.",
+ "text-serpentine-move5name": "Patience is a Virtue",
+ "text-serpentine-move5desc": "When you bite your tongue and don't respond to an antagonist, roll with Cold. On a 10 up, gain a String on them. • On a 7-9, take 1 Forward to striking the next time you see them.",
+ "text-serpentine-sexmove": "If your family learns that you've had sex with someone, that person becomes part of your family's Failing Dynasty. If they're a main character, they add the move to their sheet.",
+ "text-serpentine-darkestself": "The human and serpent worlds are too different, and you'll never be able to reconcile their demands. The only way out is to choose a side, as decisively and irrevocably as possible. Watch carefully and quietly for an opportunity, and then strike, regardless of who needs to be hobbled or devoured in the process. It's the only way to make the world simple again, and find your place at last. You escape your Darkest Self when you accept your complicated place in the world, or when you moult.",
+ "text-serpentine-advance1": "Add +1 to one of your stats.",
+ "text-serpentine-advance2": "Take another Serpentine move.",
+ "text-serpentine-advance3": "Take another Serpentine move.",
+ "text-serpentine-advance4": "Take a move from any Skin.",
+ "text-serpentine-advance5": "Take a move from any Skin.",
+ "text-serpentine-advance6": "You belong to a Nest of Humans.",
+ "lbl-cerberus": "Cerberus",
+ "text-cerberusbackstory": "Someone managed to slip past you, a damned and wicked soul hiding among the pure. You've tracked them down. Gain two Strings on them.
You don't fit in. Give yourself a Condition.",
+ "lbl-master": "Master",
+ "text-cerberusinfo": "You get Watch Dog, and choose one more",
+ "text-cerberus-move1name": "Watch Dog",
+ "text-cerberus-move1desc": "You exist in the liminal space between two communities: one is resplendent with light, the other is damned to the shadows. It is your duty to guard the boundary.
Mark experience whenever you weed out someone on the wrong side of the divide and put them in their place.",
+ "text-cerberus-move2name": "Arbiter",
+ "text-cerberus-move2desc": "When you give someone a Condition, mark experience.",
+ "text-cerberus-move3name": "Dig Deeper",
+ "text-cerberus-move3desc": "When you Gaze Into the Abyss by snooping around for dirt on someone, add 1 to your roll. On a 10 up, the owner of that character will tell you a secret, and you can choose to give them a Condition to reflect what you've learned.",
+ "text-cerberus-move4name": "Loyal",
+ "text-cerberus-move4desc": "Whoever currently has the most Strings on you is your Master. When you take action to protect or help your Master, add 1 to your roll and they gain a String on you.
When you become your Darkest Self, your current Master loses all Strings on you.",
+ "text-cerberus-move5name": "Bark, Then Bite",
+ "text-cerberus-move5desc": "When you take advantage of a Condition that you gave to someone, it adds 2 to your roll instead of 1.",
+ "text-cerberus-move6name": "Doomed Outsider",
+ "text-cerberus-move6desc": "When trying to drive others away from you, or escape their care, you can take advantage of your own Conditions to add to your roll.",
+ "text-cerberus-move7name": "Hot Take",
+ "text-cerberus-move7desc": "When you discover an injustice that has long been hidden or covered up, add 1 to your rolls to bring it to light and to justice as immediately as possible.",
+ "text-cerberus-sexmove": "When you have sex with someone, tell them why you don't belong in their world. If they agree, give yourself a Condition to reflect. If they disagree, you gain a String on them.",
+ "text-cerberus-darkestself": "You do your best to be a good boy, but you come from a very bad place. Let's face it: you're a mangy, unlovable beast from hell. You were born to snarl and to bite. Anyone who's gotten close to you needs to be driven away, violently if necessary. You must return to the shadows, dragging the damned back down there with you. You escape your Darkest Self when disrupted by a virtuous hero, or when the power of true love tempers your resolve.",
+ "text-cerberus-advance1": "Add +1 to one of your stats.",
+ "text-cerberus-advance2": "Take another Cerberus move.",
+ "text-cerberus-advance3": "Take another Cerberus move.",
+ "text-cerberus-advance4": "Take a move from any Skin.",
+ "text-cerberus-advance5": "Take a move from any Skin.",
+ "text-cerberus-advance6": "You have Serpents at Your Back.",
+ "lbl-disciple": "Disciple",
+ "text-disciplebackstory": "You've sworn a pact of secrecy with someone. Over what? You gain 2 Strings on each other.
One of the adults in your life is worried about you. They gain a String on you.",
+ "lbl-wickedmaster": "Wicked Master",
+ "text-discipleinfo": "You get End of the World and Idols, and choose one more",
+ "text-disciple-move1name": "End of the World",
+ "text-disciple-move1desc": "You have sworn fealty to a Wicked Master. Once it has accumulated six hundred sixty-six Strings, it can fully materialize in this realm, possessing immeasurable power.",
+ "text-disciple-move2name": "Idols",
+ "text-disciple-move2desc": "You create idols to your Wicked Master, in the form of (choose one):
✦ cloth dolls;
✦ carved sigils;
✦ statues;
✦ videos;
✦ ritual performances;
✦ ceremonial fires;
✦ dark poems.
Each idol counts as a String on you, held by the Wicked Master unless someone else seizes control of it or destroys it.",
+ "text-disciple-move3name": "Blood Offerings",
+ "text-disciple-move3desc": "Every time you suffer Harm, the Wicked Master gains a String on you and you mark experience.",
+ "text-disciple-move4name": "Spoken For",
+ "text-disciple-move4desc": "Whenever someone else gains a String on you, your Wicked Master gains a String on them.",
+ "text-disciple-move5name": "Secret Mission",
+ "text-disciple-move5desc": "Whenever you lie to someone about your true motives, and they foolishly believe you, gain a String on them.",
+ "text-disciple-move6name": "Incantations",
+ "text-disciple-move6desc": "When you Gaze Into the Abyss to entreat the Wicked Master, it gains a String on you. On a 10 up, the Wicked Master reveals the next stage of its plan, and you take an ongoing 1 Forward to all rolls made to enact this bidding.",
+ "text-disciple-move7name": "Soul Recruiter",
+ "text-disciple-move7desc": "When you bring an innocent soul to the Wicked Master, mark experience.",
+ "lbl-heartmove": "Heart Move",
+ "text-disciple-sexmove": "When you allow yourself to fall in love with someone, truly fall in love, and that person loves you back, erase half of the Strings that your Wicked Master holds on you, rounded up.",
+ "text-disciple-darkestself": "They're fools to ignore you and mistreat you. When the world goes up in flames, you'll make sure they are among the first to burn. Do whatever it takes to summon your otherworldly patron, and drive off anyone who gets in your way. You escape your Darkest Self when the Wicked Master fully materializes in this realm, or when a narrow miss convinces you it would be better to return to keeping a low profile and biding your time.",
+ "text-disciple-advance1": "Add +1 to one of your stats.",
+ "text-disciple-advance2": "Take another Disciple move.",
+ "text-disciple-advance3": "Take another Disciple move.",
+ "text-disciple-advance4": "Take a move from any Skin.",
+ "text-disciple-advance5": "Take a move from any Skin.",
+ "text-disciple-advance6": "Join an Ascension Group.",
+ "lbl-customskin": "Custom Skin",
+ "text-custom-advance1": "Add +1 to one of your stats.",
+ "text-custom-advance2": "Take another Skin move.",
+ "text-custom-advance3": "Take another Skin move.",
+ "text-custom-advance4": "Take a move from any Skin.",
+ "text-custom-advance5": "Take a move from any Skin."
+}
diff --git a/Monsterhearts-2/translations/hu.json b/Monsterhearts-2/translations/hu.json
new file mode 100644
index 0000000000..635835358f
--- /dev/null
+++ b/Monsterhearts-2/translations/hu.json
@@ -0,0 +1,400 @@
+{
+ "lbl-name": "Name",
+ "lbl-pronouns": "Pronouns",
+ "lbl-skin": "Skin",
+ "lbl-look": "Look",
+ "lbl-origin": "Origin",
+ "lbl-backstory": "Your Backstory",
+ "lbl-strings": "Strings",
+ "lbl-promises": "Promises",
+ "lbl-harm": "Harm",
+ "text-harminfo": "At four Harm, Skirt Death.",
+ "lbl-conditions": "Conditions",
+ "lbl-notes": "Notes",
+ "lbl-choosetwo": "Choose two",
+ "lbl-moves": "Moves",
+ "lbl-other": "Other",
+ "lbl-sexmove": "Sex Move",
+ "lbl-darkestself": "Darkest Self",
+ "lbl-seasonadvances": "Season Advances",
+ "lbl-unlocked": "Unlocked",
+ "lbl-experience": "Experience",
+ "lbl-rewritten": "Rewritten Darkest Self",
+ "text-expinfo": "When you have five experience points, erase them and choose one advancement from the list below",
+ "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.",
+ "text-seasonadvancesinfo": "Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.",
+ "text-seasonadvances1": "Change your character's Skin.",
+ "text-seasonadvances2": "Rewrite your Darkest Self.",
+ "text-seasonadvances3": "Retire your character and start a new one.",
+ "text-seasonadvances4": "Gain two of the Growing Up moves.",
+ "lbl-seasonadvancements": "Season Advancements",
+ "text-askbonus": "Any other modifiers?",
+ "text-commentprompt": "Comment",
+ "text-commentexample": "...To do something!",
+ "lbl-Hot": "Hot",
+ "lbl-Cold": "Cold",
+ "lbl-Volatile": "Volatile",
+ "lbl-Dark": "Dark",
+ "lbl-fae": "Fae",
+ "text-faebackstory": "You wear your heart on your sleeve. Give everyone one String.
You've captured someone’s fancy. Gain 2 Strings on them.",
+ "text-faeinfo": "You get Faery Contract, and choose one more",
+ "text-fae-move1name": "Faery Contract",
+ "text-fae-move1desc": "If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options to Pulling Strings:
✦ they fuck up something simple at a crucial moment, suffering 1 Harm if appropriate;
✦ add 2 to your roll on an act of vengeance.",
+ "text-fae-move2name": "Unashamed",
+ "text-fae-move2desc": "You can give someone a String on you to add 3 to your attempt to Turn Them On.",
+ "text-fae-move3name": "The Wild Hunt",
+ "text-fae-move3desc": "When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn Someone On.",
+ "text-fae-move5name": "Lure",
+ "text-fae-move5desc": "Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.",
+ "text-fae-move6name": "Guide",
+ "text-fae-move6desc": "If you spend a String on someone willing, you can bring them across the veil, into the faery realm. The spell lasts for a scene or two, before you're both returned to the mundane world.",
+ "text-fae-move4name": "Beyond The Veil",
+ "text-fae-move4desc": "To seek audience with the Faery King, Gaze Into the Abyss. On a 10 up, in addition to other results, the Faery King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the Faery King demands a favour of you.",
+ "text-fae-sexmove": "When you lie naked with another, you can ask them for a promise. If they refuse, take 2 Strings on them.",
+ "text-fae-darkestself": "Everything you say seems a promise. Everything you hear seems a promise. If a promise is broken, justice must be wrought in trickery or blood. You aren't subject to the human rules of mercy. To escape your Darkest Self, you must in some way re-balance the scales of justice.",
+ "text-fae-advance1": "Add +1 to one of your stats.",
+ "text-fae-advance2": "Take another Fae move.",
+ "text-fae-advance3": "Take another Fae move.",
+ "text-fae-advance4": "Take a move from any Skin.",
+ "text-fae-advance5": "Take a move from any Skin.",
+ "text-fae-advance6": "You belong to a Jury of Fae.",
+ "lbl-ghost": "Ghost",
+ "text-ghostbackstory": "Someone knows that you're dead and how you died. They gain 2 Strings on you.
You've been inside someone's bedroom while they were sleeping. Take a String on them.",
+ "lbl-atfault": "At Fault",
+ "text-ghostinfo": "You get Unresolved Trauma, and choose two more",
+ "text-ghost-move1name": "Unresolved Trauma",
+ "text-ghost-move1desc": "Whenever something brings to mind your death, you choke up and gain the Condition traumatized if you don't have it already. Whenever someone helps you resolve this Condition, you both mark experience.",
+ "text-ghost-move2name": "Helpful Spirit",
+ "text-ghost-move2desc": "When you help someone resolve a Condition, gain a String on them.",
+ "text-ghost-move3name": "Transference",
+ "text-ghost-move3desc": "Whenever you spend time truly listening to someone else's struggles, they heal 1 Harm, and then transfer their remaining Harm to you.",
+ "text-ghost-move4name": "Projected Blame",
+ "text-ghost-move4desc": "While you've got the Condition traumatized, you may act as though others had the Condition at fault for my death.",
+ "text-ghost-move5name": "Creep",
+ "text-ghost-move5desc": "When you silently witness someone in one of their most private moments, perhaps sleeping or putting on makeup, gain a String on them.",
+ "text-ghost-move6name": "Limitless",
+ "text-ghost-move6desc": "You can walk through walls and fly.",
+ "text-ghost-sexmove": "When you have sex with someone, you both get to ask a question of one another. This can be asked in character or player-to-player. They must answer honestly and directly.",
+ "text-ghost-darkestself": "You become invisible, unnoticeable. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around. ",
+ "text-ghost-advance1": "Add +1 to one of your stats.",
+ "text-ghost-advance2": "Take another Ghost move.",
+ "text-ghost-advance3": "Take another Ghost move.",
+ "text-ghost-advance4": "Take a move from any Skin.",
+ "text-ghost-advance5": "Take a move from any Skin.",
+ "text-ghost-advance6": "You belong to a Haunted House.",
+ "lbl-ghoul": "Ghoul",
+ "text-ghoulbackstory": "Someone reminded you what love was, when you thought that death had stolen it away from you forever. Give them a String.
Did anyone watch you die? If so, you gain 2 Strings on each other.",
+ "lbl-hunger": "Hunger",
+ "text-ghoulinfo": "You get The Hunger, and choose two more",
+ "text-ghoul-move1name": "The Hunger",
+ "text-ghoul-move1desc": "You have a Hunger for (select 1):",
+ "lbl-ghoulhunger1": "fear",
+ "lbl-ghoulhunger2": "power",
+ "lbl-ghoulhunger3": "plunder",
+ "lbl-ghoulhunger4": "thrills",
+ "text-ghoul-move1desc-cont": "When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a promising feeding opportunity, roll to Keep Your Cool.",
+ "text-ghoul-move2name": "What The Right Hand Wants",
+ "text-ghoul-move2desc": "Your body contains many histories, and it desires many things. Create another Hunger.",
+ "text-ghoul-move3name": "Satiety",
+ "text-ghoul-move3desc": "When you satiate a Hunger, choose one:
✦ heal 1 Harm;
✦ mark experience;
✦ take 1 Forward.",
+ "text-ghoul-move4name": "Short Rest For The Wicked",
+ "text-ghoul-move4desc": "When you die, wait it out. A few hours later, you wake up fully healed.",
+ "text-ghoul-move5name": "Watchful Golem",
+ "text-ghoul-move5desc": "When you defend someone without them ever knowing about it, mark experience.",
+ "text-ghoul-move6name": "Ending",
+ "text-ghoul-move6desc": "You remember every detail of your death. When you tell someone about it, give them the Condition morbid and roll to Turn Them On with Cold.",
+ "text-ghoul-move7name": "Esprit de Corpse",
+ "text-ghoul-move7desc": "When you Gaze Into the Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.",
+ "text-ghoul-sexmove": "When you have sex with someone, create a new Hunger.",
+ "text-ghoul-darkestself": "Your dull hunger sharpens. You can't focus on anything else but feeding. And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. You escape your Darkest Self once you've overindulged, or you've been locked out for long enough to regain composure.",
+ "text-ghoul-advance1": "Add +1 to one of your stats.",
+ "text-ghoul-advance2": "Take another Ghoul move.",
+ "text-ghoul-advance3": "Take another Ghoul move.",
+ "text-ghoul-advance4": "Take a move from any Skin.",
+ "text-ghoul-advance5": "Take a move from any Skin.",
+ "text-ghoul-advance6": "You're part of a Reckless Crew.",
+ "lbl-hollow": "Hollow",
+ "text-hollowbackstory": "You've been taking your social cues from someone, and doing so has taught you a lot about them. Gain 2 Strings on them.
Someone's seen through your invented past, and realized it's all lies. They gain 2 Strings on you.",
+ "text-hollow-move1name": "Better Than Nothing",
+ "text-hollow-move1desc": "When you gain a Condition, mark experience.",
+ "text-hollow-move2name": "A Blank Canvas",
+ "text-hollow-move2desc": "When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.",
+ "text-hollow-move3name": "Try Harder Next Time",
+ "text-hollow-move3desc": "When you screw up, give yourself an appropriate Condition and take 1 forward.",
+ "text-hollow-move4name": "Fake",
+ "text-hollow-move4desc": "Add 1 to any rolls you make while lying.",
+ "text-hollow-move5name": "Metamorphosis",
+ "text-hollow-move5desc": "When you Gaze Into the Abyss, on a 7 or higher the abyss will also show you what you must become, and you can permanently swap two of your stats.",
+ "text-hollow-move6name": "Strange Impressions",
+ "text-hollow-move6desc": "When a main character either Harms you or helps you heal, you can respond by studying them with wide eyes. If you do, temporarily gain one of their Skin Moves and add it to your character sheet. It disappears once you use it.",
+ "text-hollow-sexmove": "When you have sex with someone, both players secretly write down whether the sex was confusing or soothing for their character. If you reveal the same answer, both characters mark experience.",
+ "text-hollow-darkestself": "Your body is a prison. You don't belong inside of it. You need to put it in harm's way, and make it suffer, just like it's made you suffer. There's got to be a way to cut yourself out of it. You need to meet your makers, and hold them accountable for what they've done to you. To escape your Darkest Self, you must come to see how someone else feels more trapped than you do.",
+ "text-hollow-advance1": "Add +1 to one of your stats.",
+ "text-hollow-advance2": "Take another Hollow move.",
+ "text-hollow-advance3": "Take another Hollow move.",
+ "text-hollow-advance4": "Take a move from any Skin.",
+ "text-hollow-advance5": "Take a move from any Skin.",
+ "text-hollow-advance6": "You've found Hollow Siblings.",
+ "lbl-infernal": "Infernal",
+ "text-infernalbackstory": "You owe debts. Give away 3 Strings, divided any way you like between the Dark Power and the other characters.
Someone thinks they can save you. Gain a String on them.",
+ "lbl-darkpower": "Dark Power",
+ "lbl-debts": "Debts",
+ "text-infernalinfo": "You get Soul Debt, and choose one more",
+ "text-infernal-move1name": "Soul Debt",
+ "text-infernal-move1desc": "You owe a debt to a Dark Power. Name it, and choose two Bargains it has made with you.
The Dark Power can gain Strings. If ever it has 5 Strings on you, trigger your Darkest Self.",
+ "text-infernal-move2name": "Dark Recruiter",
+ "text-infernal-move2desc": "When you bring an innocent soul to the Dark Power, mark experience.",
+ "text-infernal-move3name": "Under Pressure",
+ "text-infernal-move3desc": "If someone has 3 or more Strings on you, add 1 to your rolls to carry out their bidding.",
+ "text-infernal-move4name": "Can't Save Myself",
+ "text-infernal-move4desc": "When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.",
+ "lbl-bargains": "Bargains",
+ "text-bargaininfo": "Choose two Bargains that the Dark Power has made with you",
+ "text-bargains1-name": "The Power Flows Through You",
+ "lbl-bargains1-desc": "You can give the Dark Power a String in order to add 2 to your next roll.",
+ "text-bargains2-name": "Numbing It Out",
+ "lbl-bargains2-desc": "You can give the Dark Power a String in order to remove a Condition or up to two Harm.",
+ "text-bargains3-name": "Elsewise Power",
+ "lbl-bargains3-desc": "You can give the Dark Power a String to use a move you don't have, just this once. This move can come from any Skin.",
+ "text-bargains4-name": "Uncanny Voices",
+ "lbl-bargains4-desc": "You can give the Dark Power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose).",
+ "text-bargains5-name": "Strings Attached",
+ "lbl-bargains5-desc": "You can ask the Dark Power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after.",
+ "text-infernal-sexmove": "When you have sex, the Dark Power loses a String on you and gains a String on whoever you had sex with.",
+ "text-infernal-darkestself": "You find yourself shivering, needy, and alone. The Dark Power will make some daunting, open-ended demands. Every demand fulfilled brings you closer to feeling whole again, and removes one of the Dark Power's Strings on you. You escape your Darkest Self when the Dark Power is out of Strings, or you make a bargain with an even more dangerous entity.",
+ "text-infernal-advance1": "Add +1 to one of your stats.",
+ "text-infernal-advance2": "Take another Infernal move.",
+ "text-infernal-advance3": "Take another Infernal move.",
+ "text-infernal-advance4": "Take a move from any Skin.",
+ "text-infernal-advance5": "Take a move from any Skin.",
+ "text-infernal-advance6": "You supply for Needy Fiends.",
+ "lbl-mortal": "Mortal",
+ "text-mortalbackstory": "Declare your backstory last.
Choose one person to be your Lover. Give them three Strings on you. Take one String on them.",
+ "lbl-lover": "Lover",
+ "text-mortalinfo": "You gain True Love, and choose two more",
+ "text-mortal-move1name": "True Love",
+ "text-mortal-move1desc": "You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 forward to earning your Lover's heart or fancy.",
+ "text-mortal-move2name": "Mess With Me, Mess With Him",
+ "text-mortal-move2desc": "When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.",
+ "text-mortal-move3name": "Entrenched",
+ "text-mortal-move3desc": "If you and another character have a combined total of 5 or more Strings on one another, gain 1 to all rolls against them.",
+ "text-mortal-move4name": "Sympathy Is My Weapon",
+ "text-mortal-move4desc": "Every time you forgive someone for hurting you, and excuse their base nature, gain a String on them.",
+ "text-mortal-move5name": "Excuses Are My Armour",
+ "text-mortal-move5desc": "When you ignore some blatant problem with your Lover or how they treat you, mark experience.",
+ "text-mortal-move6name": "Downward Spiral",
+ "text-mortal-move6desc": "When you Gaze Into the Abyss, you may cause yourself 1 Harm. If you do, add 2 to your roll.",
+ "text-mortal-move7name": "Down The Rabbit Hole",
+ "text-mortal-move7desc": "When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.",
+ "text-mortal-sexmove": "When you have sex with someone, it awakens something sinister within. The next time you take your eyes off them, they become their Darkest Self.",
+ "text-mortal-darkestself": "Nobody understands you. Nobody even tries. You do so much for the people you love, and they walk all over you. Enough is enough! Betray them. Show them what its like to be uncared for. Reveal their monstrosity and yours. Only seeing the pain that you're causing your Lover will let you escape your Darkest Self.",
+ "text-mortal-advance1": "Add +1 to one of your stats.",
+ "text-mortal-advance2": "Take another Mortal move.",
+ "text-mortal-advance3": "Take another Mortal move.",
+ "text-mortal-advance4": "Take a move from any Skin.",
+ "text-mortal-advance5": "Take a move from any Skin.",
+ "text-mortal-advance6": "Take a move from any Skin.",
+ "lbl-queen": "Queen",
+ "text-queenbackstory": "Name three side characters who are members of your gang. Gain a String on each.
You find someone threatening. Give them a String on you, and take a String on them",
+ "lbl-clique": "Clique",
+ "text-queeninfo": "You get The Clique, and choose one more",
+ "text-queen-move1name": "The Clique",
+ "text-queen-move1desc": " You're at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
✦ they're armed (with guns and real dangerous stuff);
✦ they're connected (with money and designer drugs);
✦ they're talented (in a band or sports team);
✦ they're cultists (with dark oaths and willingness to die).",
+ "text-queen-move2name": "The Shield",
+ "text-queen-move2desc": "When you're surrounded by your gang, subtract 1 from any rolls against you.",
+ "text-queen-move3name": "Bought Loyalty",
+ "text-queen-move3desc": "You can give a side character a String on you to tempt them to do your bidding. The MC will tell you what sort of bribe, threat, or coaxing it’ll take to get that character to do what you want right now.",
+ "text-queen-move4name": "And Your Enemies Closer",
+ "text-queen-move4desc": "When someone betrays you, gain a String on them.",
+ "text-queen-move5name": "Many Bodies",
+ "text-queen-move5desc": "When you promise one of your gang members to someone, add 2 to your roll to Turn Them On. When one of your gang members has sex with someone, it triggers your Sex Move.",
+ "text-queen-move6name": "Streaming",
+ "text-queen-move6desc": "You have a telepathic connection with your gang members. You can always hear their emotions and fears. If you try to hear specific thoughts, Gaze Into the Abyss about it and add 1 to your roll.",
+ "text-queen-sexmove": "When you have sex with someone, they gain the Condition one of them. While the Condition remains, they count as part of your gang.",
+ "text-queen-darkestself": "They've failed you. Again. This whole mess is their fault, and why should you have to suffer the consequences of their idiocy? You need to make an example out of each of them – a cruel and unwavering example. You escape your Darkest Self when you relinquish part of your power to someone more deserving, or when you destroy an innocent person in order to prove your might.",
+ "text-queen-advance1": "Add +1 to one of your stats.",
+ "text-queen-advance2": "Take another Queen move.",
+ "text-queen-advance3": "Take another Queen move.",
+ "text-queen-advance4": "Take a move from any Skin.",
+ "text-queen-advance5": "Take a move from any Skin.",
+ "text-queen-advance6": "Take The Clique again and detail another gang.",
+ "lbl-vampire": "Vampire",
+ "text-vampirebackstory": "You're beautiful. Gain a String on everyone.
Someone once saved your unlife. They gain 2 Strings on you.",
+ "text-vampire-move1name": "Invited",
+ "text-vampire-move1desc": "You cannot enter a home without being invited. Whenever someone invites you in, gain a String on them.",
+ "text-vampire-move2name": "Hypnotic",
+ "text-vampire-move2desc": "You can hypnotize people who have no Strings on you. Roll with Hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
✦ they realize exactly what you've done to them;
✦ they fuck up your commands;
✦ their sanity is unhinged.",
+ "text-vampire-move3name": "Cold As Ice",
+ "text-vampire-move3desc": "When you Shut Someone Down and roll a 7 or higher, you may choose an extra option from the list.",
+ "text-vampire-move4name": "The Feeding",
+ "text-vampire-move4desc": "You feed on hot blood, direct from the source. If this is the first time they've ever been fed upon, you both mark experience. When you feed, choose two:
✦ you heal 1 Harm;
✦ you take 1 Forward;
✦ they definitely don't die.",
+ "text-vampire-move5name": "Marked For The Hunt",
+ "text-vampire-move5desc": "Feeding on someone establishes a preternatural bond. From that point forward, whenever you Gaze Into the Abyss concerning their whereabouts or well-being, roll as if you had Dark 3.",
+ "text-vampire-move6name": "Inescapable",
+ "text-vampire-move6desc": "You may spend a String on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Strings on them.",
+ "text-vampire-sexmove": "When you deny someone sexually, gain a String on them.
When you have sex with someone, lose all Strings on them.",
+ "text-vampire-darkestself": "Everyone is your pawn, your plaything. You hurt them and make them vulnerable, for sport – like a cat does with a mouse. Maybe you'll even drain them dry, though you'll certainly take your time first. You escape your Darkest Self when you're put in your rightful place, by someone more powerful than you.",
+ "text-vampire-advance1": "Add +1 to one of your stats.",
+ "text-vampire-advance2": "Take another Vampire move.",
+ "text-vampire-advance3": "Take another Vampire move.",
+ "text-vampire-advance4": "Take a move from any Skin.",
+ "text-vampire-advance5": "Take a move from any Skin.",
+ "text-vampire-advance6": "You're in a Vampiric Coterie.",
+ "lbl-werewolf": "Werewolf",
+ "text-werewolfbackstory": "You lack subtlety. Give a String to everyone.
You've spent weeks watching someone from a distance. Their scent and mannerisms are unmistakable to you now. Gain two Strings on them.",
+ "lbl-spiritconnection": "Spirit Connection",
+ "text-werewolf-move1name": "Primal Dominance",
+ "text-werewolf-move1desc": "When you Harm someone, take a String on them.",
+ "text-werewolf-move2name": "Scent Of Blood",
+ "text-werewolf-move2desc": "Add 1 to all rolls against those who have been Harmed in this scene already.",
+ "text-werewolf-move3name": "Howl At The Moon",
+ "text-werewolf-move3desc": "When basked in moonlight, you may act as if you had Dark 3.",
+ "text-werewolf-move4name": "Spirit Armour",
+ "text-werewolf-move4desc": "When basked in moonlight, any Harm that you suffer is reduced by 1, and you add 2 to all rolls to Keep Your Cool.",
+ "text-werewolf-move5name": "Heightened Senses",
+ "text-werewolf-move5desc": "When you rely on your animal instincts to make sense of a charged situation, roll with Dark. On a 10 up, ask the MC three questions from below and take 1 Forward. • On a 7-9, ask one question from below and take 1 Forward:
✦ Where's my best escape route or way in?
✦ Which enemy is the most vulnerable to me?
✦ What's their secret weakness?
✦ What poses the biggest threat to me?
✦ Who's in control here?",
+ "text-werewolf-move6name": "Unstable",
+ "text-werewolf-move6desc": "When you become your Darkest Self, mark experience.",
+ "text-werewolf-sexmove": "When you have sex with someone, you establish a deep spiritual connection with them. Until either of you breaks that spirit connection (by having sex with someone else) add 1 to all rolls made to defend them. You can tell when that connection has been broken.
",
+ "text-werewolf-darkestself": "You transform into a terrifying wolf-creature. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first.",
+ "text-werewolf-advance1": "Add +1 to one of your stats.",
+ "text-werewolf-advance2": "Take another Werewolf move.",
+ "text-werewolf-advance3": "Take another Werewolf move.",
+ "text-werewolf-advance4": "Take a move from any Skin.",
+ "text-werewolf-advance5": "Take a move from any Skin.",
+ "text-werewolf-advance6": "You belong to a Wolf Pack.",
+ "lbl-witch": "Witch",
+ "text-witchbackstory": "You start the game with two Sympathetic Tokens. Decide whose and what they are.
One of the others caught you rummaging through their friend's stuff, but hasn't said anything. They get a String on you.",
+ "lbl-sympathetictokens": "Sympathetic Tokens",
+ "text-witchinfo": "You get Sympathetic Tokens and Hex-Casting.",
+ "text-witch-move1name": "Sympathetic Tokens",
+ "text-witch-move1desc": "You gain power from Sympathetic Tokens - items of personal significance taken from others. Sympathetic Tokens count as Strings.",
+ "text-witch-move2name": "Hex-Casting",
+ "text-witch-move2desc": "You can cast Hexes. Choose two that you know. To cast them, either expend a Sympathetic Token during a secret ritual, or meet the target's gaze and chant at them in tongues. Then roll with Dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
✦ the casting does you 1 Harm;
✦ the Hex has weird side effects;
✦ trigger your Darkest Self.",
+ "text-witch-move3name": "Transgressive Magic",
+ "text-witch-move3desc": "If your ritual transgresses the community's moral or sexual standards, add 1 to your Hex-Casting roll.",
+ "text-witch-move5name": "Sanctuary",
+ "text-witch-move5desc": "You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.",
+ "lbl-hexes": "Hexes",
+ "text-hexes1-name": "Wither",
+ "lbl-hexes1-desc": "The hexed loses all of their hair, or their teeth start falling out, or their period arrives unexpected and heavy, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.",
+ "text-hexes2-name": "Binding",
+ "lbl-hexes2-desc": "The person cannot physically Harm others.",
+ "text-hexes3-name": "Ring Of Lies",
+ "lbl-hexes3-desc": "Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause Harm or even brain damage.",
+ "text-hexes4-name": "Watching",
+ "lbl-hexes4-desc": "You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.",
+ "text-hexes5-name": "Illusions",
+ "lbl-hexes5-desc": "Pick one: snakes and bugs; demonic visages; false prophecies; non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.",
+ "text-witch-sexmove": "After sex, you can take a Sympathetic Token from them. They know about it, and it's cool.",
+ "text-witch-darkestself": "The time for subtlety and patience is over. You're too powerful to put up with their garbage any longer. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most.",
+ "text-witch-advance1": "Add +1 to one of your stats.",
+ "text-witch-advance2": "Take another Witch move.",
+ "text-witch-advance3": "Take all the remaining Hexes.",
+ "text-witch-advance4": "Create a new Hex.",
+ "text-witch-advance5": "Take a move from any Skin.",
+ "text-witch-advance6": "Take a move from any Skin.",
+ "text-witch-advance7": "You belong to a Coven.",
+ "lbl-chosen": "Chosen",
+ "text-chosenbackstory": "You have two friends whom you rely on for monster-slaying or crime-fighting support. Take a String on each.
There's someone who knows that you're the Chosen one, and wants you dead. Describe them. The MC will give them a name and two Strings on you.",
+ "text-chosen-move1name": "Growing Pains",
+ "text-chosen-move1desc": "When you fail to protect your friends, mark experience.",
+ "text-chosen-move2name": "Mercy",
+ "text-chosen-move2desc": "When you decide to spare someone you have reason to kill, take a String on them.",
+ "text-chosen-move3name": "Final Showdown",
+ "text-chosen-move3desc": "Spend 4 Strings on a side character to kill them. They are totally and irrevocably dead.",
+ "text-chosen-move5name": "To The Books",
+ "text-chosen-move5desc": "When the chips are down and your enemies seem unbeatable, you can turn to your friends for research help. Doing so counts as Gazing Into the Abyss. Add 1 to your roll for each friend who really dives into the work, even when it gets monotonous. On a 10 up, in addition to other results, the visions show you your enemy's secret weakness and you gain a String on them.",
+ "text-chosen-move6name": "Take the Blow",
+ "text-chosen-move6desc": "When you leap into the way and take the blow instead of someone else, roll with Volatile. On a 10 up, you take the Harm instead of them, but reduce it by 1. • On a 7-9, you take the Harm instead of them.",
+ "text-chosen-move4name": "Light the Way",
+ "text-chosen-move4desc": "Whenever your friends follow your commands or your lead, they add 1 to their rolls.",
+ "text-chosen-sexmove": "When you have sex, heal all of your wounds, and cure all of your Conditions. If they disgust you, give them a String. If you disgust yourself, give them a String.",
+ "text-chosen-darkestself": "None of your friends can help. They're not strong like you are. You need to chase down the biggest threat imaginable, immediately and alone. Any challenges or dangers that you encounter must be faced head on, even if they might kill you. You escape your Darkest Self when someone comes to your rescue or you wake up in the hospital, whichever comes first.",
+ "text-chosen-advance1": "Add +1 to one of your stats.",
+ "text-chosen-advance2": "Take another Chosen move.",
+ "text-chosen-advance3": "Take another Chosen move.",
+ "text-chosen-advance4": "Take a move from any Skin.",
+ "text-chosen-advance5": "Take a move from any Skin.",
+ "text-chosen-advance6": "You have Unholy Allies.",
+ "lbl-serpentine": "Serpentine",
+ "text-serpentinebackstory": "You've been watching someone, trying to learn from them what it means to be human. Gain two Strings on them.
Your family seeks to control your every move, and they will not be denied. The head of your family gains two Strings on you. ",
+ "text-serpentineinfo": "You get Failing Dynasty, and choose one more",
+ "text-serpentine-move1name": "Failing Dynasty",
+ "text-serpentine-move1desc": "In the age of serpents, your family was powerful and prolific. Now, they live in a shadow of their former glory. They want to regain (choose one):
✦ their political clout;
✦ their old wealth;
✦ their failing beauty;
✦ their secret allies.
Whenever you are convinced to do the bidding of a family member, take 1 Forward to doing it and that family member gains a String on you. Whenever you help your family regain some of their former glory, mark experience.",
+ "text-serpentine-move2name": "Mesmerizing",
+ "text-serpentine-move2desc": "When you stare at someone without blinking, roll with Hot. On a 10 up, they freeze up until you blink or someone touches them, and afterwards they don't really remember anything unusual happening. • On a 7-9, it'll still work, but only if you hiss loudly the entire time (and they'll definitely know something weird happened).",
+ "text-serpentine-move3name": "The Big Reveal",
+ "text-serpentine-move3desc": "When you reveal your true form to someone, they gain a String on you. If they accept you as you truly are, they mark experience. If they reject you, take 1 Forward against them.",
+ "text-serpentine-move4name": "The New Order",
+ "text-serpentine-move4desc": "When you learn to meet one of your needs within human society rather than within your family, mark experience. When others help you fit in better with human society, they mark experience.",
+ "text-serpentine-move5name": "Patience is a Virtue",
+ "text-serpentine-move5desc": "When you bite your tongue and don't respond to an antagonist, roll with Cold. On a 10 up, gain a String on them. • On a 7-9, take 1 Forward to striking the next time you see them.",
+ "text-serpentine-sexmove": "If your family learns that you've had sex with someone, that person becomes part of your family's Failing Dynasty. If they're a main character, they add the move to their sheet.",
+ "text-serpentine-darkestself": "The human and serpent worlds are too different, and you'll never be able to reconcile their demands. The only way out is to choose a side, as decisively and irrevocably as possible. Watch carefully and quietly for an opportunity, and then strike, regardless of who needs to be hobbled or devoured in the process. It's the only way to make the world simple again, and find your place at last. You escape your Darkest Self when you accept your complicated place in the world, or when you moult.",
+ "text-serpentine-advance1": "Add +1 to one of your stats.",
+ "text-serpentine-advance2": "Take another Serpentine move.",
+ "text-serpentine-advance3": "Take another Serpentine move.",
+ "text-serpentine-advance4": "Take a move from any Skin.",
+ "text-serpentine-advance5": "Take a move from any Skin.",
+ "text-serpentine-advance6": "You belong to a Nest of Humans.",
+ "lbl-cerberus": "Cerberus",
+ "text-cerberusbackstory": "Someone managed to slip past you, a damned and wicked soul hiding among the pure. You've tracked them down. Gain two Strings on them.
You don't fit in. Give yourself a Condition.",
+ "lbl-master": "Master",
+ "text-cerberusinfo": "You get Watch Dog, and choose one more",
+ "text-cerberus-move1name": "Watch Dog",
+ "text-cerberus-move1desc": "You exist in the liminal space between two communities: one is resplendent with light, the other is damned to the shadows. It is your duty to guard the boundary.
Mark experience whenever you weed out someone on the wrong side of the divide and put them in their place.",
+ "text-cerberus-move2name": "Arbiter",
+ "text-cerberus-move2desc": "When you give someone a Condition, mark experience.",
+ "text-cerberus-move3name": "Dig Deeper",
+ "text-cerberus-move3desc": "When you Gaze Into the Abyss by snooping around for dirt on someone, add 1 to your roll. On a 10 up, the owner of that character will tell you a secret, and you can choose to give them a Condition to reflect what you've learned.",
+ "text-cerberus-move4name": "Loyal",
+ "text-cerberus-move4desc": "Whoever currently has the most Strings on you is your Master. When you take action to protect or help your Master, add 1 to your roll and they gain a String on you.
When you become your Darkest Self, your current Master loses all Strings on you.",
+ "text-cerberus-move5name": "Bark, Then Bite",
+ "text-cerberus-move5desc": "When you take advantage of a Condition that you gave to someone, it adds 2 to your roll instead of 1.",
+ "text-cerberus-move6name": "Doomed Outsider",
+ "text-cerberus-move6desc": "When trying to drive others away from you, or escape their care, you can take advantage of your own Conditions to add to your roll.",
+ "text-cerberus-move7name": "Hot Take",
+ "text-cerberus-move7desc": "When you discover an injustice that has long been hidden or covered up, add 1 to your rolls to bring it to light and to justice as immediately as possible.",
+ "text-cerberus-sexmove": "When you have sex with someone, tell them why you don't belong in their world. If they agree, give yourself a Condition to reflect. If they disagree, you gain a String on them.",
+ "text-cerberus-darkestself": "You do your best to be a good boy, but you come from a very bad place. Let's face it: you're a mangy, unlovable beast from hell. You were born to snarl and to bite. Anyone who's gotten close to you needs to be driven away, violently if necessary. You must return to the shadows, dragging the damned back down there with you. You escape your Darkest Self when disrupted by a virtuous hero, or when the power of true love tempers your resolve.",
+ "text-cerberus-advance1": "Add +1 to one of your stats.",
+ "text-cerberus-advance2": "Take another Cerberus move.",
+ "text-cerberus-advance3": "Take another Cerberus move.",
+ "text-cerberus-advance4": "Take a move from any Skin.",
+ "text-cerberus-advance5": "Take a move from any Skin.",
+ "text-cerberus-advance6": "You have Serpents at Your Back.",
+ "lbl-disciple": "Disciple",
+ "text-disciplebackstory": "You've sworn a pact of secrecy with someone. Over what? You gain 2 Strings on each other.
One of the adults in your life is worried about you. They gain a String on you.",
+ "lbl-wickedmaster": "Wicked Master",
+ "text-discipleinfo": "You get End of the World and Idols, and choose one more",
+ "text-disciple-move1name": "End of the World",
+ "text-disciple-move1desc": "You have sworn fealty to a Wicked Master. Once it has accumulated six hundred sixty-six Strings, it can fully materialize in this realm, possessing immeasurable power.",
+ "text-disciple-move2name": "Idols",
+ "text-disciple-move2desc": "You create idols to your Wicked Master, in the form of (choose one):
✦ cloth dolls;
✦ carved sigils;
✦ statues;
✦ videos;
✦ ritual performances;
✦ ceremonial fires;
✦ dark poems.
Each idol counts as a String on you, held by the Wicked Master unless someone else seizes control of it or destroys it.",
+ "text-disciple-move3name": "Blood Offerings",
+ "text-disciple-move3desc": "Every time you suffer Harm, the Wicked Master gains a String on you and you mark experience.",
+ "text-disciple-move4name": "Spoken For",
+ "text-disciple-move4desc": "Whenever someone else gains a String on you, your Wicked Master gains a String on them.",
+ "text-disciple-move5name": "Secret Mission",
+ "text-disciple-move5desc": "Whenever you lie to someone about your true motives, and they foolishly believe you, gain a String on them.",
+ "text-disciple-move6name": "Incantations",
+ "text-disciple-move6desc": "When you Gaze Into the Abyss to entreat the Wicked Master, it gains a String on you. On a 10 up, the Wicked Master reveals the next stage of its plan, and you take an ongoing 1 Forward to all rolls made to enact this bidding.",
+ "text-disciple-move7name": "Soul Recruiter",
+ "text-disciple-move7desc": "When you bring an innocent soul to the Wicked Master, mark experience.",
+ "lbl-heartmove": "Heart Move",
+ "text-disciple-sexmove": "When you allow yourself to fall in love with someone, truly fall in love, and that person loves you back, erase half of the Strings that your Wicked Master holds on you, rounded up.",
+ "text-disciple-darkestself": "They're fools to ignore you and mistreat you. When the world goes up in flames, you'll make sure they are among the first to burn. Do whatever it takes to summon your otherworldly patron, and drive off anyone who gets in your way. You escape your Darkest Self when the Wicked Master fully materializes in this realm, or when a narrow miss convinces you it would be better to return to keeping a low profile and biding your time.",
+ "text-disciple-advance1": "Add +1 to one of your stats.",
+ "text-disciple-advance2": "Take another Disciple move.",
+ "text-disciple-advance3": "Take another Disciple move.",
+ "text-disciple-advance4": "Take a move from any Skin.",
+ "text-disciple-advance5": "Take a move from any Skin.",
+ "text-disciple-advance6": "Join an Ascension Group.",
+ "lbl-customskin": "Custom Skin",
+ "text-custom-advance1": "Add +1 to one of your stats.",
+ "text-custom-advance2": "Take another Skin move.",
+ "text-custom-advance3": "Take another Skin move.",
+ "text-custom-advance4": "Take a move from any Skin.",
+ "text-custom-advance5": "Take a move from any Skin."
+}
diff --git a/Moon Punk/translations/ca.json b/Moon Punk/translations/ca.json
new file mode 100644
index 0000000000..83d133603d
--- /dev/null
+++ b/Moon Punk/translations/ca.json
@@ -0,0 +1,466 @@
+{
+ "Link_dust_7": "You know them by reputation. Tell them what you've heard.",
+ "actcasual": "Act Casual",
+ "actcool": "Act Cool",
+ "actually": "Actually...",
+ "actually_description": "Roll +Smarts to Influence Someone as long as you sound smart, even if you’re just making stuff up.",
+ "always_holding": "Always Holding",
+ "always_holding_description": "You have a single substance that can be used to temporarily negate a [tag]. It can also be used to temporarily imbue a [tag]. The imbiber must roll +Cool to see how they react.\n• On a 7-9, the [tag] change is successful, but with a side effect.\n• On a 10+, there are no (unintended) side effects.",
+ "always_on_the_run": "Always on the Run",
+ "always_on_the_run_description": "Use +Smarts instead of +Cool to roll to Act Casual.",
+ "athlete": "Athlete",
+ "athlete_description": "Athlete: Anything can be a thrown weapon with some hand-eye coordination. When using a thrown item as a weapon, call your shot and roll to Throw Down. \n• On a 7-9, you miss your specific target, but still deal at least 1 Harm to the general target. \n• On a 10+, you hit exactly what you wanted to hit (either a specific body part or object), deal at least 1 Harm, and apply a [tag] to the target.",
+ "bang": "Bang",
+ "bang_description": "You can get in the way when someone else is about to take Harm without rolling to Protect Someone. However, when you do this, you always take at least 1 Harm. If this knocks you unconscious, you can take one more action before going out.",
+ "bargaining_power": "Bargaining Power",
+ "bargaining_power_description": "You can get out of minor trouble with The Authority by manipulating your union ties. Roll +Presence.\n• 7-9 The problem can disappear... For a price.\n• 10+ They got your back.",
+ "bash-baller": "Bash-Baller",
+ "bash-baller_description": "When you’re outnumbered or outgunned in a fight, it just makes you tougher. Take +1 ongoing until you even the odds.",
+ "blend_in": "Blend In",
+ "blend_in_description": "You might be quiet, but you’re not a wallflower. If enough time goes by and you haven’t yet been acknowledged or engaged in activity, you can reveal what you’ve been doing in the background while the others have been in the spotlight. If you can say how you set up your next move, you can take a 10 on your next roll.",
+ "bones": "Bones",
+ "born_leader": "Born Leader",
+ "born_leader_description": "You are known for your dedication to the Mutant community. You can take a 10 on an Influence Someone roll against any non-Authority Figure Mutant as long as you can make the argument that what you want is within the Mutant community’s interests.",
+ "brass_knuckles": "Brass Knuckles [concealable], 1 Harm",
+ "brawler": "Brawler",
+ "brawler_description": "You’re an expert in hand-to-hand combat. When you use Stick N Move or Restrain Them during a Throw Down roll, deal an additional 1 Harm.",
+ "buddy_system": "Buddy System",
+ "buddy_system_description": "At the beginning of any dangerous situation, choose a buddy. Take +1 ongoing to any Protect Someone, Think Fast, or Help Out rolls to help this person until the danger is over.",
+ "call_your_map": "Call Your Map",
+ "call_your_map_description": "You can set up a meeting with your union representative at any time. They will counsel you and offer help within reason.",
+ "callsign": "Callsign",
+ "callsign_description": "You choose a personal callsign. Share it with The Authority (and your crew, if you’re not embarrassed). This callsign can be invoked like a [tag].",
+ "campaign_promise": "Campaign Promise",
+ "campaign_promise_description": "When someone tries to cash in a TANSTAAFL debt with you or an ally, you can roll +Presence to hold off repayment.\n• On a 7-9, they will agree to wait if you either sweeten the pot or make a persuasive political argument.\n• On a 10+, they agree to wait until a condition you both agree to is met.",
+ "case_the_joint": "Case the Joint",
+ "case_the_joint_description": "Spend some time watching a potential mark. Roll +Cool. On a 7-9, ask one question. On a 10+, ask three.\n• Who will be there?\n• How are they defended?\n• What’s valuable there?\n• Is there an opening?\n• Will we need anything?\n• Where could we flee?",
+ "change_class": "Change class",
+ "check_the_blueprint": "Check The Blueprints",
+ "check_the_blueprint_description": "Roll to inquire about the physical layout of the domes. Take +1 ongoing as long as this knowledge helps you out.",
+ "choose": "Stat Set: [click]",
+ "choosestats": "Select Stats",
+ "convict": "Convict",
+ "convict_description": "You were declared guilty and your punishment was exile. Your “partner in crime” is here, too. They’ll act as an Ally for you and your crew. Problem is, they’re a scumbag. Choose their specialty and describe them to the table. Then, the table will choose a shitty ethos for them.",
+ "cool": "Cool",
+ "cool_outfit": "Cool Outfit [__________] (choose a [tag]), 1 Armor",
+ "cornfed": "Cornfed",
+ "cornfed_description": "You are just downright big and strong. When you use Throw Them during a Throw Down roll, you deal Harm to both the person you threw and the object or person you threw them at.",
+ "cross_training": "Cross Training",
+ "cross_training_description": "Take a move from any playbook’s non-specialty moves.",
+ "danger_sense": "Danger Sense",
+ "danger_sense_description": "You’re always looking for anything that can go wrong. When anyone Reads the Room while you’re there, you may always ask “anything dangerous here?” even if they miss.",
+ "dense": "Dense",
+ "dense_description": "Growing up with Earth grav means your body is stronger. Gain +1 bones.",
+ "diplomatic_immunity": "Diplomatic Immunity",
+ "diplomatic_immunity_description": "You may roll +Presence instead of +Cool to Act Casual when dealing with Authority Figures.",
+ "dirty_laundry": "Dirty Laundry",
+ "dirty_laundry_description": "You can launder money or fence stolen or illegal goods through your shop. If you do so, roll +Cool.\n• On a miss, The Authority takes notice.\n• On a 7-9, someone realizes what you’re doing and might ask something of you to stay quiet.\n• On a 10+, you pull off the transaction successfully.",
+ "doesnt_make_it_allright": "Doesn’t Make it Alright",
+ "doesnt_make_it_allright_description": "Once a session you can attempt to bandage and stitch up your own wounds with whatever you have on hand. Roll +Bones.\n• On a miss, you’ll have to heal normally and can’t use this move again until you’ve done so.\n• On a 7-9 heal 1 Harm.\n• On a 10+ heal 2 Harm.",
+ "dont_get_cocky_kid": "Don’t Get Cocky, Kid",
+ "dont_get_cocky_kid_description": "If you brag about your skills before doing something, you get +1 forward. However, if you miss the roll, you do not gain EXP.",
+ "dont_touch_them": "Don’t Touch Them",
+ "dont_touch_them_description": "If an ally or innocent bystander takes harm, you gain +1 forward to Protect Someone and Throw Down. This can stack if multiple people are harmed before you have a chance to act.",
+ "duster": "Duster",
+ "dying": "Dying",
+ "education": "Education",
+ "education_description": "How did you learn your trade? Pick one: \n☐ Formal Education. A degree is expensive, so you needed an Authority gig to pay it off. Your lab is [funded] but by an Authority source, so it’s [monitored].\n☐ Apprenticeship. A single person or small group helped nurture your growth and education. Your lab is within a [co-op], but you’re expected to contribute back to the co-op. Every time you use the lab for yourself, mark a minor TANSTAAFL debt.\n☐ Auto-Didact. You are self taught, and that comes with its own ups and downs. Your lab is [homemade] but [off-grid].",
+ "enforcer": "Enforcer",
+ "ethos": "Ethos",
+ "everythings_fine_here_how_are_you": "Everything’s Fine Here. How are You?",
+ "everythings_fine_here_how_are_you_description": "When you fail a +Presence roll, you can dictate one thing that does not happen as a consequence.",
+ "ex-military": "Ex-Military",
+ "ex-military_description": "Thanks to your years of training with a team, you can always forgo a Protect Someone roll and take a 10 instead. You can not use this move to hurt the enemy.",
+ "exp": "EXP",
+ "experienced_loonie": "Experienced Loonie",
+ "experienced_loonie_description": "You Think Fast with +Smarts instead of +Cool.",
+ "fake_smile": "Fake Smile",
+ "fake_smile_description": "Gain +1 Presence when you’re lying, deceiving, or trying to sell something.",
+ "first_impressions": "First Impressions",
+ "first_impressions_description": "When you meet a new person, you can choose to roll +Presence.\n• On a 7-9, you make a good impression, but there’s a catch. Describe what goes wrong.\n• On a 10+ you make a good impression and the person may become a contact or friend to you.",
+ "flight_jacket": "Flight jacket [flashy], 1 Armor",
+ "gear": "Gear",
+ "gear_name": "Item Name",
+ "grab_the_mic": "Grab the Mic",
+ "grab_the_mic_description": "You can make a big scene to force the attention on yourself for a short while. Roll +Presence out of combat, but +Bones if people have already started to Throw Down.\n• On a 7-9, you only get a little attention or you get too much. You choose.\n• On a 10+, all eyes are on you.",
+ "grease_monkey": "Grease Monkey",
+ "grease_monkey_description": "Once per session, when you have downtime, you can tinker with an item, exchanging a [tag] with a comparable one.",
+ "greenhorn": "Greenhorn",
+ "greenhorn_description": "When you play dumb trying to avoid trouble, roll +Presence instead of +Cool to Act Casual. This doesn’t work twice on the same person or in the same location.",
+ "guildy": "Guildy",
+ "hang_jacket": "Hang up your jacket",
+ "harm": "Harm",
+ "helpful_idiot": "Helpful Idiot",
+ "helpful_idiot_description": "When you Help Out, your ally receives a +2 to their roll instead of the normal +1.",
+ "heres_a_cool_trick": "Here’s a Cool Trick",
+ "heres_a_cool_trick_description": "Even when you don’t know what you’re doing, you still know what you’re doing. You may roll +Cool when rolling to Use Tech.",
+ "hey_fuck_you": "Hey, Fuck You!",
+ "hey_fuck_you_description": "When you directly and publicly stand up to oppression or bigotry, take +1 forward.",
+ "high_gravity": "High Gravity",
+ "high_gravity_description": "Before you roll to Throw Down, you can decide to take up to +3 forward, but you will take up to -3 forward on a roll of The Authority’s choice in the same scene.",
+ "high_pressure_sales_force": "High Pressure Sales Tactics",
+ "high_pressure_sales_force_description": "When attempting sleight of hand on someone while they are aware of you roll +Presence.\n• On a 7-9 you don’t get the item and get away clean, or get the item and The Authority takes a hard move.\n• On a 10+ You get away clean.",
+ "hold_my_glasses": "Hold My Glasses",
+ "hold_my_glasses_description": "Roll +Smarts instead of +Bones for your first Throw Down roll of the scene.",
+ "i_got_just_the_thing": "I Got Just the Thing",
+ "i_got_just_the_thing_description": "When looking for an item (within reason), roll +Presence.\n• On a 7-9 you know who would have it.\n• On a 10+ you just happen to have it.",
+ "i_got_your_six": "I Got Your Six",
+ "i_got_your_six_description": "If you step back and let someone else do something you honestly want to do yourself, give them a +1 forward. If you make it painfully obvious that you’re letting them do this, gain 1 EXP if they roll a 10+.",
+ "i_know_somebody": "I Know Somebody",
+ "i_know_somebody_description": "When you’re looking for someone with a particular skill set, roll +Presence.\n• On a 7-9, you know someone who could help you out, but pick one: they have a bad reputation, they’re hard to get a hold of, they’ll want something from you right away.\n• On a 10+, you find the right person for the job, no complications.",
+ "i_thought_i_told_you": "I Thought I Told You",
+ "i_thought_i_told_you_description": "When you warn someone not to do something, but they do it anyway, you get +1 forward to either help them get out of trouble or to punish them for it.",
+ "ice_in_my_veins": "Ice in My Veins",
+ "ice_in_my_veins_description": "You may automatically take a 10 on Think Fast rolls.",
+ "incumbent": "Incumbent",
+ "incumbent_description": "You’re a mainstay in Lunar politics. Once per session, take a single “factoid” (be it true or false), and spread it to the people. Roll +Presence.\n• On a 7-9, the people believe any truth you’ve spread but doubt any lies.\n• On a 10+, many people tend to know and believe this factoid, regardless of truth.",
+ "indomitable_will": "Indomitable Will",
+ "indomitable_will_description": "Ignore injury effect [tags] until your allies and innocent bystanders are out of danger.",
+ "influencesomeone": "Influence Someone",
+ "inner_strength": "Inner Strength",
+ "inner_strength_description": "Inner Strength: You shrug off injuries that could stop a normal person. Once a session take a moment to collect yourself and roll +Bones.\n• On a 7-9, heal 2 Harm or remove a temporary injury effect [tag].\n• On a 10+, heal 2 Harm and remove a temporary injury effect [tag].",
+ "instructions_not_included": "Instructions Not Included",
+ "instructions_not_included_description": "You have a creative take on “instructions” and “blueprints.” During the Research Phase of a Hi Tech roll, you can reroll the result if you are not satisfied with it, but you have to keep the new result.",
+ "juke_box_hero": "Juke Box Hero",
+ "juke_box_hero_description": "You have 1 Armor as long as you’re not restrained.",
+ "lab_tool": "Lab tool [innocuous]. 1 Harm",
+ "labcoat": "Labcoat",
+ "laboratory": "Laboratory",
+ "laboratory_description": "You have a scientific specialty and a lab that goes along with it. Your lab counts as a workshop for Hi Tech as long as you’re working in your field. Anytime you’re working within this specialty, take +1 ongoing. Pick one:\n☐ Agriculture: Hydroponics lab with access to grow beds, plumbing, fertilizer, and 2 large silos for storage.\n☐ Chemistry: Access to a stockpile of chemicals and the tools to manipulate them.\n☐ Medicine: Expertise in medicine. People with critical injuries can recover here, including permanent [tags]. There is space for 1-2 patients to stay.\n☐ Astronomy: Observatory equipped with instruments to monitor and communicate with celestial objects... Or local pilots.\n☐ _________________: Choose your own specialty and discuss with The Authority and your crew about what it might have inside.",
+ "levelingup": "Leveling Up",
+ "levelingupdesc": "Pick one when you mark 5 EXP",
+ "link_dust_1": "You have lunch at the same place as them every day but you’ve never actually spoken.",
+ "link_dust_2": "You’ve worked with them before. Ask them how.",
+ "link_dust_3": "The two of you are drinking buddies.",
+ "link_dust_4": "You've accidentally pissed them off before. Ask them what you did.",
+ "link_dust_5": "You've helped get the out of a bad situation. Ask them how.",
+ "link_dust_6": "The two of you helped raise someone. Who was it?",
+ "link_dust_7": "You’ve seen them from the other side of the Domes, but you’ve never had a chance to talk.",
+ "link_dust_8": "They shoed solidarity to your cause in some what. How?",
+ "link_enforce_1": "You’ve gotten in trouble with The Authority before together. What did you do?",
+ "link_enforce_2": "The two of you are childhood friends.",
+ "link_enforce_3": "They used to be on a team with you. Ask them what kind of team.",
+ "link_enforce_4": "You’ve gotten in a physical tussle with this person before. Ask them why and how this affected your relationship.",
+ "link_enforce_5": "You feel obligated to keep this person safe. Tell them why.",
+ "link_enforce_6": "You believe in this person.",
+ "link_enforce_7": "This person always keeps you out of trouble.",
+ "link_enforce_8": "You share a hobby or interest that you don’t want other people to know about. Ask them what.",
+ "link_guildy_1": "You have lunch at the same place as them every day but you’ve never actually spoken.",
+ "link_guildy_2": "You’ve worked with them before. Ask them how.",
+ "link_guildy_3": "The two of you are drinking buddies.",
+ "link_guildy_4": "You’ve accidentally pissed them off before. Ask them what you did.",
+ "link_guildy_5": "You’ve helped get them out of a bad situation. Ask them how.",
+ "link_guildy_6": "The two of you helped raise someone. Who was it?",
+ "link_guildy_7": "You know them by reputation. Tell them what you’ve heard.",
+ "link_guildy_8": "They showed solidarity to your cause in some way. How?",
+ "link_labcoat_1": "You secretly pine for this person.",
+ "link_labcoat_2": "You tutored this person. What did you teach them?",
+ "link_labcoat_3": "They’re your extroverted friend and get you to leave your lab every once in a while.",
+ "link_labcoat_4": "You often patch them up after fights.",
+ "link_labcoat_5": "You’ve saved the life of someone they know.",
+ "link_labcoat_6": "Your lab is near their home or workplace.",
+ "link_labcoat_7": "You went to the same school together. Ask them how you got along.",
+ "link_labcoat_8": "They helped you clean up a lab accident you had. Tell them what they did for you.",
+ "link_mutant_1": "They showed you kindness in the past, and you feel obligated to repay them.",
+ "link_mutant_2": "They are your love interest.",
+ "link_mutant_3": "They’ve done something that you admired. Tell them what.",
+ "link_mutant_4": "Every time this person is around, something bad happens. You think they’re bad luck.",
+ "link_mutant_5": "The two of you have fought together against The Authority before. What happened?",
+ "link_mutant_6": "This person helped shape the way you see the world. Tell them how.",
+ "link_mutant_7": "They’ve done something small to annoy you, and you’ve blown it out of proportion. Tell them what they do that bugs you.",
+ "link_mutant_8": "They are a member of your family, birth or chosen.",
+ "link_newmooner_1": "You’re distant relatives, but you hope a bit of blood is enough to get a favor. Tell them how you’re related.",
+ "link_newmooner_2": "They helped you get to The Moon. Ask them how they helped, and tell them what you gave them in return.",
+ "link_newmooner_3": "You were told they would be a good connection. Tell them who gave you this information.",
+ "link_newmooner_4": "You were longtime penpals when you were back on Earth. Swap one secret.",
+ "link_newmooner_5": "Your first job on the Moon is working for them.",
+ "link_newmooner_6": "Your arrival on the Moon has caused them some problems. Ask them what.",
+ "link_newmooner_7": "You owe them a small favor. Tell them what they did for you that has put you in their debt.",
+ "link_newmooner_8": "You admire their aesthetic and want to be just like them.",
+ "link_oldtimer_1": "You taught them an important skill. Tell them what it was.",
+ "link_oldtimer_2": "You introduced them to the scene.",
+ "link_oldtimer_3": "You think of them like a surrogate child.",
+ "link_oldtimer_4": "You don’t really understand their ‘thing,’ but you respect it. Ask them what their thing is.",
+ "link_oldtimer_5": "They remind you of a younger you. How does that make you feel?",
+ "link_oldtimer_6": "You once lent them a hand when they were just getting started. Ask them how you helped them.",
+ "link_oldtimer_7": "They taught you something that you didn’t know, and it surprised you. Tell them what.",
+ "link_oldtimer_8": "The two of you have a long-standing feud. Tell them what it’s about.",
+ "link_pilot_1": "You helped them get some illegal goods transported. Ask them what they were.",
+ "link_pilot_2": "They sold you your ship for a big favor or a big trade. Maybe you still owe them. Ask them what you exchanged.",
+ "link_pilot_3": "They saw you unload some illegal goods but kept their mouth shut. You’re not sure whether you should thank them or be suspicious.",
+ "link_pilot_4": "You dated before, but it went sour. Ask them how romantically involved you were and what you did that made them break it off.",
+ "link_pilot_5": "You have a business connection with them. Define that relationship.",
+ "link_pilot_6": "You consider this person your co-pilot, even if they’ve never been in your ship before.",
+ "link_pilot_7": "You constantly feel the need to impress this person.",
+ "link_pilot_8": "They’re your moral compass and keep you grounded.",
+ "link_politician_1": "You helped them out of a jam before. Ask them what you did.",
+ "link_politician_2": "You used to be close. What came between you?",
+ "link_politician_3": "Despite your best efforts, you could not convince them to back you in a recent campaign.",
+ "link_politician_4": "You screwed this person over. Ask them how.",
+ "link_politician_5": "They have volunteered for you before and might still be a regular volunteer.",
+ "link_politician_6": "You have intertwined interests. What are they?",
+ "link_politician_7": "They have some dirt on you. Tell them what it is.",
+ "link_politician_8": "They protected you from a political attack. What happened?",
+ "link_rocker_1": "They’re your muse.",
+ "link_rocker_2": "They’re your secret rival. You haven’t told them, but maybe they know. Or don’t.",
+ "link_rocker_3": "You know them from “the scene.” Ask them how they feel about your performances.",
+ "link_rocker_4": "You’ve collaborated on a project before. Ask them how they helped.",
+ "link_rocker_5": "You took them under your wing and you consider yourself their mentor. Do they feel the same way?",
+ "link_rocker_6": "They supported you early on.",
+ "link_rocker_7": "You got into a pretty public fight with them, but you’ve worked things out. What was the fight over?",
+ "link_techie_1": "You sometimes fix their things.",
+ "link_techie_2": "This person helped get your workshop off the ground.",
+ "link_techie_3": "You’ve done some shady work for this person. Ask them what invention or skill of yours helped them out.",
+ "link_techie_4": "You constantly try to one up this person.",
+ "link_techie_5": "They’re your neighbor, and they hate it. Ask them why.",
+ "link_techie_6": "They hang around your workshop. How do you feel about this?",
+ "link_techie_7": "They help you get hard-to-find items. Ask them how they help you out.",
+ "link_techie_8": "You’re convinced that they love your tech. Ask them how they really feel.",
+ "link_vendor_1": "They’re a regular of yours.",
+ "link_vendor_2": "You’ve caught them stealing from you before. Ask them what happened.",
+ "link_vendor_3": "You make money off of them. Ask them how.",
+ "link_vendor_4": "Your business is named after them. Ask them how they feel about that.",
+ "link_vendor_5": "You want them to partner with you.",
+ "link_vendor_6": "The two of you go way back. They get the friends and family discount.",
+ "link_vendor_7": "They gave you some good advice early on. Ask them what they told you.",
+ "link_vendor_8": "They claim you ripped them off. Ask them how.",
+ "links": "Links",
+ "links_name": "Link Text",
+ "linksdesc": "Pick one for each other Punk",
+ "macgyver": "MacGyver",
+ "macgyver_description": "If you can explain how it works, you can use the objects around you to create a tool or weapon. This new item only works once.",
+ "magnum_opus": "Magnum Opus",
+ "magnum_opus_description": "You start with a major piece of Hi Tech, which you do not need to roll for. Give it 2 positive [tags] and 1 negative [tag]. If it’s stolen or destroyed, you can make a new one at the beginning of the next session and skip the Research Phase for Hi Tech.",
+ "major": "Major",
+ "migrant": "Migrant",
+ "migrant_description": "Either by choice or necessity, you’re here for a new start. Luckily, you have people to back you. Pick a specific group (cultural or social) that will look out for you. They will reliably help you out when they can, but they expect your loyalty, too.",
+ "minor": "Minor",
+ "moderate": "Moderate",
+ "mouse_trap": "Mouse Trap",
+ "mouse_trap_description": "If your team goes along with a wild, complicated plan you came up with, everyone gains +1 ongoing while the plan works. If it goes wrong, you gain 1 EXP.",
+ "moves": "Moves",
+ "moves_description": "Description of Move",
+ "moves_name": "Move Name",
+ "movesnotes": "Moves/Notes",
+ "mudslinging": "Mudslinging",
+ "mudslinging_description": "You can apply [tags] to opponents and knock them off balance. Provoke them with insults or lies and roll +Presence.\n• On a 7-9, The Authority will give the target an appropriate [tag].\n• On a 10+, you may give the target an appropriate [tag] of your choice.",
+ "mut_support_structure": "Support Structure",
+ "mut_support_structure_description": "While The Authority and many ignorant people look down upon mutants, they have created a strong support structure together. Whenever you are in danger, other mutants will freely give you and your friends shelter, medical help, and food without expecting anything in return.",
+ "mutant": "Mutant",
+ "mutation": "Mutation",
+ "mutation_description": "The inherent dangers of living in space include lunar radiation. Some people are born with mutations such as unnaturally colored skin, the growth of fur, or extra appendages. Your mutation manifests in some physical manner of your choice. Describe it to your crew and give yourself an appropriate descriptive [tag].",
+ "name": "Name",
+ "natural_armor": "Natural Armor",
+ "natural_armor_description": "Your mutation manifests in a way that keeps you safe from physical harm. +1 Armor.",
+ "needsattention": "Needs Attention",
+ "never_tell_me_the_odds": "Never Tell Me the Odds",
+ "never_tell_me_the_odds_description": "When you do something someone told you was a bad idea, take +1 forward.",
+ "newmooner": "New Mooner",
+ "no_bullshit": "No Bullshit",
+ "no_bullshit_description": "If you feel like you’re being taken advantage of by someone, you can take +1 ongoing against that person if you start to Throw Down.",
+ "no_credit": "No Credit",
+ "no_credit_description": "TANSTAAFL debts do not incur EXP negatives.",
+ "notes": "Notes",
+ "ol_stomping_grounds": "Ol’ Stomping Grounds",
+ "ol_stomping_grounds_description": "You can remember the environmental [tag] of a location. Roll +Smarts.\n• On a 7-9, The Authority reveals a [tag] of their choosing.\n• On a 10+, you choose a [tag] the location has.",
+ "oldtimer": "Old Timer",
+ "oppo_expert": "Oppo Expert",
+ "oppo_expert_description": "You’re an expert on digging up dirt. Once per session, pick any target for your research and roll +Presence.\n• On a 7-9, you get a rumor you can follow up on.\n• On a 10+, if they have dirt to be found, you find it.",
+ "ot_convict": "Convict",
+ "ot_convict_description": "Convict: The Moon is the Earth’s largest prison colony, and that’s how you ended up here. It doesn’t matter if you did it or not anymore-when you’re treated like a criminal, you learn to think like a criminal. When you want to get a witness to look the other way, you can roll +Smarts before you ask.\n• On a 7-9, they’ll want something in exchange for silence.\n• On a 10+, you know what to say to get them to keep quiet, or you know they’ll blab.",
+ "ot_migrant": "Migrant",
+ "ot_migrant_description": "You came to The Moon for the chance at a better life. It wasn’t easy, but now you have a place you can call home. Pick a Dome to call home. Give this Dome a [tag] and name and give an ethos to an NPC there who you trust completely.",
+ "ot_pioneer": "Pioneer",
+ "ot_pioneer_description": "The call to adventure hit you hard, and you were one of the first to go to The Moon. Once per session, you can roll +Smarts and ask The Authority one simple question about Lunar history, politics, or survival.\n• On a 7-9, The Authority will answer, but it might not be the whole picture.\n• On a 10+, The Authority will answer your question truthfully.",
+ "ot_political_dissenter": "Political Dissenter",
+ "ot_political_dissenter_description": "You never liked how they ran things earthside, and they didn’t like you all that much either. Once per session, you can try to get the people to take subversive action. Roll +Presence.\n• On a 7-9, they do what you wanted but with a complication. Choose something that definitely goes according to plan.\n• On a 10+, everything goes according to plan.",
+ "owe": "Owe",
+ "owe_placeholder": "[owe]",
+ "owed": "Owed",
+ "owed_placeholder": "[owed]",
+ "p0c0s1b2": "Presence:0\nCool:0\nSmarts:1\nBones:2",
+ "p0c0s2b1": "Presence:0\nCool:0\nSmarts:2\nBones:1",
+ "p0c1s0b2": "Presence:0\nCool:1\nSmarts:0\nBones:2",
+ "p0c1s2b0": "Presence:0\nCool:1\nSmarts:2\nBones:0",
+ "p0c2s0b1": "Presence:0\nCool:2\nSmarts:0\nBones:1",
+ "p0c2s1b0": "Presence:0\nCool:2\nSmarts:1\nBones:0",
+ "p1bones": "+1 Bones",
+ "p1c0s0b2": "Presence:1\nCool:0\nSmarts:0\nBones:2",
+ "p1c0s2b0": "Presence:1\nCool:0\nSmarts:2\nBones:0",
+ "p1c1s2b-1": "Presence:1\nCool:1\nSmarts:2\nBones:-1",
+ "p1c1s-1b2": "Presence:1\nCool:1\nSmarts:-1\nBones:2",
+ "p1c2s0b0": "Presence:1\nCool:2\nSmarts:0\nBones:0",
+ "p1c2s0b-2": "Presence:1\nCool:2\nSmarts:0\nBones:-2",
+ "p1c2s1b-1": "Presence:1\nCool:2\nSmarts:1\nBones:-1",
+ "p1c2s-1b1": "Presence:1\nCool:2\nSmarts:-1\nBones:1",
+ "p1c2s-1b-1": "Presence:1\nCool:2\nSmarts:-1\nBones:-1",
+ "p1c2s-2b0": "Presence:1\nCool:2\nSmarts:-2\nBones:0",
+ "p1c-1s1b2": "Presence:1\nCool:-1\nSmarts:1\nBones:2",
+ "p1c-1s2b1": "Presence:1\nCool:-1\nSmarts:2\nBones:1",
+ "p1cool": "+1 Cool",
+ "p1presence": "+1 Presence",
+ "p1smarts": "+1 Smarts",
+ "p1stat": "Add +1 to any Stat [Max at +3]",
+ "p2c0s0b1": "Presence:2\nCool:0\nSmarts:0\nBones:1",
+ "p2c0s1b0": "Presence:2\nCool:0\nSmarts:1\nBones:0",
+ "p2c1s0b0": "Presence:2\nCool:1\nSmarts:0\nBones:0",
+ "p2c1s1b-1": "Presence:2\nCool:1\nSmarts:1\nBones:-1",
+ "p2c1s-1b1": "Presence:2\nCool:1\nSmarts:-1\nBones:1",
+ "p2c2s-1b-1": "Presence:2\nCool:2\nSmarts:-1\nBones:-1",
+ "p2c-1s1b1": "Presence:2\nCool:-1\nSmarts:1\nBones:1",
+ "p2c-1s2b-1": "Presence:2\nCool:-1\nSmarts:2\nBones:-1",
+ "p2c-1s-1b2": "Presence:2\nCool:-1\nSmarts:-1\nBones:2",
+ "p-1c1s1b2": "Presence:-1\nCool:1\nSmarts:1\nBones:2",
+ "p-1c1s2b1": "Presence:-1\nCool:1\nSmarts:2\nBones:1",
+ "p-1c2s1b1": "Presence:-1\nCool:2\nSmarts:1\nBones:1",
+ "p-1c2s2b-1": "Presence:-1\nCool:2\nSmarts:2\nBones:-1",
+ "p-1c2s-1b2": "Presence:-1\nCool:2\nSmarts:-1\nBones:2",
+ "p-1c-1s2b2": "Presence:-1\nCool:-1\nSmarts:2\nBones:2",
+ "p:suit": "P-Suit: [airtight], 0 Armor",
+ "permanent": "Permanent",
+ "picket_line": "Picket Line",
+ "picket_line_description": "If there’s a valid danger of letting Authority Figures into a location, you can delay their entry non-violently so long as there are people willing to physically be by your side.",
+ "pilot": "Pilot",
+ "pioneer": "Pioneer",
+ "pioneer_description": "Something didn’t feel right earthside, whether it be wanderlust, ennui, or plain old groundhog melancholy. The Moon is a new adventure, and you’re prepared for anything. Once per session, roll +Smarts.\n• On a 7-9, The Authority gives you a vague hint about what’s to come.\n• On a 10+, The Authority reveals a possible future obstacle.",
+ "playbookmoves": "Playbook Moves",
+ "playbookmovesdesc": "Pick three to start",
+ "player": "Character",
+ "poke_the_pig": "Poke the Pig",
+ "poke_the_pig_description": "You really know how to get under someone’s skin. When you’re trying to piss someone off to manipulate them, Roll +Smarts.\n• On a 7-9, you goad them into action but not necessarily in the way you wanted.\n• On a 10+, they get played like a fiddle.",
+ "political_dissenter": "Political Dissenter",
+ "political_dissenter_description": "You spoke up a little too often or a little too loud, and pissed off just the right (or wrong) person, and now you’re here. Once per session, you can whip up a fervor about a just cause and get people to rally on the streets. Roll +Presence.\n• On a 7-9, people are fired up, but need an extra push to get them to protest.\n• On a 10+, you can start up a sizable public demonstration.",
+ "politician": "Politician",
+ "pollster": "Pollster",
+ "pollster_description": "Statistics and data are what make politics run, and you know just the questions to ask. Once per session, you can send out a poll to find the answer to a single question. Roll +Presence.\n• On a 7-9, the answer is incomplete or insufficient in some way.\n• On a 10+, you get the answer.",
+ "power_in_a_union": "Power in a Union",
+ "power_in_a_union_description": "You have membership to a labor union. Choose what profession you belong to. Anytime you act within this profession, take +1 ongoing.",
+ "practice_makes_perfect": "Practice Makes Perfect",
+ "practice_makes_perfect_description": "You’ve been in enough fights to know how it works. Take +1 when Throwing Down, or +2 if your opponent isn’t used to moon gravity.",
+ "practiced_hand": "Practiced Hand",
+ "practiced_hand_description": "At the beginning of each session roll, +Cool.\n• On a miss, The Authority may replace 1 of your rolls later in this session with your result. They may decide after you roll.\n• On a 7-9, you may replace 1 roll later in this session with this result. You must decide before you roll.\n• On a 10+, you may replace 1 roll later in this session with this result. You may decide after you roll.",
+ "presence": "Presence",
+ "private_line": "Private Line",
+ "private_line_description": "You have access to an encrypted, private mode of communication you can share with anyone. Decide if it is text or voice when you choose this move.",
+ "professional_smuggler": "Professional Smuggler",
+ "professional_smuggler_description": "Take +1 ongoing to all +Cool rolls when you are hiding something or someone. If you’re hiding this thing or person in your ship’s smuggler’s cache (if you have one), you can take a 10.",
+ "professional_training": "Professional Training",
+ "professional_training_description": "Add +1 to any rating.",
+ "pronouns": "Pronouns",
+ "proper_leverage": "Proper Leverage",
+ "proper_leverage_description": "If you roll a 10+ to Throw Down you can always use Gain Leverage in addition to another effect.",
+ "protectsomeone": "Protect Someone",
+ "readroom": "Read The Room",
+ "recruit_allies": "Recruite Allies",
+ "redeption_song": "Redemption Song",
+ "redeption_song_description": "When an ally receives Harm, you can try to raise your team’s spirits. Shout out a cry of support and roll +Presence.\n• On a 7-9 one member of the party gains a +1 forward.\n• On a 10+ the whole crew has +1 forward.",
+ "reliable_front": "Reliable Front",
+ "reliable_front_description": "Your establishment is known and reliable, as such meetings at this area are never seen as suspicious.",
+ "remember_the_fundamentals": "Remember the Fundamentals",
+ "remember_the_fundamentals_description": "You always take +2 to Throw Down, but you can only use Stick N Move on a 10+.",
+ "resetstats": "Reset Stats",
+ "rising_from_hardship": "Rising From Hardship",
+ "rising_from_hardship_description": "If you change your class at any point, you do not lose any of the moves from this Playbook.",
+ "rocker": "Rocker",
+ "rope_trick": "Rope Trick",
+ "rope_trick_description": "You trained with the Safety Tether enough to make it like an extension of your body. Take +1 to Throw Down when using it. In addition, the tether now deals 1 Harm when you use it.",
+ "rousing_speech": "Rousing Speech",
+ "rousing_speech_description": "Once per session, when your team needs a boost of inspiration, give a rousing motivational speech. The entire crew (including you) receives a +1 forward.",
+ "running_on_instinct": "Running on Instinct",
+ "running_on_instinct_description": "Once per scene, when you see something bad about to happen, you can take a single action to try to prevent it.",
+ "safety_tether": "Safety Tether: [innocuous], [entangle], 0 Harm",
+ "sawbones": "Sawbones",
+ "sawbones_description": "Make a +Smarts roll to heal yourself or an ally.\n• On a 7-9, you heal 1 Harm and get rid of all negative tags or you heal Harm equal to your Smarts rating, but don’t remove any [tags].\n• On a 10+ you heal harm equal to your Smarts rating and all injury [tags] are removed.",
+ "scarred": "Scarred",
+ "scarred_description": "You were in a few scraps when you were young, and it made you tough. You get +1 Armor when not wearing other armor. You also take +1 to Throw Down if you can reminisce about how this fight reminds you of that one glorious fight...",
+ "seize_the_means": "Seize the Means",
+ "seize_the_means_description": "One of your options when you roll 10+ to Throw Down is to disarm your opponent and take what’s in their hands.",
+ "selectplaybook": "Select a Playbook",
+ "sentimental_earth_item": "Sentimental Earth item [__________] (choose a [tag])",
+ "sentimental_moon_item": "Sentimental Moon item _________________ (pick a [tag])",
+ "ship": "Ship",
+ "ship_description": "You can’t be a pilot without a ship. Give it a name and choose two assets and one liability. These assets and liabilities can be invoked like [tags]. \n\nAssets\n☐ Smuggler’s cache\n☐ AI autopilot\n☐ Thrusters\n☐ Living quarters\n☐ Weapons\n☐ Escape pod \n\nLiabilities\n☐ Recognizable\n☐ Company-owned\n☐ Unreliable\n☐ Slow\n☐ Still making payments (start with a Major TANSTAAFL debt—this liability goes away when the debt is paid)",
+ "shop": "Shop",
+ "shop_description": "You have a shop and a specialty, such as a bar or a furniture depot. You have access to your product, and you can pick 2 [tags] that help identify your store.",
+ "si_se_puede": "Sí, Se Puede",
+ "si_se_puede_description": "Anytime you roll to Help Out with non-violent action, you can take a 10.",
+ "silver_tongued_devil": "Silver-Tongued Devil",
+ "silver_tongued_devil_description": "When you look someone in the eyes and lie to them, take a +1 to your next +Presence roll with them.",
+ "size_em_up": "Size ‘em Up",
+ "size_em_up_description": "When you meet someone new, you can ask The Authority, “What does this person value?” They must give a truthful, one-word answer.",
+ "smarts": "Smarts",
+ "social_call": "Social Call",
+ "social_call_description": "You know a lot of people in a lot of places. When you drop in to see how they are, you can get the latest rumors. Roll +Presence.\n• On a 7-9, they’re hesitant to talk but will drop a vague hint.\n• On a 10+, they tell you something interesting and valuable.",
+ "space_cowboy": "Space Cowboy",
+ "space_cowboy_description": "Roll +Cool to Throw Down if using your hands or your Safety Tether.",
+ "specialty": "Specialty",
+ "specialtydesc": "If Unchecked: Pick 1\n",
+ "spin_a_yarn": "Spin a Yarn",
+ "spin_a_yarn_description": "When you want to distract an NPC, start telling a story about your past. For as long as you can tell it believably, they’ll be distracted and won’t leave your side. However, anything plainly suspicious will get their attention.",
+ "statdirections": "Choose a Stat Block below",
+ "stay_close_to_me": "Stay Close to Me",
+ "stay_close_to_me_description": "You do better when you’re surrounded by a lot of people. Take +1 ongoing when you’re in a crowd.",
+ "sterling_reputation": "Sterling Reputation",
+ "sterling_reputation_description": "our reputation with the population can not be hurt through attacks from The Authority.",
+ "strain": "Strain",
+ "strain_description": "Go past normal human limits. Take 1 Harm (ignoring armor) to deal an extra 1 Harm when using Throw Down or to accomplish a feat of strength.",
+ "strange_things_happen_every_day": "Strange Things Happening Every Day",
+ "strange_things_happen_every_day_description": "Read the room using +Presence instead of +Smarts.",
+ "survival_kit": "Survival Kit",
+ "survival_kit_description": "Roll +Smarts to heal yourself or an ally.\n• On a 7-9, heal 2 Harm, but The Authority adds a negative temporary [tag] to your target.\n• On a 10+, heal 2 Harm.",
+ "tags": "Tags",
+ "take_advanced_move": "Take an Advanced Move",
+ "take_another_move": "Take another Move [repeatable]",
+ "take_move_another_playbook": "Take a move from annother playbook",
+ "tanstaafl": "TANSTAAFL",
+ "techie": "Techie",
+ "tell_me_i_cant": "Tell Me I Can't",
+ "tell_me_i_cant_description": "When you prove an Authority Figure wrong, gain 1 EXP.",
+ "temporary": "Temporary",
+ "the_need": "The Need",
+ "the_need_description": "When you roll Think Fast, if your solution to a problem is to go fast, you can take a 10.",
+ "the_rawk_show": "The Rawk Show",
+ "the_rawk_show_description": "When you’re making plans with your team, praise an ally’s abilities to give them +1 ongoing when executing the plan, as long as they keep succeeding. The effect ends on their first miss.",
+ "the_underground": "The Underground",
+ "the_underground_description": "You can spread the revolution subversively through your art. Once per session, pick a succinct political message you’re trying to share and describe how you want to spread it (a song, art, poetry, etc.) Roll +Presence.\n• On a 7-9, you spread the message, but you may need to do something extra to get people to really listen.\n• On a 10+, your message spreads to like-minded folks and will lead to trustworthy contacts.",
+ "think_of_the_cause": "Think of the Cause",
+ "think_of_the_cause_description": "If you successfully roll to ask for a minor TANSTAAFL with a person who is already politically aligned with you, you do not need to repay them.",
+ "think_tank": "Think Tank",
+ "think_tank_description": "Through your time in academia you have made quite a few contacts. You can contact another scientist to answer a question for you. Roll +Presence.\n• On a 7-9, they have part of the solution, or can solve it but want payment.\n• On a 10+, they will do their best to help out.",
+ "thinkfast": "Think Fast",
+ "throwdown": "Throw Down",
+ "trade_secret": "Trade Secret",
+ "trade_secret_description": "Once per session, you can ask The Authority, “Who would benefit from this situation?” Roll +Presence.\n• On a 7-9, you get a general answer.\n• On a 10+, you get a specific answer.",
+ "transhumanist": "Transhumanist",
+ "transhumanist_description": "When an ally has suffered a major wound, you can attempt to treat the wound using technological enhancements, such as a prosthetic or artificial body part. Roll +Smarts.\n• On a 7-9, you are not able to remove the permanent injury effect [tag], but you can add another [tag] of your choice to the enhancement. They are also stabilized if they were dying.\n• On a 10+, you both remove the permanent injury effect [tag] and add a [tag] of your choice to the enhancement. They are also stabilized if they were dying.",
+ "turn_it_up_to_11": "Turn It Up to 11",
+ "turn_it_up_to_11_description": "If you fail a roll to use a piece of tech you created or own, you can take 11 on the roll instead. However, this permanently breaks the tech.",
+ "under_pressure": "Under Pressure",
+ "under_pressure_description": "Dusters work outside The Domes. It is the most dangerous job on Luna. With it comes pride and a personalized pressure suit that allows you to go in unatmosphered areas. Dusters take +1 ongoing when using their P-Suits.",
+ "union_dues": "Union Dues",
+ "union_dues_description": "Start with a major TANSTAAFL debt to your union.",
+ "usetech": "Use Tech",
+ "vendor": "Vendor",
+ "vibe_check": "Vibe Check",
+ "vibe_check_description": "Once per session, you can get a good sense of the type of person someone is. You have to be in their presence, actively listen to them, and try to figure out their values. Then, The Authority will tell you what your target’s ethos is.",
+ "volunteer_brigade": "Volunteer Brigade",
+ "volunteer_brigade_description": "You have a cohort of up to 10 unskilled volunteers dedicated to your cause. They will do any reasonable political activism or dissidence. Once per session, set your volunteers on a specific task that will advance the cause. They will work on that task until it is complete—they cannot be used for any other work this session. Roll +Presence.\n• On a 7-9, they find partial success or succeeded in a way you didn’t expect.\n• On a 10+, they succeed in what you asked them to do.",
+ "we_need_you": "We Need YOU",
+ "we_need_you_description": "When an ally receives an injury effect [tag], remind them of why they’re important and roll +Presence.\n• On a 7-9, they can ignore the effects of the [tag] until the end of their next action.\n• On a 10+, they ignore the effects of the [tag] until the end of the scene.",
+ "whats_happening": "What’s Happening, Doc?",
+ "whats_happening_description": "When another crew member asks you for your scientific help or expertise, you can give them +1 forward. If they follow your advice, gain 1 EXP.",
+ "whats_my_name": "What’s My Name!",
+ "whats_my_name_description": "You have a specific aesthetic you can use. Pick one: ☐ You have a completely different persona that will effectively hide you from the public eye when you are not embracing it. ☐ Give yourself a permanent aesthetic [tag] of your choice.",
+ "work_contact": "Work Contact",
+ "work_contact_description": "ou have contacts in different unions.\n• On a 7-9, they want to help, but can only steer you in the right direction.\n• On a 10+, they can get you some information. They can tell you one of the following: where something is, what a location’s weakness is, how something works, when something might happen.",
+ "work_uniform": "Work uniform [official], 0 Armor",
+ "workshop": "Workshop",
+ "workshop_description": "You have a small space with basic tools and materials that you are able to work in. This allows you to use Hi Tech without penalty.",
+ "would_you_hit_someone_with_glasses": "Would You Hit Someone with Glasses?",
+ "would_you_hit_someone_with_glasses_description": "Until you use physical violence, physical violence cannot be used against you.",
+ "wrench": "Wrench [small], [innocuous], [1 harm]",
+ "you_know_i_used_to_know_someone": "You Know, I Used to Know Someone Around Here",
+ "you_know_i_used_to_know_someone_description": "Once per location, you can roll +Presence to find an old acquaintance.\n• On a 7-9, you find them, but they have some unsettled business with you.\n• On a 10+, you can ask around and find them and they’re happy to see you.",
+ "you_talkin_to_me": "You Talkin to Me?",
+ "you_talkin_to_me_description": "Before a fight starts, you can taunt or threaten the enemy and roll +Presence. \n• On a 7-9, this only works on one target. \n• On a 10+, all hostility is focused on you until another ally joins in."
+}
\ No newline at end of file
diff --git a/Moon Punk/translations/hu.json b/Moon Punk/translations/hu.json
new file mode 100644
index 0000000000..83d133603d
--- /dev/null
+++ b/Moon Punk/translations/hu.json
@@ -0,0 +1,466 @@
+{
+ "Link_dust_7": "You know them by reputation. Tell them what you've heard.",
+ "actcasual": "Act Casual",
+ "actcool": "Act Cool",
+ "actually": "Actually...",
+ "actually_description": "Roll +Smarts to Influence Someone as long as you sound smart, even if you’re just making stuff up.",
+ "always_holding": "Always Holding",
+ "always_holding_description": "You have a single substance that can be used to temporarily negate a [tag]. It can also be used to temporarily imbue a [tag]. The imbiber must roll +Cool to see how they react.\n• On a 7-9, the [tag] change is successful, but with a side effect.\n• On a 10+, there are no (unintended) side effects.",
+ "always_on_the_run": "Always on the Run",
+ "always_on_the_run_description": "Use +Smarts instead of +Cool to roll to Act Casual.",
+ "athlete": "Athlete",
+ "athlete_description": "Athlete: Anything can be a thrown weapon with some hand-eye coordination. When using a thrown item as a weapon, call your shot and roll to Throw Down. \n• On a 7-9, you miss your specific target, but still deal at least 1 Harm to the general target. \n• On a 10+, you hit exactly what you wanted to hit (either a specific body part or object), deal at least 1 Harm, and apply a [tag] to the target.",
+ "bang": "Bang",
+ "bang_description": "You can get in the way when someone else is about to take Harm without rolling to Protect Someone. However, when you do this, you always take at least 1 Harm. If this knocks you unconscious, you can take one more action before going out.",
+ "bargaining_power": "Bargaining Power",
+ "bargaining_power_description": "You can get out of minor trouble with The Authority by manipulating your union ties. Roll +Presence.\n• 7-9 The problem can disappear... For a price.\n• 10+ They got your back.",
+ "bash-baller": "Bash-Baller",
+ "bash-baller_description": "When you’re outnumbered or outgunned in a fight, it just makes you tougher. Take +1 ongoing until you even the odds.",
+ "blend_in": "Blend In",
+ "blend_in_description": "You might be quiet, but you’re not a wallflower. If enough time goes by and you haven’t yet been acknowledged or engaged in activity, you can reveal what you’ve been doing in the background while the others have been in the spotlight. If you can say how you set up your next move, you can take a 10 on your next roll.",
+ "bones": "Bones",
+ "born_leader": "Born Leader",
+ "born_leader_description": "You are known for your dedication to the Mutant community. You can take a 10 on an Influence Someone roll against any non-Authority Figure Mutant as long as you can make the argument that what you want is within the Mutant community’s interests.",
+ "brass_knuckles": "Brass Knuckles [concealable], 1 Harm",
+ "brawler": "Brawler",
+ "brawler_description": "You’re an expert in hand-to-hand combat. When you use Stick N Move or Restrain Them during a Throw Down roll, deal an additional 1 Harm.",
+ "buddy_system": "Buddy System",
+ "buddy_system_description": "At the beginning of any dangerous situation, choose a buddy. Take +1 ongoing to any Protect Someone, Think Fast, or Help Out rolls to help this person until the danger is over.",
+ "call_your_map": "Call Your Map",
+ "call_your_map_description": "You can set up a meeting with your union representative at any time. They will counsel you and offer help within reason.",
+ "callsign": "Callsign",
+ "callsign_description": "You choose a personal callsign. Share it with The Authority (and your crew, if you’re not embarrassed). This callsign can be invoked like a [tag].",
+ "campaign_promise": "Campaign Promise",
+ "campaign_promise_description": "When someone tries to cash in a TANSTAAFL debt with you or an ally, you can roll +Presence to hold off repayment.\n• On a 7-9, they will agree to wait if you either sweeten the pot or make a persuasive political argument.\n• On a 10+, they agree to wait until a condition you both agree to is met.",
+ "case_the_joint": "Case the Joint",
+ "case_the_joint_description": "Spend some time watching a potential mark. Roll +Cool. On a 7-9, ask one question. On a 10+, ask three.\n• Who will be there?\n• How are they defended?\n• What’s valuable there?\n• Is there an opening?\n• Will we need anything?\n• Where could we flee?",
+ "change_class": "Change class",
+ "check_the_blueprint": "Check The Blueprints",
+ "check_the_blueprint_description": "Roll to inquire about the physical layout of the domes. Take +1 ongoing as long as this knowledge helps you out.",
+ "choose": "Stat Set: [click]",
+ "choosestats": "Select Stats",
+ "convict": "Convict",
+ "convict_description": "You were declared guilty and your punishment was exile. Your “partner in crime” is here, too. They’ll act as an Ally for you and your crew. Problem is, they’re a scumbag. Choose their specialty and describe them to the table. Then, the table will choose a shitty ethos for them.",
+ "cool": "Cool",
+ "cool_outfit": "Cool Outfit [__________] (choose a [tag]), 1 Armor",
+ "cornfed": "Cornfed",
+ "cornfed_description": "You are just downright big and strong. When you use Throw Them during a Throw Down roll, you deal Harm to both the person you threw and the object or person you threw them at.",
+ "cross_training": "Cross Training",
+ "cross_training_description": "Take a move from any playbook’s non-specialty moves.",
+ "danger_sense": "Danger Sense",
+ "danger_sense_description": "You’re always looking for anything that can go wrong. When anyone Reads the Room while you’re there, you may always ask “anything dangerous here?” even if they miss.",
+ "dense": "Dense",
+ "dense_description": "Growing up with Earth grav means your body is stronger. Gain +1 bones.",
+ "diplomatic_immunity": "Diplomatic Immunity",
+ "diplomatic_immunity_description": "You may roll +Presence instead of +Cool to Act Casual when dealing with Authority Figures.",
+ "dirty_laundry": "Dirty Laundry",
+ "dirty_laundry_description": "You can launder money or fence stolen or illegal goods through your shop. If you do so, roll +Cool.\n• On a miss, The Authority takes notice.\n• On a 7-9, someone realizes what you’re doing and might ask something of you to stay quiet.\n• On a 10+, you pull off the transaction successfully.",
+ "doesnt_make_it_allright": "Doesn’t Make it Alright",
+ "doesnt_make_it_allright_description": "Once a session you can attempt to bandage and stitch up your own wounds with whatever you have on hand. Roll +Bones.\n• On a miss, you’ll have to heal normally and can’t use this move again until you’ve done so.\n• On a 7-9 heal 1 Harm.\n• On a 10+ heal 2 Harm.",
+ "dont_get_cocky_kid": "Don’t Get Cocky, Kid",
+ "dont_get_cocky_kid_description": "If you brag about your skills before doing something, you get +1 forward. However, if you miss the roll, you do not gain EXP.",
+ "dont_touch_them": "Don’t Touch Them",
+ "dont_touch_them_description": "If an ally or innocent bystander takes harm, you gain +1 forward to Protect Someone and Throw Down. This can stack if multiple people are harmed before you have a chance to act.",
+ "duster": "Duster",
+ "dying": "Dying",
+ "education": "Education",
+ "education_description": "How did you learn your trade? Pick one: \n☐ Formal Education. A degree is expensive, so you needed an Authority gig to pay it off. Your lab is [funded] but by an Authority source, so it’s [monitored].\n☐ Apprenticeship. A single person or small group helped nurture your growth and education. Your lab is within a [co-op], but you’re expected to contribute back to the co-op. Every time you use the lab for yourself, mark a minor TANSTAAFL debt.\n☐ Auto-Didact. You are self taught, and that comes with its own ups and downs. Your lab is [homemade] but [off-grid].",
+ "enforcer": "Enforcer",
+ "ethos": "Ethos",
+ "everythings_fine_here_how_are_you": "Everything’s Fine Here. How are You?",
+ "everythings_fine_here_how_are_you_description": "When you fail a +Presence roll, you can dictate one thing that does not happen as a consequence.",
+ "ex-military": "Ex-Military",
+ "ex-military_description": "Thanks to your years of training with a team, you can always forgo a Protect Someone roll and take a 10 instead. You can not use this move to hurt the enemy.",
+ "exp": "EXP",
+ "experienced_loonie": "Experienced Loonie",
+ "experienced_loonie_description": "You Think Fast with +Smarts instead of +Cool.",
+ "fake_smile": "Fake Smile",
+ "fake_smile_description": "Gain +1 Presence when you’re lying, deceiving, or trying to sell something.",
+ "first_impressions": "First Impressions",
+ "first_impressions_description": "When you meet a new person, you can choose to roll +Presence.\n• On a 7-9, you make a good impression, but there’s a catch. Describe what goes wrong.\n• On a 10+ you make a good impression and the person may become a contact or friend to you.",
+ "flight_jacket": "Flight jacket [flashy], 1 Armor",
+ "gear": "Gear",
+ "gear_name": "Item Name",
+ "grab_the_mic": "Grab the Mic",
+ "grab_the_mic_description": "You can make a big scene to force the attention on yourself for a short while. Roll +Presence out of combat, but +Bones if people have already started to Throw Down.\n• On a 7-9, you only get a little attention or you get too much. You choose.\n• On a 10+, all eyes are on you.",
+ "grease_monkey": "Grease Monkey",
+ "grease_monkey_description": "Once per session, when you have downtime, you can tinker with an item, exchanging a [tag] with a comparable one.",
+ "greenhorn": "Greenhorn",
+ "greenhorn_description": "When you play dumb trying to avoid trouble, roll +Presence instead of +Cool to Act Casual. This doesn’t work twice on the same person or in the same location.",
+ "guildy": "Guildy",
+ "hang_jacket": "Hang up your jacket",
+ "harm": "Harm",
+ "helpful_idiot": "Helpful Idiot",
+ "helpful_idiot_description": "When you Help Out, your ally receives a +2 to their roll instead of the normal +1.",
+ "heres_a_cool_trick": "Here’s a Cool Trick",
+ "heres_a_cool_trick_description": "Even when you don’t know what you’re doing, you still know what you’re doing. You may roll +Cool when rolling to Use Tech.",
+ "hey_fuck_you": "Hey, Fuck You!",
+ "hey_fuck_you_description": "When you directly and publicly stand up to oppression or bigotry, take +1 forward.",
+ "high_gravity": "High Gravity",
+ "high_gravity_description": "Before you roll to Throw Down, you can decide to take up to +3 forward, but you will take up to -3 forward on a roll of The Authority’s choice in the same scene.",
+ "high_pressure_sales_force": "High Pressure Sales Tactics",
+ "high_pressure_sales_force_description": "When attempting sleight of hand on someone while they are aware of you roll +Presence.\n• On a 7-9 you don’t get the item and get away clean, or get the item and The Authority takes a hard move.\n• On a 10+ You get away clean.",
+ "hold_my_glasses": "Hold My Glasses",
+ "hold_my_glasses_description": "Roll +Smarts instead of +Bones for your first Throw Down roll of the scene.",
+ "i_got_just_the_thing": "I Got Just the Thing",
+ "i_got_just_the_thing_description": "When looking for an item (within reason), roll +Presence.\n• On a 7-9 you know who would have it.\n• On a 10+ you just happen to have it.",
+ "i_got_your_six": "I Got Your Six",
+ "i_got_your_six_description": "If you step back and let someone else do something you honestly want to do yourself, give them a +1 forward. If you make it painfully obvious that you’re letting them do this, gain 1 EXP if they roll a 10+.",
+ "i_know_somebody": "I Know Somebody",
+ "i_know_somebody_description": "When you’re looking for someone with a particular skill set, roll +Presence.\n• On a 7-9, you know someone who could help you out, but pick one: they have a bad reputation, they’re hard to get a hold of, they’ll want something from you right away.\n• On a 10+, you find the right person for the job, no complications.",
+ "i_thought_i_told_you": "I Thought I Told You",
+ "i_thought_i_told_you_description": "When you warn someone not to do something, but they do it anyway, you get +1 forward to either help them get out of trouble or to punish them for it.",
+ "ice_in_my_veins": "Ice in My Veins",
+ "ice_in_my_veins_description": "You may automatically take a 10 on Think Fast rolls.",
+ "incumbent": "Incumbent",
+ "incumbent_description": "You’re a mainstay in Lunar politics. Once per session, take a single “factoid” (be it true or false), and spread it to the people. Roll +Presence.\n• On a 7-9, the people believe any truth you’ve spread but doubt any lies.\n• On a 10+, many people tend to know and believe this factoid, regardless of truth.",
+ "indomitable_will": "Indomitable Will",
+ "indomitable_will_description": "Ignore injury effect [tags] until your allies and innocent bystanders are out of danger.",
+ "influencesomeone": "Influence Someone",
+ "inner_strength": "Inner Strength",
+ "inner_strength_description": "Inner Strength: You shrug off injuries that could stop a normal person. Once a session take a moment to collect yourself and roll +Bones.\n• On a 7-9, heal 2 Harm or remove a temporary injury effect [tag].\n• On a 10+, heal 2 Harm and remove a temporary injury effect [tag].",
+ "instructions_not_included": "Instructions Not Included",
+ "instructions_not_included_description": "You have a creative take on “instructions” and “blueprints.” During the Research Phase of a Hi Tech roll, you can reroll the result if you are not satisfied with it, but you have to keep the new result.",
+ "juke_box_hero": "Juke Box Hero",
+ "juke_box_hero_description": "You have 1 Armor as long as you’re not restrained.",
+ "lab_tool": "Lab tool [innocuous]. 1 Harm",
+ "labcoat": "Labcoat",
+ "laboratory": "Laboratory",
+ "laboratory_description": "You have a scientific specialty and a lab that goes along with it. Your lab counts as a workshop for Hi Tech as long as you’re working in your field. Anytime you’re working within this specialty, take +1 ongoing. Pick one:\n☐ Agriculture: Hydroponics lab with access to grow beds, plumbing, fertilizer, and 2 large silos for storage.\n☐ Chemistry: Access to a stockpile of chemicals and the tools to manipulate them.\n☐ Medicine: Expertise in medicine. People with critical injuries can recover here, including permanent [tags]. There is space for 1-2 patients to stay.\n☐ Astronomy: Observatory equipped with instruments to monitor and communicate with celestial objects... Or local pilots.\n☐ _________________: Choose your own specialty and discuss with The Authority and your crew about what it might have inside.",
+ "levelingup": "Leveling Up",
+ "levelingupdesc": "Pick one when you mark 5 EXP",
+ "link_dust_1": "You have lunch at the same place as them every day but you’ve never actually spoken.",
+ "link_dust_2": "You’ve worked with them before. Ask them how.",
+ "link_dust_3": "The two of you are drinking buddies.",
+ "link_dust_4": "You've accidentally pissed them off before. Ask them what you did.",
+ "link_dust_5": "You've helped get the out of a bad situation. Ask them how.",
+ "link_dust_6": "The two of you helped raise someone. Who was it?",
+ "link_dust_7": "You’ve seen them from the other side of the Domes, but you’ve never had a chance to talk.",
+ "link_dust_8": "They shoed solidarity to your cause in some what. How?",
+ "link_enforce_1": "You’ve gotten in trouble with The Authority before together. What did you do?",
+ "link_enforce_2": "The two of you are childhood friends.",
+ "link_enforce_3": "They used to be on a team with you. Ask them what kind of team.",
+ "link_enforce_4": "You’ve gotten in a physical tussle with this person before. Ask them why and how this affected your relationship.",
+ "link_enforce_5": "You feel obligated to keep this person safe. Tell them why.",
+ "link_enforce_6": "You believe in this person.",
+ "link_enforce_7": "This person always keeps you out of trouble.",
+ "link_enforce_8": "You share a hobby or interest that you don’t want other people to know about. Ask them what.",
+ "link_guildy_1": "You have lunch at the same place as them every day but you’ve never actually spoken.",
+ "link_guildy_2": "You’ve worked with them before. Ask them how.",
+ "link_guildy_3": "The two of you are drinking buddies.",
+ "link_guildy_4": "You’ve accidentally pissed them off before. Ask them what you did.",
+ "link_guildy_5": "You’ve helped get them out of a bad situation. Ask them how.",
+ "link_guildy_6": "The two of you helped raise someone. Who was it?",
+ "link_guildy_7": "You know them by reputation. Tell them what you’ve heard.",
+ "link_guildy_8": "They showed solidarity to your cause in some way. How?",
+ "link_labcoat_1": "You secretly pine for this person.",
+ "link_labcoat_2": "You tutored this person. What did you teach them?",
+ "link_labcoat_3": "They’re your extroverted friend and get you to leave your lab every once in a while.",
+ "link_labcoat_4": "You often patch them up after fights.",
+ "link_labcoat_5": "You’ve saved the life of someone they know.",
+ "link_labcoat_6": "Your lab is near their home or workplace.",
+ "link_labcoat_7": "You went to the same school together. Ask them how you got along.",
+ "link_labcoat_8": "They helped you clean up a lab accident you had. Tell them what they did for you.",
+ "link_mutant_1": "They showed you kindness in the past, and you feel obligated to repay them.",
+ "link_mutant_2": "They are your love interest.",
+ "link_mutant_3": "They’ve done something that you admired. Tell them what.",
+ "link_mutant_4": "Every time this person is around, something bad happens. You think they’re bad luck.",
+ "link_mutant_5": "The two of you have fought together against The Authority before. What happened?",
+ "link_mutant_6": "This person helped shape the way you see the world. Tell them how.",
+ "link_mutant_7": "They’ve done something small to annoy you, and you’ve blown it out of proportion. Tell them what they do that bugs you.",
+ "link_mutant_8": "They are a member of your family, birth or chosen.",
+ "link_newmooner_1": "You’re distant relatives, but you hope a bit of blood is enough to get a favor. Tell them how you’re related.",
+ "link_newmooner_2": "They helped you get to The Moon. Ask them how they helped, and tell them what you gave them in return.",
+ "link_newmooner_3": "You were told they would be a good connection. Tell them who gave you this information.",
+ "link_newmooner_4": "You were longtime penpals when you were back on Earth. Swap one secret.",
+ "link_newmooner_5": "Your first job on the Moon is working for them.",
+ "link_newmooner_6": "Your arrival on the Moon has caused them some problems. Ask them what.",
+ "link_newmooner_7": "You owe them a small favor. Tell them what they did for you that has put you in their debt.",
+ "link_newmooner_8": "You admire their aesthetic and want to be just like them.",
+ "link_oldtimer_1": "You taught them an important skill. Tell them what it was.",
+ "link_oldtimer_2": "You introduced them to the scene.",
+ "link_oldtimer_3": "You think of them like a surrogate child.",
+ "link_oldtimer_4": "You don’t really understand their ‘thing,’ but you respect it. Ask them what their thing is.",
+ "link_oldtimer_5": "They remind you of a younger you. How does that make you feel?",
+ "link_oldtimer_6": "You once lent them a hand when they were just getting started. Ask them how you helped them.",
+ "link_oldtimer_7": "They taught you something that you didn’t know, and it surprised you. Tell them what.",
+ "link_oldtimer_8": "The two of you have a long-standing feud. Tell them what it’s about.",
+ "link_pilot_1": "You helped them get some illegal goods transported. Ask them what they were.",
+ "link_pilot_2": "They sold you your ship for a big favor or a big trade. Maybe you still owe them. Ask them what you exchanged.",
+ "link_pilot_3": "They saw you unload some illegal goods but kept their mouth shut. You’re not sure whether you should thank them or be suspicious.",
+ "link_pilot_4": "You dated before, but it went sour. Ask them how romantically involved you were and what you did that made them break it off.",
+ "link_pilot_5": "You have a business connection with them. Define that relationship.",
+ "link_pilot_6": "You consider this person your co-pilot, even if they’ve never been in your ship before.",
+ "link_pilot_7": "You constantly feel the need to impress this person.",
+ "link_pilot_8": "They’re your moral compass and keep you grounded.",
+ "link_politician_1": "You helped them out of a jam before. Ask them what you did.",
+ "link_politician_2": "You used to be close. What came between you?",
+ "link_politician_3": "Despite your best efforts, you could not convince them to back you in a recent campaign.",
+ "link_politician_4": "You screwed this person over. Ask them how.",
+ "link_politician_5": "They have volunteered for you before and might still be a regular volunteer.",
+ "link_politician_6": "You have intertwined interests. What are they?",
+ "link_politician_7": "They have some dirt on you. Tell them what it is.",
+ "link_politician_8": "They protected you from a political attack. What happened?",
+ "link_rocker_1": "They’re your muse.",
+ "link_rocker_2": "They’re your secret rival. You haven’t told them, but maybe they know. Or don’t.",
+ "link_rocker_3": "You know them from “the scene.” Ask them how they feel about your performances.",
+ "link_rocker_4": "You’ve collaborated on a project before. Ask them how they helped.",
+ "link_rocker_5": "You took them under your wing and you consider yourself their mentor. Do they feel the same way?",
+ "link_rocker_6": "They supported you early on.",
+ "link_rocker_7": "You got into a pretty public fight with them, but you’ve worked things out. What was the fight over?",
+ "link_techie_1": "You sometimes fix their things.",
+ "link_techie_2": "This person helped get your workshop off the ground.",
+ "link_techie_3": "You’ve done some shady work for this person. Ask them what invention or skill of yours helped them out.",
+ "link_techie_4": "You constantly try to one up this person.",
+ "link_techie_5": "They’re your neighbor, and they hate it. Ask them why.",
+ "link_techie_6": "They hang around your workshop. How do you feel about this?",
+ "link_techie_7": "They help you get hard-to-find items. Ask them how they help you out.",
+ "link_techie_8": "You’re convinced that they love your tech. Ask them how they really feel.",
+ "link_vendor_1": "They’re a regular of yours.",
+ "link_vendor_2": "You’ve caught them stealing from you before. Ask them what happened.",
+ "link_vendor_3": "You make money off of them. Ask them how.",
+ "link_vendor_4": "Your business is named after them. Ask them how they feel about that.",
+ "link_vendor_5": "You want them to partner with you.",
+ "link_vendor_6": "The two of you go way back. They get the friends and family discount.",
+ "link_vendor_7": "They gave you some good advice early on. Ask them what they told you.",
+ "link_vendor_8": "They claim you ripped them off. Ask them how.",
+ "links": "Links",
+ "links_name": "Link Text",
+ "linksdesc": "Pick one for each other Punk",
+ "macgyver": "MacGyver",
+ "macgyver_description": "If you can explain how it works, you can use the objects around you to create a tool or weapon. This new item only works once.",
+ "magnum_opus": "Magnum Opus",
+ "magnum_opus_description": "You start with a major piece of Hi Tech, which you do not need to roll for. Give it 2 positive [tags] and 1 negative [tag]. If it’s stolen or destroyed, you can make a new one at the beginning of the next session and skip the Research Phase for Hi Tech.",
+ "major": "Major",
+ "migrant": "Migrant",
+ "migrant_description": "Either by choice or necessity, you’re here for a new start. Luckily, you have people to back you. Pick a specific group (cultural or social) that will look out for you. They will reliably help you out when they can, but they expect your loyalty, too.",
+ "minor": "Minor",
+ "moderate": "Moderate",
+ "mouse_trap": "Mouse Trap",
+ "mouse_trap_description": "If your team goes along with a wild, complicated plan you came up with, everyone gains +1 ongoing while the plan works. If it goes wrong, you gain 1 EXP.",
+ "moves": "Moves",
+ "moves_description": "Description of Move",
+ "moves_name": "Move Name",
+ "movesnotes": "Moves/Notes",
+ "mudslinging": "Mudslinging",
+ "mudslinging_description": "You can apply [tags] to opponents and knock them off balance. Provoke them with insults or lies and roll +Presence.\n• On a 7-9, The Authority will give the target an appropriate [tag].\n• On a 10+, you may give the target an appropriate [tag] of your choice.",
+ "mut_support_structure": "Support Structure",
+ "mut_support_structure_description": "While The Authority and many ignorant people look down upon mutants, they have created a strong support structure together. Whenever you are in danger, other mutants will freely give you and your friends shelter, medical help, and food without expecting anything in return.",
+ "mutant": "Mutant",
+ "mutation": "Mutation",
+ "mutation_description": "The inherent dangers of living in space include lunar radiation. Some people are born with mutations such as unnaturally colored skin, the growth of fur, or extra appendages. Your mutation manifests in some physical manner of your choice. Describe it to your crew and give yourself an appropriate descriptive [tag].",
+ "name": "Name",
+ "natural_armor": "Natural Armor",
+ "natural_armor_description": "Your mutation manifests in a way that keeps you safe from physical harm. +1 Armor.",
+ "needsattention": "Needs Attention",
+ "never_tell_me_the_odds": "Never Tell Me the Odds",
+ "never_tell_me_the_odds_description": "When you do something someone told you was a bad idea, take +1 forward.",
+ "newmooner": "New Mooner",
+ "no_bullshit": "No Bullshit",
+ "no_bullshit_description": "If you feel like you’re being taken advantage of by someone, you can take +1 ongoing against that person if you start to Throw Down.",
+ "no_credit": "No Credit",
+ "no_credit_description": "TANSTAAFL debts do not incur EXP negatives.",
+ "notes": "Notes",
+ "ol_stomping_grounds": "Ol’ Stomping Grounds",
+ "ol_stomping_grounds_description": "You can remember the environmental [tag] of a location. Roll +Smarts.\n• On a 7-9, The Authority reveals a [tag] of their choosing.\n• On a 10+, you choose a [tag] the location has.",
+ "oldtimer": "Old Timer",
+ "oppo_expert": "Oppo Expert",
+ "oppo_expert_description": "You’re an expert on digging up dirt. Once per session, pick any target for your research and roll +Presence.\n• On a 7-9, you get a rumor you can follow up on.\n• On a 10+, if they have dirt to be found, you find it.",
+ "ot_convict": "Convict",
+ "ot_convict_description": "Convict: The Moon is the Earth’s largest prison colony, and that’s how you ended up here. It doesn’t matter if you did it or not anymore-when you’re treated like a criminal, you learn to think like a criminal. When you want to get a witness to look the other way, you can roll +Smarts before you ask.\n• On a 7-9, they’ll want something in exchange for silence.\n• On a 10+, you know what to say to get them to keep quiet, or you know they’ll blab.",
+ "ot_migrant": "Migrant",
+ "ot_migrant_description": "You came to The Moon for the chance at a better life. It wasn’t easy, but now you have a place you can call home. Pick a Dome to call home. Give this Dome a [tag] and name and give an ethos to an NPC there who you trust completely.",
+ "ot_pioneer": "Pioneer",
+ "ot_pioneer_description": "The call to adventure hit you hard, and you were one of the first to go to The Moon. Once per session, you can roll +Smarts and ask The Authority one simple question about Lunar history, politics, or survival.\n• On a 7-9, The Authority will answer, but it might not be the whole picture.\n• On a 10+, The Authority will answer your question truthfully.",
+ "ot_political_dissenter": "Political Dissenter",
+ "ot_political_dissenter_description": "You never liked how they ran things earthside, and they didn’t like you all that much either. Once per session, you can try to get the people to take subversive action. Roll +Presence.\n• On a 7-9, they do what you wanted but with a complication. Choose something that definitely goes according to plan.\n• On a 10+, everything goes according to plan.",
+ "owe": "Owe",
+ "owe_placeholder": "[owe]",
+ "owed": "Owed",
+ "owed_placeholder": "[owed]",
+ "p0c0s1b2": "Presence:0\nCool:0\nSmarts:1\nBones:2",
+ "p0c0s2b1": "Presence:0\nCool:0\nSmarts:2\nBones:1",
+ "p0c1s0b2": "Presence:0\nCool:1\nSmarts:0\nBones:2",
+ "p0c1s2b0": "Presence:0\nCool:1\nSmarts:2\nBones:0",
+ "p0c2s0b1": "Presence:0\nCool:2\nSmarts:0\nBones:1",
+ "p0c2s1b0": "Presence:0\nCool:2\nSmarts:1\nBones:0",
+ "p1bones": "+1 Bones",
+ "p1c0s0b2": "Presence:1\nCool:0\nSmarts:0\nBones:2",
+ "p1c0s2b0": "Presence:1\nCool:0\nSmarts:2\nBones:0",
+ "p1c1s2b-1": "Presence:1\nCool:1\nSmarts:2\nBones:-1",
+ "p1c1s-1b2": "Presence:1\nCool:1\nSmarts:-1\nBones:2",
+ "p1c2s0b0": "Presence:1\nCool:2\nSmarts:0\nBones:0",
+ "p1c2s0b-2": "Presence:1\nCool:2\nSmarts:0\nBones:-2",
+ "p1c2s1b-1": "Presence:1\nCool:2\nSmarts:1\nBones:-1",
+ "p1c2s-1b1": "Presence:1\nCool:2\nSmarts:-1\nBones:1",
+ "p1c2s-1b-1": "Presence:1\nCool:2\nSmarts:-1\nBones:-1",
+ "p1c2s-2b0": "Presence:1\nCool:2\nSmarts:-2\nBones:0",
+ "p1c-1s1b2": "Presence:1\nCool:-1\nSmarts:1\nBones:2",
+ "p1c-1s2b1": "Presence:1\nCool:-1\nSmarts:2\nBones:1",
+ "p1cool": "+1 Cool",
+ "p1presence": "+1 Presence",
+ "p1smarts": "+1 Smarts",
+ "p1stat": "Add +1 to any Stat [Max at +3]",
+ "p2c0s0b1": "Presence:2\nCool:0\nSmarts:0\nBones:1",
+ "p2c0s1b0": "Presence:2\nCool:0\nSmarts:1\nBones:0",
+ "p2c1s0b0": "Presence:2\nCool:1\nSmarts:0\nBones:0",
+ "p2c1s1b-1": "Presence:2\nCool:1\nSmarts:1\nBones:-1",
+ "p2c1s-1b1": "Presence:2\nCool:1\nSmarts:-1\nBones:1",
+ "p2c2s-1b-1": "Presence:2\nCool:2\nSmarts:-1\nBones:-1",
+ "p2c-1s1b1": "Presence:2\nCool:-1\nSmarts:1\nBones:1",
+ "p2c-1s2b-1": "Presence:2\nCool:-1\nSmarts:2\nBones:-1",
+ "p2c-1s-1b2": "Presence:2\nCool:-1\nSmarts:-1\nBones:2",
+ "p-1c1s1b2": "Presence:-1\nCool:1\nSmarts:1\nBones:2",
+ "p-1c1s2b1": "Presence:-1\nCool:1\nSmarts:2\nBones:1",
+ "p-1c2s1b1": "Presence:-1\nCool:2\nSmarts:1\nBones:1",
+ "p-1c2s2b-1": "Presence:-1\nCool:2\nSmarts:2\nBones:-1",
+ "p-1c2s-1b2": "Presence:-1\nCool:2\nSmarts:-1\nBones:2",
+ "p-1c-1s2b2": "Presence:-1\nCool:-1\nSmarts:2\nBones:2",
+ "p:suit": "P-Suit: [airtight], 0 Armor",
+ "permanent": "Permanent",
+ "picket_line": "Picket Line",
+ "picket_line_description": "If there’s a valid danger of letting Authority Figures into a location, you can delay their entry non-violently so long as there are people willing to physically be by your side.",
+ "pilot": "Pilot",
+ "pioneer": "Pioneer",
+ "pioneer_description": "Something didn’t feel right earthside, whether it be wanderlust, ennui, or plain old groundhog melancholy. The Moon is a new adventure, and you’re prepared for anything. Once per session, roll +Smarts.\n• On a 7-9, The Authority gives you a vague hint about what’s to come.\n• On a 10+, The Authority reveals a possible future obstacle.",
+ "playbookmoves": "Playbook Moves",
+ "playbookmovesdesc": "Pick three to start",
+ "player": "Character",
+ "poke_the_pig": "Poke the Pig",
+ "poke_the_pig_description": "You really know how to get under someone’s skin. When you’re trying to piss someone off to manipulate them, Roll +Smarts.\n• On a 7-9, you goad them into action but not necessarily in the way you wanted.\n• On a 10+, they get played like a fiddle.",
+ "political_dissenter": "Political Dissenter",
+ "political_dissenter_description": "You spoke up a little too often or a little too loud, and pissed off just the right (or wrong) person, and now you’re here. Once per session, you can whip up a fervor about a just cause and get people to rally on the streets. Roll +Presence.\n• On a 7-9, people are fired up, but need an extra push to get them to protest.\n• On a 10+, you can start up a sizable public demonstration.",
+ "politician": "Politician",
+ "pollster": "Pollster",
+ "pollster_description": "Statistics and data are what make politics run, and you know just the questions to ask. Once per session, you can send out a poll to find the answer to a single question. Roll +Presence.\n• On a 7-9, the answer is incomplete or insufficient in some way.\n• On a 10+, you get the answer.",
+ "power_in_a_union": "Power in a Union",
+ "power_in_a_union_description": "You have membership to a labor union. Choose what profession you belong to. Anytime you act within this profession, take +1 ongoing.",
+ "practice_makes_perfect": "Practice Makes Perfect",
+ "practice_makes_perfect_description": "You’ve been in enough fights to know how it works. Take +1 when Throwing Down, or +2 if your opponent isn’t used to moon gravity.",
+ "practiced_hand": "Practiced Hand",
+ "practiced_hand_description": "At the beginning of each session roll, +Cool.\n• On a miss, The Authority may replace 1 of your rolls later in this session with your result. They may decide after you roll.\n• On a 7-9, you may replace 1 roll later in this session with this result. You must decide before you roll.\n• On a 10+, you may replace 1 roll later in this session with this result. You may decide after you roll.",
+ "presence": "Presence",
+ "private_line": "Private Line",
+ "private_line_description": "You have access to an encrypted, private mode of communication you can share with anyone. Decide if it is text or voice when you choose this move.",
+ "professional_smuggler": "Professional Smuggler",
+ "professional_smuggler_description": "Take +1 ongoing to all +Cool rolls when you are hiding something or someone. If you’re hiding this thing or person in your ship’s smuggler’s cache (if you have one), you can take a 10.",
+ "professional_training": "Professional Training",
+ "professional_training_description": "Add +1 to any rating.",
+ "pronouns": "Pronouns",
+ "proper_leverage": "Proper Leverage",
+ "proper_leverage_description": "If you roll a 10+ to Throw Down you can always use Gain Leverage in addition to another effect.",
+ "protectsomeone": "Protect Someone",
+ "readroom": "Read The Room",
+ "recruit_allies": "Recruite Allies",
+ "redeption_song": "Redemption Song",
+ "redeption_song_description": "When an ally receives Harm, you can try to raise your team’s spirits. Shout out a cry of support and roll +Presence.\n• On a 7-9 one member of the party gains a +1 forward.\n• On a 10+ the whole crew has +1 forward.",
+ "reliable_front": "Reliable Front",
+ "reliable_front_description": "Your establishment is known and reliable, as such meetings at this area are never seen as suspicious.",
+ "remember_the_fundamentals": "Remember the Fundamentals",
+ "remember_the_fundamentals_description": "You always take +2 to Throw Down, but you can only use Stick N Move on a 10+.",
+ "resetstats": "Reset Stats",
+ "rising_from_hardship": "Rising From Hardship",
+ "rising_from_hardship_description": "If you change your class at any point, you do not lose any of the moves from this Playbook.",
+ "rocker": "Rocker",
+ "rope_trick": "Rope Trick",
+ "rope_trick_description": "You trained with the Safety Tether enough to make it like an extension of your body. Take +1 to Throw Down when using it. In addition, the tether now deals 1 Harm when you use it.",
+ "rousing_speech": "Rousing Speech",
+ "rousing_speech_description": "Once per session, when your team needs a boost of inspiration, give a rousing motivational speech. The entire crew (including you) receives a +1 forward.",
+ "running_on_instinct": "Running on Instinct",
+ "running_on_instinct_description": "Once per scene, when you see something bad about to happen, you can take a single action to try to prevent it.",
+ "safety_tether": "Safety Tether: [innocuous], [entangle], 0 Harm",
+ "sawbones": "Sawbones",
+ "sawbones_description": "Make a +Smarts roll to heal yourself or an ally.\n• On a 7-9, you heal 1 Harm and get rid of all negative tags or you heal Harm equal to your Smarts rating, but don’t remove any [tags].\n• On a 10+ you heal harm equal to your Smarts rating and all injury [tags] are removed.",
+ "scarred": "Scarred",
+ "scarred_description": "You were in a few scraps when you were young, and it made you tough. You get +1 Armor when not wearing other armor. You also take +1 to Throw Down if you can reminisce about how this fight reminds you of that one glorious fight...",
+ "seize_the_means": "Seize the Means",
+ "seize_the_means_description": "One of your options when you roll 10+ to Throw Down is to disarm your opponent and take what’s in their hands.",
+ "selectplaybook": "Select a Playbook",
+ "sentimental_earth_item": "Sentimental Earth item [__________] (choose a [tag])",
+ "sentimental_moon_item": "Sentimental Moon item _________________ (pick a [tag])",
+ "ship": "Ship",
+ "ship_description": "You can’t be a pilot without a ship. Give it a name and choose two assets and one liability. These assets and liabilities can be invoked like [tags]. \n\nAssets\n☐ Smuggler’s cache\n☐ AI autopilot\n☐ Thrusters\n☐ Living quarters\n☐ Weapons\n☐ Escape pod \n\nLiabilities\n☐ Recognizable\n☐ Company-owned\n☐ Unreliable\n☐ Slow\n☐ Still making payments (start with a Major TANSTAAFL debt—this liability goes away when the debt is paid)",
+ "shop": "Shop",
+ "shop_description": "You have a shop and a specialty, such as a bar or a furniture depot. You have access to your product, and you can pick 2 [tags] that help identify your store.",
+ "si_se_puede": "Sí, Se Puede",
+ "si_se_puede_description": "Anytime you roll to Help Out with non-violent action, you can take a 10.",
+ "silver_tongued_devil": "Silver-Tongued Devil",
+ "silver_tongued_devil_description": "When you look someone in the eyes and lie to them, take a +1 to your next +Presence roll with them.",
+ "size_em_up": "Size ‘em Up",
+ "size_em_up_description": "When you meet someone new, you can ask The Authority, “What does this person value?” They must give a truthful, one-word answer.",
+ "smarts": "Smarts",
+ "social_call": "Social Call",
+ "social_call_description": "You know a lot of people in a lot of places. When you drop in to see how they are, you can get the latest rumors. Roll +Presence.\n• On a 7-9, they’re hesitant to talk but will drop a vague hint.\n• On a 10+, they tell you something interesting and valuable.",
+ "space_cowboy": "Space Cowboy",
+ "space_cowboy_description": "Roll +Cool to Throw Down if using your hands or your Safety Tether.",
+ "specialty": "Specialty",
+ "specialtydesc": "If Unchecked: Pick 1\n",
+ "spin_a_yarn": "Spin a Yarn",
+ "spin_a_yarn_description": "When you want to distract an NPC, start telling a story about your past. For as long as you can tell it believably, they’ll be distracted and won’t leave your side. However, anything plainly suspicious will get their attention.",
+ "statdirections": "Choose a Stat Block below",
+ "stay_close_to_me": "Stay Close to Me",
+ "stay_close_to_me_description": "You do better when you’re surrounded by a lot of people. Take +1 ongoing when you’re in a crowd.",
+ "sterling_reputation": "Sterling Reputation",
+ "sterling_reputation_description": "our reputation with the population can not be hurt through attacks from The Authority.",
+ "strain": "Strain",
+ "strain_description": "Go past normal human limits. Take 1 Harm (ignoring armor) to deal an extra 1 Harm when using Throw Down or to accomplish a feat of strength.",
+ "strange_things_happen_every_day": "Strange Things Happening Every Day",
+ "strange_things_happen_every_day_description": "Read the room using +Presence instead of +Smarts.",
+ "survival_kit": "Survival Kit",
+ "survival_kit_description": "Roll +Smarts to heal yourself or an ally.\n• On a 7-9, heal 2 Harm, but The Authority adds a negative temporary [tag] to your target.\n• On a 10+, heal 2 Harm.",
+ "tags": "Tags",
+ "take_advanced_move": "Take an Advanced Move",
+ "take_another_move": "Take another Move [repeatable]",
+ "take_move_another_playbook": "Take a move from annother playbook",
+ "tanstaafl": "TANSTAAFL",
+ "techie": "Techie",
+ "tell_me_i_cant": "Tell Me I Can't",
+ "tell_me_i_cant_description": "When you prove an Authority Figure wrong, gain 1 EXP.",
+ "temporary": "Temporary",
+ "the_need": "The Need",
+ "the_need_description": "When you roll Think Fast, if your solution to a problem is to go fast, you can take a 10.",
+ "the_rawk_show": "The Rawk Show",
+ "the_rawk_show_description": "When you’re making plans with your team, praise an ally’s abilities to give them +1 ongoing when executing the plan, as long as they keep succeeding. The effect ends on their first miss.",
+ "the_underground": "The Underground",
+ "the_underground_description": "You can spread the revolution subversively through your art. Once per session, pick a succinct political message you’re trying to share and describe how you want to spread it (a song, art, poetry, etc.) Roll +Presence.\n• On a 7-9, you spread the message, but you may need to do something extra to get people to really listen.\n• On a 10+, your message spreads to like-minded folks and will lead to trustworthy contacts.",
+ "think_of_the_cause": "Think of the Cause",
+ "think_of_the_cause_description": "If you successfully roll to ask for a minor TANSTAAFL with a person who is already politically aligned with you, you do not need to repay them.",
+ "think_tank": "Think Tank",
+ "think_tank_description": "Through your time in academia you have made quite a few contacts. You can contact another scientist to answer a question for you. Roll +Presence.\n• On a 7-9, they have part of the solution, or can solve it but want payment.\n• On a 10+, they will do their best to help out.",
+ "thinkfast": "Think Fast",
+ "throwdown": "Throw Down",
+ "trade_secret": "Trade Secret",
+ "trade_secret_description": "Once per session, you can ask The Authority, “Who would benefit from this situation?” Roll +Presence.\n• On a 7-9, you get a general answer.\n• On a 10+, you get a specific answer.",
+ "transhumanist": "Transhumanist",
+ "transhumanist_description": "When an ally has suffered a major wound, you can attempt to treat the wound using technological enhancements, such as a prosthetic or artificial body part. Roll +Smarts.\n• On a 7-9, you are not able to remove the permanent injury effect [tag], but you can add another [tag] of your choice to the enhancement. They are also stabilized if they were dying.\n• On a 10+, you both remove the permanent injury effect [tag] and add a [tag] of your choice to the enhancement. They are also stabilized if they were dying.",
+ "turn_it_up_to_11": "Turn It Up to 11",
+ "turn_it_up_to_11_description": "If you fail a roll to use a piece of tech you created or own, you can take 11 on the roll instead. However, this permanently breaks the tech.",
+ "under_pressure": "Under Pressure",
+ "under_pressure_description": "Dusters work outside The Domes. It is the most dangerous job on Luna. With it comes pride and a personalized pressure suit that allows you to go in unatmosphered areas. Dusters take +1 ongoing when using their P-Suits.",
+ "union_dues": "Union Dues",
+ "union_dues_description": "Start with a major TANSTAAFL debt to your union.",
+ "usetech": "Use Tech",
+ "vendor": "Vendor",
+ "vibe_check": "Vibe Check",
+ "vibe_check_description": "Once per session, you can get a good sense of the type of person someone is. You have to be in their presence, actively listen to them, and try to figure out their values. Then, The Authority will tell you what your target’s ethos is.",
+ "volunteer_brigade": "Volunteer Brigade",
+ "volunteer_brigade_description": "You have a cohort of up to 10 unskilled volunteers dedicated to your cause. They will do any reasonable political activism or dissidence. Once per session, set your volunteers on a specific task that will advance the cause. They will work on that task until it is complete—they cannot be used for any other work this session. Roll +Presence.\n• On a 7-9, they find partial success or succeeded in a way you didn’t expect.\n• On a 10+, they succeed in what you asked them to do.",
+ "we_need_you": "We Need YOU",
+ "we_need_you_description": "When an ally receives an injury effect [tag], remind them of why they’re important and roll +Presence.\n• On a 7-9, they can ignore the effects of the [tag] until the end of their next action.\n• On a 10+, they ignore the effects of the [tag] until the end of the scene.",
+ "whats_happening": "What’s Happening, Doc?",
+ "whats_happening_description": "When another crew member asks you for your scientific help or expertise, you can give them +1 forward. If they follow your advice, gain 1 EXP.",
+ "whats_my_name": "What’s My Name!",
+ "whats_my_name_description": "You have a specific aesthetic you can use. Pick one: ☐ You have a completely different persona that will effectively hide you from the public eye when you are not embracing it. ☐ Give yourself a permanent aesthetic [tag] of your choice.",
+ "work_contact": "Work Contact",
+ "work_contact_description": "ou have contacts in different unions.\n• On a 7-9, they want to help, but can only steer you in the right direction.\n• On a 10+, they can get you some information. They can tell you one of the following: where something is, what a location’s weakness is, how something works, when something might happen.",
+ "work_uniform": "Work uniform [official], 0 Armor",
+ "workshop": "Workshop",
+ "workshop_description": "You have a small space with basic tools and materials that you are able to work in. This allows you to use Hi Tech without penalty.",
+ "would_you_hit_someone_with_glasses": "Would You Hit Someone with Glasses?",
+ "would_you_hit_someone_with_glasses_description": "Until you use physical violence, physical violence cannot be used against you.",
+ "wrench": "Wrench [small], [innocuous], [1 harm]",
+ "you_know_i_used_to_know_someone": "You Know, I Used to Know Someone Around Here",
+ "you_know_i_used_to_know_someone_description": "Once per location, you can roll +Presence to find an old acquaintance.\n• On a 7-9, you find them, but they have some unsettled business with you.\n• On a 10+, you can ask around and find them and they’re happy to see you.",
+ "you_talkin_to_me": "You Talkin to Me?",
+ "you_talkin_to_me_description": "Before a fight starts, you can taunt or threaten the enemy and roll +Presence. \n• On a 7-9, this only works on one target. \n• On a 10+, all hostility is focused on you until another ally joins in."
+}
\ No newline at end of file
diff --git a/Mork Borg/translations/ca.json b/Mork Borg/translations/ca.json
new file mode 100644
index 0000000000..624fae482b
--- /dev/null
+++ b/Mork Borg/translations/ca.json
@@ -0,0 +1,77 @@
+{
+ "scvmbirther-u": "SCVMBIRTHER",
+ "name-u": "Name",
+ "description-u": "Description",
+ "class-u": "Class",
+ "class-abilities-u": "Class Abilities",
+ "powers-u": "Powers",
+ "use-power-u": "Use Power",
+ "powers-note-u": "Presence+d4 times per day",
+ "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.",
+ "powers-left-u": "Remaining",
+ "daily-power-roll": "rolls for daily powers",
+ "base-dr-u": "Base DR",
+ "hit-points-u": "Hit Points",
+ "current-hit-points-u": "Current",
+ "max-hit-points-u": "Max",
+ "rest-u": "Getting Rest",
+ "getting-better-u": "Getting Better",
+ "strength-u": "Strength",
+ "agility-u": "Agility",
+ "dr-modifier-u": "DR Modifier",
+ "defense-u": "Defense",
+ "initiative-u": "Initiative",
+ "initiative-note-u": "Agility + d6",
+ "presence-u": "Presence",
+ "toughness-u": "Toughness",
+ "omens-u": "Omens",
+ "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble",
+ "weapons-u": "Weapons",
+ "weapons-type-u": "Type",
+ "weapons-damage-u": "Dmg Die",
+ "armor-u": "Armor",
+ "armor-tier-u": "Tier",
+ "shield-u": "Shield",
+ "no-u": "No",
+ "yes-u": "Yes",
+ "equipment-u": "Equipment",
+ "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests",
+ "equipment-item-u": "Item",
+ "equipment-item-large-u": "Large?",
+ "silver-u": "Silver",
+ "miseries-u": "Miseries",
+ "dawn-misery-u": "Dawn Roll",
+ "psalm-u": "Psalm Roll",
+ "labeldailypowers": "daily powers",
+ "labelpower": "Power",
+ "labelstrength": "Strength",
+ "labelagility": "Agility",
+ "labeldefense": "Defense",
+ "labelinitiative": "Initiative",
+ "labelpresence": "Presence",
+ "labeltoughness": "Toughness",
+ "labelomens": "Omens",
+ "labelrests": "rests",
+ "labelgettingbetter": "Getting Better",
+ "labelhpcheck": "HP check",
+ "labelhpgain": "HP gain",
+ "labeldebris": "Debris roll",
+ "labelstrinc": "Strength increase?",
+ "labelagiinc": "Agility increase?",
+ "labelpreinc": "Presence increase?",
+ "labeltouinc": "Toughness increase?",
+ "labelrolls": "rolls",
+ "labelattacks": "attacks",
+ "labelwith": "with",
+ "labelifhit": "If hit",
+ "labelifcrit": "If crit",
+ "labelcritmsg": "PC gains a free attack",
+ "labeliffumble": "If fumble",
+ "labelfumblemsg": "Double damage, armor/protection reduced one tier",
+ "labelattack": "Attack",
+ "labelattackfumble": "Weapon breaks or is lost",
+ "labeldamage": "Damage",
+ "labelcurrently": "currently",
+ "labeldailymisery": "for the day's potential misery",
+ "labelpsalm": "a misery psalm"
+}
diff --git a/Mork Borg/translations/hu.json b/Mork Borg/translations/hu.json
new file mode 100644
index 0000000000..624fae482b
--- /dev/null
+++ b/Mork Borg/translations/hu.json
@@ -0,0 +1,77 @@
+{
+ "scvmbirther-u": "SCVMBIRTHER",
+ "name-u": "Name",
+ "description-u": "Description",
+ "class-u": "Class",
+ "class-abilities-u": "Class Abilities",
+ "powers-u": "Powers",
+ "use-power-u": "Use Power",
+ "powers-note-u": "Presence+d4 times per day",
+ "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.",
+ "powers-left-u": "Remaining",
+ "daily-power-roll": "rolls for daily powers",
+ "base-dr-u": "Base DR",
+ "hit-points-u": "Hit Points",
+ "current-hit-points-u": "Current",
+ "max-hit-points-u": "Max",
+ "rest-u": "Getting Rest",
+ "getting-better-u": "Getting Better",
+ "strength-u": "Strength",
+ "agility-u": "Agility",
+ "dr-modifier-u": "DR Modifier",
+ "defense-u": "Defense",
+ "initiative-u": "Initiative",
+ "initiative-note-u": "Agility + d6",
+ "presence-u": "Presence",
+ "toughness-u": "Toughness",
+ "omens-u": "Omens",
+ "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble",
+ "weapons-u": "Weapons",
+ "weapons-type-u": "Type",
+ "weapons-damage-u": "Dmg Die",
+ "armor-u": "Armor",
+ "armor-tier-u": "Tier",
+ "shield-u": "Shield",
+ "no-u": "No",
+ "yes-u": "Yes",
+ "equipment-u": "Equipment",
+ "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests",
+ "equipment-item-u": "Item",
+ "equipment-item-large-u": "Large?",
+ "silver-u": "Silver",
+ "miseries-u": "Miseries",
+ "dawn-misery-u": "Dawn Roll",
+ "psalm-u": "Psalm Roll",
+ "labeldailypowers": "daily powers",
+ "labelpower": "Power",
+ "labelstrength": "Strength",
+ "labelagility": "Agility",
+ "labeldefense": "Defense",
+ "labelinitiative": "Initiative",
+ "labelpresence": "Presence",
+ "labeltoughness": "Toughness",
+ "labelomens": "Omens",
+ "labelrests": "rests",
+ "labelgettingbetter": "Getting Better",
+ "labelhpcheck": "HP check",
+ "labelhpgain": "HP gain",
+ "labeldebris": "Debris roll",
+ "labelstrinc": "Strength increase?",
+ "labelagiinc": "Agility increase?",
+ "labelpreinc": "Presence increase?",
+ "labeltouinc": "Toughness increase?",
+ "labelrolls": "rolls",
+ "labelattacks": "attacks",
+ "labelwith": "with",
+ "labelifhit": "If hit",
+ "labelifcrit": "If crit",
+ "labelcritmsg": "PC gains a free attack",
+ "labeliffumble": "If fumble",
+ "labelfumblemsg": "Double damage, armor/protection reduced one tier",
+ "labelattack": "Attack",
+ "labelattackfumble": "Weapon breaks or is lost",
+ "labeldamage": "Damage",
+ "labelcurrently": "currently",
+ "labeldailymisery": "for the day's potential misery",
+ "labelpsalm": "a misery psalm"
+}
diff --git a/Mothership Official/translations/ca.json b/Mothership Official/translations/ca.json
new file mode 100644
index 0000000000..401e36ccb3
--- /dev/null
+++ b/Mothership Official/translations/ca.json
@@ -0,0 +1,295 @@
+{
+ "name": "name",
+ "level": "level",
+ "rank / title": "rank / title",
+ "stress": "stress",
+ "starts at 2": "starts at 2",
+ "resolve": "resolve",
+ "starts at 0": "starts at 0",
+ "health": "health",
+ "max": "max",
+ "current": "current",
+ "class": "class",
+ "rationalization, logic": "rationalization, logic",
+ "surprise, loneliness": "surprise, loneliness",
+ "hunder, disease, infection": "hunder, disease, infection",
+ "physical damage": "physical damage",
+ "linguistics": "linguistics",
+ "biology": "biology",
+ "first aid": "first aid",
+ "hydroponics": "hydroponics",
+ "geology": "geology",
+ "zero-g": "zero-g",
+ "scavenging": "scavenging",
+ "heavy machinery": "heavy machinery",
+ "computers": "computers",
+ "mechanical repair": "mechanical repair",
+ "driving": "driving",
+ "piloting": "piloting",
+ "mathematics": "mathematics",
+ "art": "art",
+ "archaeology": "archaeology",
+ "theology": "theology",
+ "military training": "military training",
+ "rimwise": "rimwise",
+ "athletics": "athletics",
+ "chemistry": "chemistry",
+ "psychology": "psychology",
+ "genetics": "genetics",
+ "pathology": "pathology",
+ "botany": "botany",
+ "planetology": "planetology",
+ "asteroid mining": "asteroid mining",
+ "jury rigging": "jury rigging",
+ "engineering": "engineering",
+ "hacking": "hacking",
+ "vehicle specialization": "vehicle specialization",
+ "astrogation": "astrogation",
+ "physics": "physics",
+ "mysticism": "mysticism",
+ "tactics": "tactics",
+ "gunnery": "gunnery",
+ "firearms": "firearms",
+ "close-quarters combat": "close-quarters combat",
+ "explosives": "explosives",
+ "sophontology": "sophontology",
+ "xenobiology": "xenobiology",
+ "surgery": "surgery",
+ "cybernetics": "cybernetics",
+ "robotics": "robotics",
+ "artificial intelligence": "artificial intelligence",
+ "command": "command",
+ "hyperspace": "hyperspace",
+ "xenoesotericism": "xenoesotericism",
+ "weapon specialization": "weapon specialization",
+ "sanity": "sanity",
+ "fear": "fear",
+ "body": "body",
+ "armor": "armor",
+ "hunger, disease, infection": "hunger, disease, infection",
+ "strength": "strength",
+ "speed": "speed",
+ "intellect": "intellect",
+ "combat": "combat",
+ "trained +10%": "trained +10%",
+ "expert +15%": "expert +15%",
+ "master +20%": "master +20%",
+ "skills": "skills",
+ "trained skills": "trained skills",
+ "cost 1 point": "cost 1 point",
+ "expert skills": "expert skills",
+ "cost 2 points": "cost 2 points",
+ "master skills": "master skills",
+ "cost 3 points": "cost 3 points",
+ "To take an Expert or Master skill you must first take one of its prerequisite skills": "To take an Expert or Master skill you must first take one of its prerequisite skills",
+ "equipment": "equipment",
+ "experience": "experience",
+ "XP": "XP",
+ "Stress & Panic": "Stress & Panic",
+ "stress & panic": "stress & panic",
+ "notes": "notes",
+ "Study of language": "Study of language",
+ "Study of life": "Study of life",
+ "Emergency medical care and treatment": "Emergency medical care and treatment",
+ "Growing plants in nutrient solutions without soil (farming in space)": "Growing plants in nutrient solutions without soil (farming in space)",
+ "The solid features of any terrestrial planet or natural satellite": "The solid features of any terrestrial planet or natural satellite",
+ "Working in a vaccuum, vaccsuits, etc.": "Working in a vaccuum, vaccsuits, etc.",
+ "Searching discarded wastes for useful items": "Searching discarded wastes for useful items",
+ "Operation and use of large pieces of equipment (cranes, exosuits, forkliftsm etc.)": "Operation and use of large pieces of equipment (cranes, exosuits, forkliftsm etc.)",
+ "Fluent use of computers and networks": "Fluent use of computers and networks",
+ "Fixing broken machines": "Fixing broken machines",
+ "Operation and control of motor vehicles": "Operation and control of motor vehicles",
+ "Operation and control of air and spacecraft": "Operation and control of air and spacecraft",
+ "The science of numbers, quantity, and space": "The science of numbers, quantity, and space",
+ "The expression or application of a species' creative ability and imagination": "The expression or application of a species' creative ability and imagination",
+ "Ancient cultures and their artifacts": "Ancient cultures and their artifacts",
+ "Study of religion": "Study of religion",
+ "Standard basic training given to all military personnel": "Standard basic training given to all military personnel",
+ "Outer rim colonies and seedy parts of the galaxy": "Outer rim colonies and seedy parts of the galaxy",
+ "Physical sports and games": "Physical sports and games",
+ "The identification of the substances of which matter is composed": "The identification of the substances of which matter is composed",
+ "prerequisites": "prerequisites",
+ "The study of behavior and the human mind": "The study of behavior and the human mind",
+ "Heredity and the variation of the inherited characteristics": "Heredity and the variation of the inherited characteristics",
+ "Study of the cause and effect of disease": "Study of the cause and effect of disease",
+ "The study of plant life": "The study of plant life",
+ "Study of planets and other celestial body": "Study of planets and other celestial body",
+ "geology, zero-g, heavy machinery, scavenging": "geology, zero-g, heavy machinery, scavenging",
+ "Training in the tools and procedures used in mining asteroids": "Training in the tools and procedures used in mining asteroids",
+ "scavenging, mechanical repair": "scavenging, mechanical repair",
+ "Makeshift repairs": "Makeshift repairs",
+ "heavy machinery, computers, mechanical repair": "heavy machinery, computers, mechanical repair",
+ "Design, building, and use of engines, machines, and structures": "Design, building, and use of engines, machines, and structures",
+ "Unauthorized access to computer systems": "Unauthorized access to computer systems",
+ "mechanical repair, piloting, driving": "mechanical repair, piloting, driving",
+ "Specific vehicle class": "Specific vehicle class",
+ "Navigation in outer space": "Navigation in outer space",
+ "Study of nature and properties of matter and energy": "Study of nature and properties of matter and energy",
+ "art, archaeology, theology": "art, archaeology, theology",
+ "Spiritual apprehension of hidden knowledge": "Spiritual apprehension of hidden knowledge",
+ "Manuevering military forces in battle": "Manuevering military forces in battle",
+ "Starship weaponry": "Starship weaponry",
+ "military training, rimwise": "military training, rimwise",
+ "Guns and their use": "Guns and their use",
+ "athletics, military training, rimwise": "athletics, military training, rimwise",
+ "Hand-tohand, melee fighting": "Hand-tohand, melee fighting",
+ "military training, chemistry": "military training, chemistry",
+ "Bombs and incendiary devices": "Bombs and incendiary devices",
+ "Alien psychology": "Alien psychology",
+ "Alien biology": "Alien biology",
+ "Medical speciality involving manual operation": "Medical speciality involving manual operation",
+ "jury rigging, engineering": "jury rigging, engineering",
+ "Interface between man and machine": "Interface between man and machine",
+ "Design and operation of robots, drones, and androids": "Design and operation of robots, drones, and androids",
+ "engineering, hacking": "engineering, hacking",
+ "Knowledge of simulacrum of human consciousness": "Knowledge of simulacrum of human consciousness",
+ "vehicle specialization, tactics": "vehicle specialization, tactics",
+ "Leadership and authority": "Leadership and authority",
+ "astrogation, mysticism, physics": "astrogation, mysticism, physics",
+ "FTL travel": "FTL travel",
+ "Obscure alien mysticism, religion, and belief": "Obscure alien mysticism, religion, and belief",
+ "gunnery, firearms, close-quarters combat, explosives": "gunnery, firearms, close-quarters combat, explosives",
+ "Proficiency with a specific weapon": "Proficiency with a specific weapon",
+ "mothership logo": "mothership logo",
+ "attacks": "attacks",
+ "credits": "credits",
+ "item": "item",
+ "type": "type",
+ "Gear": "Gear",
+ "Weapon": "Weapon",
+ "Ammunition": "Ammunition",
+ "Armor": "Armor",
+ "Patch": "Patch",
+ "Trinket": "Trinket",
+ "Other": "Other",
+ "attack": "attack",
+ "damage": "damage",
+ "Ranged": "Ranged",
+ "Melee": "Melee",
+ "Once per session, a Teamster may re-roll a roll on the Panic Effect Table.": "Once per session, a Teamster may re-roll a roll on the Panic Effect Table.",
+ "Fear Saves made in the presence of Androids have Disadvantage.": "Fear Saves made in the presence of Androids have Disadvantage.",
+ "Whenever a Scientist fails a Sanity Save, every friendly player nearby gains 1 Stress.": "Whenever a Scientist fails a Sanity Save, every friendly player nearby gains 1 Stress.",
+ "Whenever a Marine Panics, every friendly player nearby must make a Fear Save.": "Whenever a Marine Panics, every friendly player nearby must make a Fear Save.",
+ "Sanity is your ability to explain away logical inconsistencies in the universe, rationalize and make sense out of chaos, detect illusions and mimicry and think quickly under pressure.": "Sanity is your ability to explain away logical inconsistencies in the universe, rationalize and make sense out of chaos, detect illusions and mimicry and think quickly under pressure.",
+ "Fear is how well you can cope with emotional trauma, and covers not only fear, but also loneliness, depression or any other emotional surge.": "Fear is how well you can cope with emotional trauma, and covers not only fear, but also loneliness, depression or any other emotional surge.",
+ "Body is your reflexes, and how well you can resist hunger, disease or any other organism that might attempt to invade your insides.": "Body is your reflexes, and how well you can resist hunger, disease or any other organism that might attempt to invade your insides.",
+ "Armor is how resistant you ae to damage sustained during combat, whether that be through bullets, claws, teeth, etc.": "Armor is how resistant you are to damage sustained during combat, whether that be through bullets, claws, teeth, etc.",
+ "skill points": "skill points",
+ "You are one of the luminaries of this field and are aware of cutting edge techniques or highly specialized and niche information.": "You are one of the luminaries of this field and are aware of cutting edge techniques or highly specialized and niche information.",
+ "You have the equivalent of a doctorate or many years of experience.": "You have the equivalent of a doctorate or many years of experience.",
+ "You’ve received standard training in this area equivalent to a bachelor's degree or on-the-job training for a couple years.": "You’ve received standard training in this area equivalent to a bachelor's degree or on-the-job training for a couple years.",
+ "patch": "patch",
+ "trinket": "trinket",
+ "target:": "target:",
+ "damage:": "damage:",
+ "How able-bodied you are. Lifting, pushing, hitting things hard, etc.": "How able-bodied you are. Lifting, pushing, hitting things hard, etc.",
+ "How quickly you can act and react under pressure.": "How quickly you can act and react under pressure.",
+ "How knowledgeable and experienced you are.": "How knowledgeable and experienced you are.",
+ "How good you are at fighting.": "How good you are at fighting.",
+ "select": "select",
+ "primary modules": "primary modules",
+ "life support": "life support",
+ "human passengers": "human passengers",
+ "hull": "hull",
+ "command modules": "command modules",
+ "armor save": "armor save",
+ "secondary modules": "secondary modules",
+ "jump drives": "jump drives",
+ "computer": "computer",
+ "computer modules": "computer modules",
+ "galley": "galley",
+ "galleys": "galleys",
+ "weapon mount": "weapon mount",
+ "weapons": "weapons",
+ "weapon mounts": "weapon mounts",
+ "medical bay": "medical bay",
+ "medbays": "medbays",
+ "medical intellect bonus": "medical intellect bonus",
+ "cryochamber": "cryochamber",
+ "cryo-sleep pods": "cryo-sleep pods",
+ "cryo-chambers": "cryo-chambers",
+ "officers": "officers",
+ "living quarters": "living quarters",
+ "crew": "crew",
+ "barracks": "barracks",
+ "cargo hold": "cargo hold",
+ "cargo": "cargo",
+ "cargo holds": "cargo holds",
+ "science labs": "science labs",
+ "research intellect bonus": "research intellect bonus",
+ "science lab": "science lab",
+ "calculate": "calculate",
+ "base hull": "base hull",
+ "total hull": "total hull",
+ "thrusters": "thrusters",
+ "hull req.": "hull req.",
+ "thruster req.": "thruster req.",
+ "min. fuel": "min. fuel",
+ "extra fuel": "extra fuel",
+ "engine": "engine",
+ "fuel": "fuel",
+ "frame": "frame",
+ "cost": "cost",
+ "mil": "mil",
+ "ship name": "ship name",
+ "galley stock": "galley stock",
+ "sheet type": "sheet type",
+ "PC": "PC",
+ "Ship": "Ship",
+ "weapon": "weapon",
+ "rank": "rank",
+ "total crew": "total crew",
+ "max crew": "max crew",
+ "number": "number",
+ "complete ship": "complete ship",
+ "ship builder": "ship builder",
+ "launch": "launch",
+ "total cargo": "total cargo",
+ "max cargo": "max cargo",
+ "The value the ship must roll under to avoid taking Damage. Generally the captain or acting captain of the ship rolls the Armor Save.": "The value the ship must roll under to avoid taking Damage. Generally the captain or acting captain of the ship rolls the Armor Save.",
+ "Used during Combat Checks. You can use whichever is higher: your own Combat Stat or the ship's.": "Used during Combat Checks. You can use whichever is higher: your own Combat Stat or the ship's.",
+ "Used as both a stat and a Sanity Save, should the need arise.": "Used as both a stat and a Sanity Save, should the need arise.",
+ "Often used to see if the ship can dodge asteroids or escape explosions from collapsing stars.": "Often used to see if the ship can dodge asteroids or escape explosions from collapsing stars.",
+ "Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.": "Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.",
+ "The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.": "The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.",
+ "Armor plating protects the ship fromsmall metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).": "Armor plating protects the ship fromsmall metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).",
+ "Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increasesthe ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.": "Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increasesthe ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.",
+ "The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and anumber of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jumpdrive. Additionally, each computer module equipped allows the computer to take more actions during combat.": "The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and anumber of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jumpdrive. Additionally, each computer module equipped allows the computer to take more actions during combat.",
+ "Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and 1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.": "Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and 1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.",
+ "For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in The Player's Survival Guide": "For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in The Player's Survival Guide",
+ "Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.": "Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.",
+ "Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.": "Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.",
+ "Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.": "Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.",
+ "The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.": "The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.",
+ "Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).": "Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).",
+ "Similar to the medical bay, the science lab allows for detailed research. Each connected sciencelab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.": "Similar to the medical bay, the science lab allows for detailed research. Each connected sciencelab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.",
+ "Without thrusters, the ship cannot move. Every thruster module equipped increases the speed ofthe ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.": "Without thrusters, the ship cannot move. Every thruster module equipped increases the speed ofthe ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.",
+ "Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.": "Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.",
+ "The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1 unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.": "The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1 unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.",
+ "Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.": "Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.",
+ "range": "range",
+ "short": "short",
+ "medium": "medium",
+ "long": "long",
+ "critical damage": "critical damage",
+ "critical effect": "critical effect",
+ "shots": "shots",
+ "ammunition": "ammunition",
+ "effect": "effect",
+ "armor bonus": "armor bonus",
+ "This works exactly like the PC's combat stat, except it doubles as an armor save.": "This works exactly like the PC's combat stat, except it doubles as an armor save.",
+ "This works exactly like the PC's speed stat.": "This works exactly like the PC's speed stat.",
+ "This is a catchall for Fear, Sanity, Body, Intellect and everything else.": "This is a catchall for Fear, Sanity, Body, Intellect and everything else.",
+ "Instinct": "Instinct",
+ "Combat": "Combat",
+ "Speed": "Speed",
+ "Attacks": "Attacks",
+ "Special Abilities": "Special Abilities",
+ "Name": "Name",
+ "hits": "hits",
+ "hitpoints": "hitpoints",
+ "description": "description",
+ "Enter the NPC's description here.": "Enter the NPC's description here.",
+ "Enter the NPC's equipment here.": "Enter the NPC's equipment here.",
+ "NPC": "NPC"
+}
\ No newline at end of file
diff --git a/Mothership Official/translations/hu.json b/Mothership Official/translations/hu.json
new file mode 100644
index 0000000000..401e36ccb3
--- /dev/null
+++ b/Mothership Official/translations/hu.json
@@ -0,0 +1,295 @@
+{
+ "name": "name",
+ "level": "level",
+ "rank / title": "rank / title",
+ "stress": "stress",
+ "starts at 2": "starts at 2",
+ "resolve": "resolve",
+ "starts at 0": "starts at 0",
+ "health": "health",
+ "max": "max",
+ "current": "current",
+ "class": "class",
+ "rationalization, logic": "rationalization, logic",
+ "surprise, loneliness": "surprise, loneliness",
+ "hunder, disease, infection": "hunder, disease, infection",
+ "physical damage": "physical damage",
+ "linguistics": "linguistics",
+ "biology": "biology",
+ "first aid": "first aid",
+ "hydroponics": "hydroponics",
+ "geology": "geology",
+ "zero-g": "zero-g",
+ "scavenging": "scavenging",
+ "heavy machinery": "heavy machinery",
+ "computers": "computers",
+ "mechanical repair": "mechanical repair",
+ "driving": "driving",
+ "piloting": "piloting",
+ "mathematics": "mathematics",
+ "art": "art",
+ "archaeology": "archaeology",
+ "theology": "theology",
+ "military training": "military training",
+ "rimwise": "rimwise",
+ "athletics": "athletics",
+ "chemistry": "chemistry",
+ "psychology": "psychology",
+ "genetics": "genetics",
+ "pathology": "pathology",
+ "botany": "botany",
+ "planetology": "planetology",
+ "asteroid mining": "asteroid mining",
+ "jury rigging": "jury rigging",
+ "engineering": "engineering",
+ "hacking": "hacking",
+ "vehicle specialization": "vehicle specialization",
+ "astrogation": "astrogation",
+ "physics": "physics",
+ "mysticism": "mysticism",
+ "tactics": "tactics",
+ "gunnery": "gunnery",
+ "firearms": "firearms",
+ "close-quarters combat": "close-quarters combat",
+ "explosives": "explosives",
+ "sophontology": "sophontology",
+ "xenobiology": "xenobiology",
+ "surgery": "surgery",
+ "cybernetics": "cybernetics",
+ "robotics": "robotics",
+ "artificial intelligence": "artificial intelligence",
+ "command": "command",
+ "hyperspace": "hyperspace",
+ "xenoesotericism": "xenoesotericism",
+ "weapon specialization": "weapon specialization",
+ "sanity": "sanity",
+ "fear": "fear",
+ "body": "body",
+ "armor": "armor",
+ "hunger, disease, infection": "hunger, disease, infection",
+ "strength": "strength",
+ "speed": "speed",
+ "intellect": "intellect",
+ "combat": "combat",
+ "trained +10%": "trained +10%",
+ "expert +15%": "expert +15%",
+ "master +20%": "master +20%",
+ "skills": "skills",
+ "trained skills": "trained skills",
+ "cost 1 point": "cost 1 point",
+ "expert skills": "expert skills",
+ "cost 2 points": "cost 2 points",
+ "master skills": "master skills",
+ "cost 3 points": "cost 3 points",
+ "To take an Expert or Master skill you must first take one of its prerequisite skills": "To take an Expert or Master skill you must first take one of its prerequisite skills",
+ "equipment": "equipment",
+ "experience": "experience",
+ "XP": "XP",
+ "Stress & Panic": "Stress & Panic",
+ "stress & panic": "stress & panic",
+ "notes": "notes",
+ "Study of language": "Study of language",
+ "Study of life": "Study of life",
+ "Emergency medical care and treatment": "Emergency medical care and treatment",
+ "Growing plants in nutrient solutions without soil (farming in space)": "Growing plants in nutrient solutions without soil (farming in space)",
+ "The solid features of any terrestrial planet or natural satellite": "The solid features of any terrestrial planet or natural satellite",
+ "Working in a vaccuum, vaccsuits, etc.": "Working in a vaccuum, vaccsuits, etc.",
+ "Searching discarded wastes for useful items": "Searching discarded wastes for useful items",
+ "Operation and use of large pieces of equipment (cranes, exosuits, forkliftsm etc.)": "Operation and use of large pieces of equipment (cranes, exosuits, forkliftsm etc.)",
+ "Fluent use of computers and networks": "Fluent use of computers and networks",
+ "Fixing broken machines": "Fixing broken machines",
+ "Operation and control of motor vehicles": "Operation and control of motor vehicles",
+ "Operation and control of air and spacecraft": "Operation and control of air and spacecraft",
+ "The science of numbers, quantity, and space": "The science of numbers, quantity, and space",
+ "The expression or application of a species' creative ability and imagination": "The expression or application of a species' creative ability and imagination",
+ "Ancient cultures and their artifacts": "Ancient cultures and their artifacts",
+ "Study of religion": "Study of religion",
+ "Standard basic training given to all military personnel": "Standard basic training given to all military personnel",
+ "Outer rim colonies and seedy parts of the galaxy": "Outer rim colonies and seedy parts of the galaxy",
+ "Physical sports and games": "Physical sports and games",
+ "The identification of the substances of which matter is composed": "The identification of the substances of which matter is composed",
+ "prerequisites": "prerequisites",
+ "The study of behavior and the human mind": "The study of behavior and the human mind",
+ "Heredity and the variation of the inherited characteristics": "Heredity and the variation of the inherited characteristics",
+ "Study of the cause and effect of disease": "Study of the cause and effect of disease",
+ "The study of plant life": "The study of plant life",
+ "Study of planets and other celestial body": "Study of planets and other celestial body",
+ "geology, zero-g, heavy machinery, scavenging": "geology, zero-g, heavy machinery, scavenging",
+ "Training in the tools and procedures used in mining asteroids": "Training in the tools and procedures used in mining asteroids",
+ "scavenging, mechanical repair": "scavenging, mechanical repair",
+ "Makeshift repairs": "Makeshift repairs",
+ "heavy machinery, computers, mechanical repair": "heavy machinery, computers, mechanical repair",
+ "Design, building, and use of engines, machines, and structures": "Design, building, and use of engines, machines, and structures",
+ "Unauthorized access to computer systems": "Unauthorized access to computer systems",
+ "mechanical repair, piloting, driving": "mechanical repair, piloting, driving",
+ "Specific vehicle class": "Specific vehicle class",
+ "Navigation in outer space": "Navigation in outer space",
+ "Study of nature and properties of matter and energy": "Study of nature and properties of matter and energy",
+ "art, archaeology, theology": "art, archaeology, theology",
+ "Spiritual apprehension of hidden knowledge": "Spiritual apprehension of hidden knowledge",
+ "Manuevering military forces in battle": "Manuevering military forces in battle",
+ "Starship weaponry": "Starship weaponry",
+ "military training, rimwise": "military training, rimwise",
+ "Guns and their use": "Guns and their use",
+ "athletics, military training, rimwise": "athletics, military training, rimwise",
+ "Hand-tohand, melee fighting": "Hand-tohand, melee fighting",
+ "military training, chemistry": "military training, chemistry",
+ "Bombs and incendiary devices": "Bombs and incendiary devices",
+ "Alien psychology": "Alien psychology",
+ "Alien biology": "Alien biology",
+ "Medical speciality involving manual operation": "Medical speciality involving manual operation",
+ "jury rigging, engineering": "jury rigging, engineering",
+ "Interface between man and machine": "Interface between man and machine",
+ "Design and operation of robots, drones, and androids": "Design and operation of robots, drones, and androids",
+ "engineering, hacking": "engineering, hacking",
+ "Knowledge of simulacrum of human consciousness": "Knowledge of simulacrum of human consciousness",
+ "vehicle specialization, tactics": "vehicle specialization, tactics",
+ "Leadership and authority": "Leadership and authority",
+ "astrogation, mysticism, physics": "astrogation, mysticism, physics",
+ "FTL travel": "FTL travel",
+ "Obscure alien mysticism, religion, and belief": "Obscure alien mysticism, religion, and belief",
+ "gunnery, firearms, close-quarters combat, explosives": "gunnery, firearms, close-quarters combat, explosives",
+ "Proficiency with a specific weapon": "Proficiency with a specific weapon",
+ "mothership logo": "mothership logo",
+ "attacks": "attacks",
+ "credits": "credits",
+ "item": "item",
+ "type": "type",
+ "Gear": "Gear",
+ "Weapon": "Weapon",
+ "Ammunition": "Ammunition",
+ "Armor": "Armor",
+ "Patch": "Patch",
+ "Trinket": "Trinket",
+ "Other": "Other",
+ "attack": "attack",
+ "damage": "damage",
+ "Ranged": "Ranged",
+ "Melee": "Melee",
+ "Once per session, a Teamster may re-roll a roll on the Panic Effect Table.": "Once per session, a Teamster may re-roll a roll on the Panic Effect Table.",
+ "Fear Saves made in the presence of Androids have Disadvantage.": "Fear Saves made in the presence of Androids have Disadvantage.",
+ "Whenever a Scientist fails a Sanity Save, every friendly player nearby gains 1 Stress.": "Whenever a Scientist fails a Sanity Save, every friendly player nearby gains 1 Stress.",
+ "Whenever a Marine Panics, every friendly player nearby must make a Fear Save.": "Whenever a Marine Panics, every friendly player nearby must make a Fear Save.",
+ "Sanity is your ability to explain away logical inconsistencies in the universe, rationalize and make sense out of chaos, detect illusions and mimicry and think quickly under pressure.": "Sanity is your ability to explain away logical inconsistencies in the universe, rationalize and make sense out of chaos, detect illusions and mimicry and think quickly under pressure.",
+ "Fear is how well you can cope with emotional trauma, and covers not only fear, but also loneliness, depression or any other emotional surge.": "Fear is how well you can cope with emotional trauma, and covers not only fear, but also loneliness, depression or any other emotional surge.",
+ "Body is your reflexes, and how well you can resist hunger, disease or any other organism that might attempt to invade your insides.": "Body is your reflexes, and how well you can resist hunger, disease or any other organism that might attempt to invade your insides.",
+ "Armor is how resistant you ae to damage sustained during combat, whether that be through bullets, claws, teeth, etc.": "Armor is how resistant you are to damage sustained during combat, whether that be through bullets, claws, teeth, etc.",
+ "skill points": "skill points",
+ "You are one of the luminaries of this field and are aware of cutting edge techniques or highly specialized and niche information.": "You are one of the luminaries of this field and are aware of cutting edge techniques or highly specialized and niche information.",
+ "You have the equivalent of a doctorate or many years of experience.": "You have the equivalent of a doctorate or many years of experience.",
+ "You’ve received standard training in this area equivalent to a bachelor's degree or on-the-job training for a couple years.": "You’ve received standard training in this area equivalent to a bachelor's degree or on-the-job training for a couple years.",
+ "patch": "patch",
+ "trinket": "trinket",
+ "target:": "target:",
+ "damage:": "damage:",
+ "How able-bodied you are. Lifting, pushing, hitting things hard, etc.": "How able-bodied you are. Lifting, pushing, hitting things hard, etc.",
+ "How quickly you can act and react under pressure.": "How quickly you can act and react under pressure.",
+ "How knowledgeable and experienced you are.": "How knowledgeable and experienced you are.",
+ "How good you are at fighting.": "How good you are at fighting.",
+ "select": "select",
+ "primary modules": "primary modules",
+ "life support": "life support",
+ "human passengers": "human passengers",
+ "hull": "hull",
+ "command modules": "command modules",
+ "armor save": "armor save",
+ "secondary modules": "secondary modules",
+ "jump drives": "jump drives",
+ "computer": "computer",
+ "computer modules": "computer modules",
+ "galley": "galley",
+ "galleys": "galleys",
+ "weapon mount": "weapon mount",
+ "weapons": "weapons",
+ "weapon mounts": "weapon mounts",
+ "medical bay": "medical bay",
+ "medbays": "medbays",
+ "medical intellect bonus": "medical intellect bonus",
+ "cryochamber": "cryochamber",
+ "cryo-sleep pods": "cryo-sleep pods",
+ "cryo-chambers": "cryo-chambers",
+ "officers": "officers",
+ "living quarters": "living quarters",
+ "crew": "crew",
+ "barracks": "barracks",
+ "cargo hold": "cargo hold",
+ "cargo": "cargo",
+ "cargo holds": "cargo holds",
+ "science labs": "science labs",
+ "research intellect bonus": "research intellect bonus",
+ "science lab": "science lab",
+ "calculate": "calculate",
+ "base hull": "base hull",
+ "total hull": "total hull",
+ "thrusters": "thrusters",
+ "hull req.": "hull req.",
+ "thruster req.": "thruster req.",
+ "min. fuel": "min. fuel",
+ "extra fuel": "extra fuel",
+ "engine": "engine",
+ "fuel": "fuel",
+ "frame": "frame",
+ "cost": "cost",
+ "mil": "mil",
+ "ship name": "ship name",
+ "galley stock": "galley stock",
+ "sheet type": "sheet type",
+ "PC": "PC",
+ "Ship": "Ship",
+ "weapon": "weapon",
+ "rank": "rank",
+ "total crew": "total crew",
+ "max crew": "max crew",
+ "number": "number",
+ "complete ship": "complete ship",
+ "ship builder": "ship builder",
+ "launch": "launch",
+ "total cargo": "total cargo",
+ "max cargo": "max cargo",
+ "The value the ship must roll under to avoid taking Damage. Generally the captain or acting captain of the ship rolls the Armor Save.": "The value the ship must roll under to avoid taking Damage. Generally the captain or acting captain of the ship rolls the Armor Save.",
+ "Used during Combat Checks. You can use whichever is higher: your own Combat Stat or the ship's.": "Used during Combat Checks. You can use whichever is higher: your own Combat Stat or the ship's.",
+ "Used as both a stat and a Sanity Save, should the need arise.": "Used as both a stat and a Sanity Save, should the need arise.",
+ "Often used to see if the ship can dodge asteroids or escape explosions from collapsing stars.": "Often used to see if the ship can dodge asteroids or escape explosions from collapsing stars.",
+ "Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.": "Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.",
+ "The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.": "The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.",
+ "Armor plating protects the ship fromsmall metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).": "Armor plating protects the ship fromsmall metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).",
+ "Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increasesthe ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.": "Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increasesthe ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.",
+ "The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and anumber of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jumpdrive. Additionally, each computer module equipped allows the computer to take more actions during combat.": "The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and anumber of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jumpdrive. Additionally, each computer module equipped allows the computer to take more actions during combat.",
+ "Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and 1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.": "Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and 1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.",
+ "For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in The Player's Survival Guide": "For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in The Player's Survival Guide",
+ "Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.": "Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.",
+ "Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.": "Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.",
+ "Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.": "Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.",
+ "The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.": "The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.",
+ "Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).": "Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).",
+ "Similar to the medical bay, the science lab allows for detailed research. Each connected sciencelab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.": "Similar to the medical bay, the science lab allows for detailed research. Each connected sciencelab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.",
+ "Without thrusters, the ship cannot move. Every thruster module equipped increases the speed ofthe ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.": "Without thrusters, the ship cannot move. Every thruster module equipped increases the speed ofthe ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.",
+ "Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.": "Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.",
+ "The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1 unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.": "The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1 unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.",
+ "Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.": "Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.",
+ "range": "range",
+ "short": "short",
+ "medium": "medium",
+ "long": "long",
+ "critical damage": "critical damage",
+ "critical effect": "critical effect",
+ "shots": "shots",
+ "ammunition": "ammunition",
+ "effect": "effect",
+ "armor bonus": "armor bonus",
+ "This works exactly like the PC's combat stat, except it doubles as an armor save.": "This works exactly like the PC's combat stat, except it doubles as an armor save.",
+ "This works exactly like the PC's speed stat.": "This works exactly like the PC's speed stat.",
+ "This is a catchall for Fear, Sanity, Body, Intellect and everything else.": "This is a catchall for Fear, Sanity, Body, Intellect and everything else.",
+ "Instinct": "Instinct",
+ "Combat": "Combat",
+ "Speed": "Speed",
+ "Attacks": "Attacks",
+ "Special Abilities": "Special Abilities",
+ "Name": "Name",
+ "hits": "hits",
+ "hitpoints": "hitpoints",
+ "description": "description",
+ "Enter the NPC's description here.": "Enter the NPC's description here.",
+ "Enter the NPC's equipment here.": "Enter the NPC's equipment here.",
+ "NPC": "NPC"
+}
\ No newline at end of file
diff --git a/Mothership/translations/ca.json b/Mothership/translations/ca.json
new file mode 100644
index 0000000000..5d129b936e
--- /dev/null
+++ b/Mothership/translations/ca.json
@@ -0,0 +1,180 @@
+{
+ "targetvalue": "Target Value",
+ "name": "Name",
+ "class": "Class",
+ "teamster": "TEAMSTER",
+ "android": "ANDROID",
+ "scientist": "SCIENTIST",
+ "marine": "MARINE",
+ "level": "Level",
+ "xp": "XP",
+ "ranktitle": "Rank/Title",
+ "stress": "STRESS",
+ "resolve": "RESOLVE",
+ "paniccheck": "PANIC CHECK",
+ "paniceffect": "PANIC EFFECT",
+ "credits": "CREDITS",
+ "currenthealth": "HEALTH",
+ "stats": "STATS",
+ "npcstats": "NPC STATS",
+ "shipstats": "SHIP STATS",
+ "saves": "SAVES",
+ "strength": "STRENGTH",
+ "sanity": "SANITY",
+ "speed": "SPEED",
+ "fear": "FEAR",
+ "intellect": "INTELLECT",
+ "body": "BODY",
+ "combat": "COMBAT",
+ "instinct": "INSTINCT",
+ "armor": "ARMOR",
+ "hits": "HITS",
+ "hppool": "HP POOL",
+ "loyalty": "LOYALTY",
+ "loyaltyroll": "LOYALTY ROLL",
+ "skills": "SKILLS",
+ "trained": "TRAINED +10%",
+ "expert": "EXPERT +15%",
+ "master": "MASTER +20%",
+ "linguistics": "LINGUISTICS",
+ "psychology": "PSYCHOLOGY",
+ "sophontology": "SOPHONTOLOGY",
+ "biology": "BIOLOGY",
+ "genetics": "GENETICS",
+ "xenobiology": "XENOBIOLOGY",
+ "firstaid": "FIRST AID",
+ "pathology": "PATHOLOGY",
+ "hydroponics": "HYDROPONICS",
+ "botany": "BOTANY",
+ "geology": "GEOLOGY",
+ "planetology": "PLANETOLOGY",
+ "zerog": "ZERO-G",
+ "asteroidmining": "ASTEROID MINING",
+ "scavenging": "SCAVENGING",
+ "juryrigging": "JURY RIGGING",
+ "cybernetics": "CYBERNETICS",
+ "heavymachinery": "HEAVY MACHINERY",
+ "engineering": "ENGINEERING",
+ "robotics": "ROBOTICS",
+ "computers": "COMPUTERS",
+ "hacking": "HACKING",
+ "artificialintelligence": "ARTIFICIAL INTELLIGANCE",
+ "mechanicalrepair": "MECHANICAL REPAIR",
+ "vehiclespecialization": "VEHICLE SPECIALIZATION",
+ "command": "COMMAND",
+ "driving": "DRIVING",
+ "piloting": "PILOTING",
+ "astrogation": "ASTROGATION",
+ "hyperspace": "HYPERSPACE",
+ "mathematics": "MATHEMATICS",
+ "physics": "PHYSICS",
+ "art": "ART",
+ "archaeology": "ARCHAEOLOGY",
+ "mysticism": "MYSTICISM",
+ "xenoesotericism": "XENOESOTERICISM",
+ "theology": "THEOLOGY",
+ "tactics": "TACTICS",
+ "militarytraining": "MILITARY TRAINING",
+ "gunnery": "GUNNERY",
+ "rimwise": "RIMWISE",
+ "firearms": "FIREARMS",
+ "weaponspecialization": "WEAPON SPECIALIZATION",
+ "athletics": "ATHLETICS",
+ "closequarterscombat": "CLOSE-QUARTERS COMBAT",
+ "chemistry": "CHEMISTRY",
+ "explosives": "EXPLOSIVES",
+ "equipment": "EQUIPMENT",
+ "noloadout": "NO LOADOUT SELECTED",
+ "excavation": "EXCAVATION",
+ "exploration": "EXPLORATION",
+ "extermination": "EXTERMINATION",
+ "examination": "EXAMINATION",
+ "surgery": "SURGERY",
+ "other-equipment": "Other Equipment",
+ "rollvalue": "\n\t\t\tRoll Value \n\t\t",
+ "nervoustwitch": "Nervous Twitch",
+ "nervoustwitchtext": "Gain 2 stress. The nearest crew member also gains 1 Stress",
+ "cowardice": "Cowardice",
+ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.",
+ "cripplingfear": "Crippling Fear",
+ "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.",
+ "majadr": "Major Adrenaline Rush",
+ "majadrtext": "Advantage on all rolls for the next 3d10 minutes.",
+ "minadr": "Minor Adrenaline Rush",
+ "minadrtext": "Advantage on all rolls for the next 1d10 minutes.",
+ "hallucinations": "Hallucinations",
+ "hallucinationstext": "For the next 2d10 hours (determined secretly), you have trouble distinguishing between reality and fantasy.",
+ "anxious": "Anxious",
+ "anxioustext": "Gain 1 stress.",
+ "rattled": "Rattled",
+ "rattledtext": "Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes.",
+ "overwhelmed": "Overwhelmed",
+ "overwhelmedtext": "Gain 1d10 stress.",
+ "paranoid": "Paranoid",
+ "paranoidtext": "For the next 1d10 days, whenever a character joins your group (even if they only left for a short period of time), make a Fear save or gain 1 stress.",
+ "noeffect": "No effect",
+ "noeffecttext": "Did not panic.",
+ "laserfocus": "Laser Focus",
+ "laserfocustext": "Advantage on all rolls for the next 1d10 hours.",
+ "currentstress": "\t\n\t\t\t\tCurrent Stress\n\t\t\t",
+ "rollpanic": "Roll on Panic Table.\n\t\n\t\n\t",
+ "stressrelief": "Relieve one stress.\n\t",
+ "deathdrive": "Death Drive",
+ "deathdrivetext": "For the next Xd10 (where X=Stress) days whenever you encounter a stranger or known enemy, you must make a Sanity save or else immediately attack them.",
+ "catatonic": "Catatonic",
+ "catatonictext": "Become unresponsive and unmoving for Xd10 (where X=Stress) minutes.",
+ "broken": "Broken",
+ "brokentext": "For the next Xd10 (where X=Stress) days make a Panic roll whenever a nearby crew member fails a save.",
+ "compounding": "Compounding Problems",
+ "compoundingtext": "Roll for two more panic effects.",
+ "descent": "Descent into Madness",
+ "descenttext": "Gain 2 new phobias. Your Stress cannot be relieved below 5.",
+ "psychologicalcollapse": "Psychological Collapse",
+ "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.",
+ "heartattack": "Heart Attack",
+ "heartattacktext": "Instant Death",
+ "statetheodds": "State the Odds",
+ "statetheoddstext": "of any event, Advantage on party rolls for 1hr.",
+ "etymology": "Explains the Etymology of Words",
+ "etymologytext": "Knowledge checks have Advantage for 1hr.",
+ "geometric": "Organizes Objects Into Geometric Patterns",
+ "geometrictext": "Everyone else gains 1 Stress.",
+ "inventorydust": "Inventories Particles of Dust by Grade",
+ "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.",
+ "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress",
+ "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.",
+ "incorrectodds": "Incorrectly States Odds",
+ "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.",
+ "twitchy": "Repetitive Twitchy Motions",
+ "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.",
+ "expressiveness": "Loses Any Expressiveness",
+ "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.",
+ "presentcourse": "Unreasonable Adherence to the Present Course of Action",
+ "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.",
+ "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger",
+ "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.",
+ "killswitch": "Killswitch Engaged",
+ "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics",
+ "turingtest": "Turing Test Failure",
+ "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.",
+ "systemoverload": "System Overload",
+ "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.",
+ "logiccore": "Fried Logic Core",
+ "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.",
+ "threatassesment": "Damage to Threat Assesment",
+ "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.",
+ "compoundingcorruption": "Compound Data Corruption",
+ "compoundingcorruptiontext": "Roll Twice",
+ "firmware": "Firmware malfunction",
+ "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.",
+ "corruption": "Data Corruption",
+ "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.",
+ "slagged": "Slagged",
+ "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).",
+ "pc": "PC",
+ "npc": "NPC",
+ "ship": "SHIP",
+ "type": "Type",
+ "cargo": "CARGO",
+ "crew": "CREW"
+}
\ No newline at end of file
diff --git a/Mothership/translations/hu.json b/Mothership/translations/hu.json
new file mode 100644
index 0000000000..5d129b936e
--- /dev/null
+++ b/Mothership/translations/hu.json
@@ -0,0 +1,180 @@
+{
+ "targetvalue": "Target Value",
+ "name": "Name",
+ "class": "Class",
+ "teamster": "TEAMSTER",
+ "android": "ANDROID",
+ "scientist": "SCIENTIST",
+ "marine": "MARINE",
+ "level": "Level",
+ "xp": "XP",
+ "ranktitle": "Rank/Title",
+ "stress": "STRESS",
+ "resolve": "RESOLVE",
+ "paniccheck": "PANIC CHECK",
+ "paniceffect": "PANIC EFFECT",
+ "credits": "CREDITS",
+ "currenthealth": "HEALTH",
+ "stats": "STATS",
+ "npcstats": "NPC STATS",
+ "shipstats": "SHIP STATS",
+ "saves": "SAVES",
+ "strength": "STRENGTH",
+ "sanity": "SANITY",
+ "speed": "SPEED",
+ "fear": "FEAR",
+ "intellect": "INTELLECT",
+ "body": "BODY",
+ "combat": "COMBAT",
+ "instinct": "INSTINCT",
+ "armor": "ARMOR",
+ "hits": "HITS",
+ "hppool": "HP POOL",
+ "loyalty": "LOYALTY",
+ "loyaltyroll": "LOYALTY ROLL",
+ "skills": "SKILLS",
+ "trained": "TRAINED +10%",
+ "expert": "EXPERT +15%",
+ "master": "MASTER +20%",
+ "linguistics": "LINGUISTICS",
+ "psychology": "PSYCHOLOGY",
+ "sophontology": "SOPHONTOLOGY",
+ "biology": "BIOLOGY",
+ "genetics": "GENETICS",
+ "xenobiology": "XENOBIOLOGY",
+ "firstaid": "FIRST AID",
+ "pathology": "PATHOLOGY",
+ "hydroponics": "HYDROPONICS",
+ "botany": "BOTANY",
+ "geology": "GEOLOGY",
+ "planetology": "PLANETOLOGY",
+ "zerog": "ZERO-G",
+ "asteroidmining": "ASTEROID MINING",
+ "scavenging": "SCAVENGING",
+ "juryrigging": "JURY RIGGING",
+ "cybernetics": "CYBERNETICS",
+ "heavymachinery": "HEAVY MACHINERY",
+ "engineering": "ENGINEERING",
+ "robotics": "ROBOTICS",
+ "computers": "COMPUTERS",
+ "hacking": "HACKING",
+ "artificialintelligence": "ARTIFICIAL INTELLIGANCE",
+ "mechanicalrepair": "MECHANICAL REPAIR",
+ "vehiclespecialization": "VEHICLE SPECIALIZATION",
+ "command": "COMMAND",
+ "driving": "DRIVING",
+ "piloting": "PILOTING",
+ "astrogation": "ASTROGATION",
+ "hyperspace": "HYPERSPACE",
+ "mathematics": "MATHEMATICS",
+ "physics": "PHYSICS",
+ "art": "ART",
+ "archaeology": "ARCHAEOLOGY",
+ "mysticism": "MYSTICISM",
+ "xenoesotericism": "XENOESOTERICISM",
+ "theology": "THEOLOGY",
+ "tactics": "TACTICS",
+ "militarytraining": "MILITARY TRAINING",
+ "gunnery": "GUNNERY",
+ "rimwise": "RIMWISE",
+ "firearms": "FIREARMS",
+ "weaponspecialization": "WEAPON SPECIALIZATION",
+ "athletics": "ATHLETICS",
+ "closequarterscombat": "CLOSE-QUARTERS COMBAT",
+ "chemistry": "CHEMISTRY",
+ "explosives": "EXPLOSIVES",
+ "equipment": "EQUIPMENT",
+ "noloadout": "NO LOADOUT SELECTED",
+ "excavation": "EXCAVATION",
+ "exploration": "EXPLORATION",
+ "extermination": "EXTERMINATION",
+ "examination": "EXAMINATION",
+ "surgery": "SURGERY",
+ "other-equipment": "Other Equipment",
+ "rollvalue": "\n\t\t\tRoll Value \n\t\t",
+ "nervoustwitch": "Nervous Twitch",
+ "nervoustwitchtext": "Gain 2 stress. The nearest crew member also gains 1 Stress",
+ "cowardice": "Cowardice",
+ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.",
+ "cripplingfear": "Crippling Fear",
+ "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.",
+ "majadr": "Major Adrenaline Rush",
+ "majadrtext": "Advantage on all rolls for the next 3d10 minutes.",
+ "minadr": "Minor Adrenaline Rush",
+ "minadrtext": "Advantage on all rolls for the next 1d10 minutes.",
+ "hallucinations": "Hallucinations",
+ "hallucinationstext": "For the next 2d10 hours (determined secretly), you have trouble distinguishing between reality and fantasy.",
+ "anxious": "Anxious",
+ "anxioustext": "Gain 1 stress.",
+ "rattled": "Rattled",
+ "rattledtext": "Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes.",
+ "overwhelmed": "Overwhelmed",
+ "overwhelmedtext": "Gain 1d10 stress.",
+ "paranoid": "Paranoid",
+ "paranoidtext": "For the next 1d10 days, whenever a character joins your group (even if they only left for a short period of time), make a Fear save or gain 1 stress.",
+ "noeffect": "No effect",
+ "noeffecttext": "Did not panic.",
+ "laserfocus": "Laser Focus",
+ "laserfocustext": "Advantage on all rolls for the next 1d10 hours.",
+ "currentstress": "\t\n\t\t\t\tCurrent Stress\n\t\t\t",
+ "rollpanic": "Roll on Panic Table.\n\t\n\t\n\t",
+ "stressrelief": "Relieve one stress.\n\t",
+ "deathdrive": "Death Drive",
+ "deathdrivetext": "For the next Xd10 (where X=Stress) days whenever you encounter a stranger or known enemy, you must make a Sanity save or else immediately attack them.",
+ "catatonic": "Catatonic",
+ "catatonictext": "Become unresponsive and unmoving for Xd10 (where X=Stress) minutes.",
+ "broken": "Broken",
+ "brokentext": "For the next Xd10 (where X=Stress) days make a Panic roll whenever a nearby crew member fails a save.",
+ "compounding": "Compounding Problems",
+ "compoundingtext": "Roll for two more panic effects.",
+ "descent": "Descent into Madness",
+ "descenttext": "Gain 2 new phobias. Your Stress cannot be relieved below 5.",
+ "psychologicalcollapse": "Psychological Collapse",
+ "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.",
+ "heartattack": "Heart Attack",
+ "heartattacktext": "Instant Death",
+ "statetheodds": "State the Odds",
+ "statetheoddstext": "of any event, Advantage on party rolls for 1hr.",
+ "etymology": "Explains the Etymology of Words",
+ "etymologytext": "Knowledge checks have Advantage for 1hr.",
+ "geometric": "Organizes Objects Into Geometric Patterns",
+ "geometrictext": "Everyone else gains 1 Stress.",
+ "inventorydust": "Inventories Particles of Dust by Grade",
+ "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.",
+ "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress",
+ "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.",
+ "incorrectodds": "Incorrectly States Odds",
+ "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.",
+ "twitchy": "Repetitive Twitchy Motions",
+ "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.",
+ "expressiveness": "Loses Any Expressiveness",
+ "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.",
+ "presentcourse": "Unreasonable Adherence to the Present Course of Action",
+ "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.",
+ "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger",
+ "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.",
+ "killswitch": "Killswitch Engaged",
+ "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics",
+ "turingtest": "Turing Test Failure",
+ "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.",
+ "systemoverload": "System Overload",
+ "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.",
+ "logiccore": "Fried Logic Core",
+ "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.",
+ "threatassesment": "Damage to Threat Assesment",
+ "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.",
+ "compoundingcorruption": "Compound Data Corruption",
+ "compoundingcorruptiontext": "Roll Twice",
+ "firmware": "Firmware malfunction",
+ "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.",
+ "corruption": "Data Corruption",
+ "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.",
+ "slagged": "Slagged",
+ "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).",
+ "pc": "PC",
+ "npc": "NPC",
+ "ship": "SHIP",
+ "type": "Type",
+ "cargo": "CARGO",
+ "crew": "CREW"
+}
\ No newline at end of file
diff --git a/MouseGuard/translations/ca.json b/MouseGuard/translations/ca.json
new file mode 100644
index 0000000000..d690641a6c
--- /dev/null
+++ b/MouseGuard/translations/ca.json
@@ -0,0 +1,69 @@
+{
+ "Name": "Name",
+ "Home": "Home",
+ "GuardRank": "Guard Rank",
+ "Age": "Age",
+ "FurColor": "Fur Color",
+ "CloakColor": "Cloak Color",
+ "Fate": "Fate",
+ "Persona": "Persona",
+ "Parents": "Parents",
+ "Mentor": "Mentor",
+ "Friend": "Friend",
+ "SeniorArtisan": "Senior Artisan",
+ "Enemy": "Enemy",
+ "Conditions": "Conditions",
+ "Healthy": "Healthy",
+ "Angry": "Angry",
+ "HungryThirsty": "Hungry/Thirsty",
+ "Tired": "Tired",
+ "Injured": "Injured",
+ "Sick": "Sick",
+ "Belief": "Belief",
+ "Goal": "Goal",
+ "Instinct": "Instinct",
+ "Gear": "Gear",
+ "Contacts": "Contacts",
+ "Traits": "Traits",
+ "TraitName": "Trait Name",
+ "TraitLevel": "Trait Level",
+ "UsedFor": "Used For",
+ "UsedAgainst": "Used Against",
+ "Level1": "Level 1",
+ "Level2": "Level 2",
+ "Level3": "Level 3",
+ "RawAbilities": "Raw Abilities",
+ "Rating": "Rating",
+ "Advancement": "Advancement",
+ "Nature": "Nature",
+ "P": "P",
+ "F": "F",
+ "Will": "Will",
+ "Health": "Health",
+ "SpecialAbilities": "Special Abilitieses",
+ "Resources": "Resources",
+ "Circles": "Circles",
+ "Skills": "Skills",
+ "Skill": "Skill",
+ "Deceiver": "Deceiver",
+ "Fighter": "Fighter",
+ "Healer": "Healer",
+ "Hunter": "Hunter",
+ "Instructor": "Instructor",
+ "Orator": "Orator",
+ "Pathfinder": "Pathfinder",
+ "Persuader": "Persuader",
+ "Scout": "Scout",
+ "Survivalist": "Survivalist",
+ "WeatherWatcher": "Weather Watcher",
+ "Abilities": "Abilities",
+ "GearItem": "Gear/Item",
+ "AngryNote": "-1 to disposition for any conflict that uses Will as its base.",
+ "HungryThirstyNote": "-1 to disposition to any conflict.",
+ "TiredNote": "-1 to disposition for all conflicts.",
+ "InjuredNote": "-1D to skills, Nature, Will and Health (but not recovery).",
+ "SickNote": "-1D to skills, Nature, Will and Health (but not recovery).",
+ "BeliefNote": "Playing a Belief earns a fate point",
+ "GoalNote": "Accomplishing a Goal earns a persona point",
+ "InstinctNote": "Playing an Instinct earns a fate point"
+}
\ No newline at end of file
diff --git a/MouseGuard/translations/hu.json b/MouseGuard/translations/hu.json
new file mode 100644
index 0000000000..d690641a6c
--- /dev/null
+++ b/MouseGuard/translations/hu.json
@@ -0,0 +1,69 @@
+{
+ "Name": "Name",
+ "Home": "Home",
+ "GuardRank": "Guard Rank",
+ "Age": "Age",
+ "FurColor": "Fur Color",
+ "CloakColor": "Cloak Color",
+ "Fate": "Fate",
+ "Persona": "Persona",
+ "Parents": "Parents",
+ "Mentor": "Mentor",
+ "Friend": "Friend",
+ "SeniorArtisan": "Senior Artisan",
+ "Enemy": "Enemy",
+ "Conditions": "Conditions",
+ "Healthy": "Healthy",
+ "Angry": "Angry",
+ "HungryThirsty": "Hungry/Thirsty",
+ "Tired": "Tired",
+ "Injured": "Injured",
+ "Sick": "Sick",
+ "Belief": "Belief",
+ "Goal": "Goal",
+ "Instinct": "Instinct",
+ "Gear": "Gear",
+ "Contacts": "Contacts",
+ "Traits": "Traits",
+ "TraitName": "Trait Name",
+ "TraitLevel": "Trait Level",
+ "UsedFor": "Used For",
+ "UsedAgainst": "Used Against",
+ "Level1": "Level 1",
+ "Level2": "Level 2",
+ "Level3": "Level 3",
+ "RawAbilities": "Raw Abilities",
+ "Rating": "Rating",
+ "Advancement": "Advancement",
+ "Nature": "Nature",
+ "P": "P",
+ "F": "F",
+ "Will": "Will",
+ "Health": "Health",
+ "SpecialAbilities": "Special Abilitieses",
+ "Resources": "Resources",
+ "Circles": "Circles",
+ "Skills": "Skills",
+ "Skill": "Skill",
+ "Deceiver": "Deceiver",
+ "Fighter": "Fighter",
+ "Healer": "Healer",
+ "Hunter": "Hunter",
+ "Instructor": "Instructor",
+ "Orator": "Orator",
+ "Pathfinder": "Pathfinder",
+ "Persuader": "Persuader",
+ "Scout": "Scout",
+ "Survivalist": "Survivalist",
+ "WeatherWatcher": "Weather Watcher",
+ "Abilities": "Abilities",
+ "GearItem": "Gear/Item",
+ "AngryNote": "-1 to disposition for any conflict that uses Will as its base.",
+ "HungryThirstyNote": "-1 to disposition to any conflict.",
+ "TiredNote": "-1 to disposition for all conflicts.",
+ "InjuredNote": "-1D to skills, Nature, Will and Health (but not recovery).",
+ "SickNote": "-1D to skills, Nature, Will and Health (but not recovery).",
+ "BeliefNote": "Playing a Belief earns a fate point",
+ "GoalNote": "Accomplishing a Goal earns a persona point",
+ "InstinctNote": "Playing an Instinct earns a fate point"
+}
\ No newline at end of file
diff --git a/MouseGuard2E/translations/ca.json b/MouseGuard2E/translations/ca.json
new file mode 100644
index 0000000000..76b4bb21bd
--- /dev/null
+++ b/MouseGuard2E/translations/ca.json
@@ -0,0 +1,75 @@
+{
+ "name": "Name",
+ "age": "Age",
+ "home": "Home",
+ "fur-color": "Fur Color",
+ "guard-rank": "Guard Rank",
+ "cloak-color": "Cloak Color",
+ "parents": "Parents",
+ "artisan": "Artisan",
+ "mentor": "Mentor",
+ "friend": "Friend",
+ "enemy": "Enemy",
+ "belief": "Belief",
+ "playing-belief": "Playing a Belief earns a fate point",
+ "goal": "Goal",
+ "accomplishing-goal": "Accomplishing a Goal earns a persona point",
+ "instinct": "Instinct",
+ "playing-instinct": "Playing an Instinct earns a fate point",
+ "contacts": "Contacts",
+ "gear": "Gear",
+ "traits": "Traits",
+ "trait-name": "Trait Name",
+ "trait-level": "Trait Level",
+ "beneficial-uses": "Beneficial Uses",
+ "checks": "Checks",
+ "+1D-per-session": "+1D per session",
+ "+1S-to-rolls": "+1S to rolls",
+ "used-this-session": "Used this session",
+ "may-be-used": "May be used on each roll",
+ "fate": "Fate",
+ "one-fate-point": "One point allows you to reroll any 6s as a new dice",
+ "persona": "Persona",
+ "add-one-dice": "Add one dice per point spent or tap Nature",
+ "conditions": "Conditions",
+ "hungry-thirsty": "Hungry/Thirsty",
+ "angry": "Angry (Ob 2 Will)",
+ "tired": "Tired (Ob 3 Health)",
+ "injured": "Injured (Ob 4 Health)",
+ "sick": "Sick (Ob 4 Will)",
+ "earning-checks": "Earning Checks",
+ "check-list1": "1: +1D to your ind. or vs. test",
+ "check-list2": "2: +2D to opponent's vs test",
+ "check-list3": "2: Break versus test tie in opponent's favor",
+ "spending-checks": "Spending Checks",
+ "spending-list1": "1: One test during Player's turn",
+ "spending-list2": "2: Recovery check during GM's turn",
+ "spending-list3": "3: Charge: temporarily elevate trait for remainder of session",
+ "spending-list4": "2/4: Recharge trait",
+ "abilities": "Abilities",
+ "raw-abilities": "Raw Abilities",
+ "advancement": "Advancement",
+ "special-abilities": "Special Abilities",
+ "rating": "Rating",
+ "nature": "Nature",
+ "resources": "Resources",
+ "will": "Will",
+ "circles": "Circles",
+ "health": "Health",
+ "wises": "Wises",
+ "skills": "Skills",
+ "fighter": "Fighter",
+ "orator": "Orator",
+ "healer": "Healer",
+ "manipulator": "Manipulator",
+ "hunter": "Hunter",
+ "persuader": "Persuader",
+ "instructor": "Instructor",
+ "pathfinder": "Pathfinder",
+ "scout": "Scout",
+ "survivalist": "Survivalist",
+ "weather-watcher": "Weather Watcher",
+ "pass": "Pass",
+ "fail": "Fail",
+ "pers": "Pers"
+}
\ No newline at end of file
diff --git a/MouseGuard2E/translations/hu.json b/MouseGuard2E/translations/hu.json
new file mode 100644
index 0000000000..76b4bb21bd
--- /dev/null
+++ b/MouseGuard2E/translations/hu.json
@@ -0,0 +1,75 @@
+{
+ "name": "Name",
+ "age": "Age",
+ "home": "Home",
+ "fur-color": "Fur Color",
+ "guard-rank": "Guard Rank",
+ "cloak-color": "Cloak Color",
+ "parents": "Parents",
+ "artisan": "Artisan",
+ "mentor": "Mentor",
+ "friend": "Friend",
+ "enemy": "Enemy",
+ "belief": "Belief",
+ "playing-belief": "Playing a Belief earns a fate point",
+ "goal": "Goal",
+ "accomplishing-goal": "Accomplishing a Goal earns a persona point",
+ "instinct": "Instinct",
+ "playing-instinct": "Playing an Instinct earns a fate point",
+ "contacts": "Contacts",
+ "gear": "Gear",
+ "traits": "Traits",
+ "trait-name": "Trait Name",
+ "trait-level": "Trait Level",
+ "beneficial-uses": "Beneficial Uses",
+ "checks": "Checks",
+ "+1D-per-session": "+1D per session",
+ "+1S-to-rolls": "+1S to rolls",
+ "used-this-session": "Used this session",
+ "may-be-used": "May be used on each roll",
+ "fate": "Fate",
+ "one-fate-point": "One point allows you to reroll any 6s as a new dice",
+ "persona": "Persona",
+ "add-one-dice": "Add one dice per point spent or tap Nature",
+ "conditions": "Conditions",
+ "hungry-thirsty": "Hungry/Thirsty",
+ "angry": "Angry (Ob 2 Will)",
+ "tired": "Tired (Ob 3 Health)",
+ "injured": "Injured (Ob 4 Health)",
+ "sick": "Sick (Ob 4 Will)",
+ "earning-checks": "Earning Checks",
+ "check-list1": "1: +1D to your ind. or vs. test",
+ "check-list2": "2: +2D to opponent's vs test",
+ "check-list3": "2: Break versus test tie in opponent's favor",
+ "spending-checks": "Spending Checks",
+ "spending-list1": "1: One test during Player's turn",
+ "spending-list2": "2: Recovery check during GM's turn",
+ "spending-list3": "3: Charge: temporarily elevate trait for remainder of session",
+ "spending-list4": "2/4: Recharge trait",
+ "abilities": "Abilities",
+ "raw-abilities": "Raw Abilities",
+ "advancement": "Advancement",
+ "special-abilities": "Special Abilities",
+ "rating": "Rating",
+ "nature": "Nature",
+ "resources": "Resources",
+ "will": "Will",
+ "circles": "Circles",
+ "health": "Health",
+ "wises": "Wises",
+ "skills": "Skills",
+ "fighter": "Fighter",
+ "orator": "Orator",
+ "healer": "Healer",
+ "manipulator": "Manipulator",
+ "hunter": "Hunter",
+ "persuader": "Persuader",
+ "instructor": "Instructor",
+ "pathfinder": "Pathfinder",
+ "scout": "Scout",
+ "survivalist": "Survivalist",
+ "weather-watcher": "Weather Watcher",
+ "pass": "Pass",
+ "fail": "Fail",
+ "pers": "Pers"
+}
\ No newline at end of file
diff --git a/Mutant Year Zero/translations/ca.json b/Mutant Year Zero/translations/ca.json
new file mode 100644
index 0000000000..fc1265dcef
--- /dev/null
+++ b/Mutant Year Zero/translations/ca.json
@@ -0,0 +1,168 @@
+{
+ "a": "A",
+ "abilities": "Abilities",
+ "agility": "Agility",
+ "agility-abbr": " [agi]",
+ "agility-abbr-u": "AGI",
+ "appearance-u": "APPEARANCE",
+ "ark": "The Ark",
+ "armor": "armor",
+ "armor-rating-abbr": "AR",
+ "arms-length-abbr": "Arm's L.",
+ "attr": "Attr",
+ "attribute-dice": "Attribute Dice",
+ "attribute-score": "Attribute Score",
+ "attributes": "attribute",
+ "b": "B",
+ "battle-level": "Battle Level",
+ "body": "Body",
+ "bonus": "Bonus",
+ "bosses": "Bosses",
+ "buddy": "Buddy",
+ "carried": "Carried",
+ "carried-abbr": "Carr",
+ "carry": "Carry",
+ "clear-dice-pool": "Clear Dice Pool",
+ "clothing": "Clothing",
+ "comment": "Comment",
+ "complete": "Complete",
+ "comprehend": "Comprehend",
+ "confusion": "Confusion",
+ "coordinates": "Coordinates",
+ "critical-u": "CRITICAL INJURIES",
+ "culture": "Culture",
+ "current-preset": "Current Preset",
+ "custom": "Custom",
+ "damage": "Damage",
+ "damage-abbr": "Dmg",
+ "dehydrated": "Thirsty",
+ "description": "Description",
+ "dev-level": "Development Levels",
+ "dice-pool": "Dice Pool",
+ "die": "Die",
+ "dmg-abbr": "Dmg",
+ "doubt": "Doubt",
+ "effects": "Effects",
+ "empathy": "Empathy",
+ "empathy-abbr": " [emp]",
+ "empathy-abbr-u": "EMP",
+ "encumbrance": "Encumbrance",
+ "endure": "Endure",
+ "experience-u": "EXPERIENCE",
+ "face": "Face",
+ "fatigue": "Fatigue",
+ "features": "Features",
+ "fight": "Fight",
+ "food-supply": "Food Supply",
+ "force": "Force",
+ "function-u": "FUNCTIONS",
+ "g": "G",
+ "gea-u": "GEAR",
+ "gear-bonus": "Gear Bonus",
+ "gear-dice": "Gear Dice",
+ "gen": "Gen",
+ "general": "general",
+ "grip": "Grip",
+ "heal": "Heal",
+ "healing-time": "Healing Time",
+ "heavy": "Heavy (2)",
+ "hypothermic": "Hypothermic",
+ "i-dream": "My Big Dream:",
+ "i-hate": "I Hate:",
+ "i-protect": "I Need to Protect:",
+ "initiative": "Initiative",
+ "injury": "Injury",
+ "insight": "Insight",
+ "know_the_zone": "Know the Zone",
+ "lethal": "Lethal",
+ "light": "Light (0.5)",
+ "log": "Log",
+ "long": "Long",
+ "lvl": "Lvl",
+ "manipulate": "Manipulate",
+ "max": "Max",
+ "move": "Move",
+ "mutantions": "MUTATIONS",
+ "name": "Name",
+ "near": "Near",
+ "no": "No",
+ "no-damage": "No Damage",
+ "not-applicable-abbr": "n/a",
+ "notes": "NOTES",
+ "npc": "NPC",
+ "number-abbr": "Num",
+ "on-vehicle": "On Vehicle",
+ "one-hand-abbr": "1H",
+ "other": "Other",
+ "other-info": "Other Information",
+ "permaneant-rot": "Permanent Rot",
+ "population": "Population",
+ "projects": "Projects",
+ "push": " Push ",
+ "push-dice": "Push the Dice!",
+ "pushes-the-roll": "Pushes the Roll",
+ "quantity-abbr": "Qty",
+ "range": "Range",
+ "rank": "Rank",
+ "rating": "Rating",
+ "regular": "Regular (1)",
+ "relationships": "RELATIONSHIPS",
+ "reset-dice": "Reset dice pool.",
+ "resources-found": "Resources Found",
+ "role": "Role",
+ "roll": "Roll ",
+ "roll-dice": "Roll the Dice!",
+ "roll-dice-66": "Roll d66!",
+ "roll-dice-666": "Roll d666!",
+ "rot": "Rot",
+ "rot-level": "Rot Level",
+ "rot-p": "ROT POINTS",
+ "scout": "Scout",
+ "season": "Season",
+ "selected": "Selected",
+ "sense_emotion": "Sense Emotion",
+ "shoot": "Shoot",
+ "short": "Short",
+ "show-hide": "show/hide",
+ "skill": "Skill",
+ "skill-dice": "Skill Dice",
+ "skill-level": "Skill Level",
+ "skills": "Skills",
+ "sleepless": "Sleepless",
+ "small": "Small (0.25)",
+ "sneak": "Sneak",
+ "starving": "Starving",
+ "strength": "Strength",
+ "strength-abbr": " [str]",
+ "strength-abbr-u": "STR",
+ "survival": "Survival",
+ "talent-u": "TALENTS",
+ "technology": "Technology",
+ "terrain": "Terrain",
+ "threat": "Threat",
+ "threat-notes": "Threat Notes",
+ "time-limit": "Time Limit",
+ "tiny": "Tiny (0.05)",
+ "total": "Total",
+ "trauma": "Trauma",
+ "two-hand-abbr": "2H",
+ "type": "Type",
+ "units": "Units",
+ "vehicle": "VEHICLE",
+ "w": "W",
+ "warfare": "Warfare",
+ "water": "Water",
+ "water-source": "Water Source",
+ "weapon": "Weapon",
+ "weapon-selected": "Weapon Selected",
+ "weapons": "weapons",
+ "weight-abbr": "Wt",
+ "wits": "Wits",
+ "wits-abbr": " [wits]",
+ "wits-abbr-u": "WITS",
+ "workpoints": "Work Points/Max",
+ "yes": "Yes",
+ "yes-1": "Yes,-1",
+ "zone-log": "Zone Log",
+ "nec-u": "NECESSITIES"
+}
\ No newline at end of file
diff --git a/Mutant Year Zero/translations/hu.json b/Mutant Year Zero/translations/hu.json
new file mode 100644
index 0000000000..fc1265dcef
--- /dev/null
+++ b/Mutant Year Zero/translations/hu.json
@@ -0,0 +1,168 @@
+{
+ "a": "A",
+ "abilities": "Abilities",
+ "agility": "Agility",
+ "agility-abbr": " [agi]",
+ "agility-abbr-u": "AGI",
+ "appearance-u": "APPEARANCE",
+ "ark": "The Ark",
+ "armor": "armor",
+ "armor-rating-abbr": "AR",
+ "arms-length-abbr": "Arm's L.",
+ "attr": "Attr",
+ "attribute-dice": "Attribute Dice",
+ "attribute-score": "Attribute Score",
+ "attributes": "attribute",
+ "b": "B",
+ "battle-level": "Battle Level",
+ "body": "Body",
+ "bonus": "Bonus",
+ "bosses": "Bosses",
+ "buddy": "Buddy",
+ "carried": "Carried",
+ "carried-abbr": "Carr",
+ "carry": "Carry",
+ "clear-dice-pool": "Clear Dice Pool",
+ "clothing": "Clothing",
+ "comment": "Comment",
+ "complete": "Complete",
+ "comprehend": "Comprehend",
+ "confusion": "Confusion",
+ "coordinates": "Coordinates",
+ "critical-u": "CRITICAL INJURIES",
+ "culture": "Culture",
+ "current-preset": "Current Preset",
+ "custom": "Custom",
+ "damage": "Damage",
+ "damage-abbr": "Dmg",
+ "dehydrated": "Thirsty",
+ "description": "Description",
+ "dev-level": "Development Levels",
+ "dice-pool": "Dice Pool",
+ "die": "Die",
+ "dmg-abbr": "Dmg",
+ "doubt": "Doubt",
+ "effects": "Effects",
+ "empathy": "Empathy",
+ "empathy-abbr": " [emp]",
+ "empathy-abbr-u": "EMP",
+ "encumbrance": "Encumbrance",
+ "endure": "Endure",
+ "experience-u": "EXPERIENCE",
+ "face": "Face",
+ "fatigue": "Fatigue",
+ "features": "Features",
+ "fight": "Fight",
+ "food-supply": "Food Supply",
+ "force": "Force",
+ "function-u": "FUNCTIONS",
+ "g": "G",
+ "gea-u": "GEAR",
+ "gear-bonus": "Gear Bonus",
+ "gear-dice": "Gear Dice",
+ "gen": "Gen",
+ "general": "general",
+ "grip": "Grip",
+ "heal": "Heal",
+ "healing-time": "Healing Time",
+ "heavy": "Heavy (2)",
+ "hypothermic": "Hypothermic",
+ "i-dream": "My Big Dream:",
+ "i-hate": "I Hate:",
+ "i-protect": "I Need to Protect:",
+ "initiative": "Initiative",
+ "injury": "Injury",
+ "insight": "Insight",
+ "know_the_zone": "Know the Zone",
+ "lethal": "Lethal",
+ "light": "Light (0.5)",
+ "log": "Log",
+ "long": "Long",
+ "lvl": "Lvl",
+ "manipulate": "Manipulate",
+ "max": "Max",
+ "move": "Move",
+ "mutantions": "MUTATIONS",
+ "name": "Name",
+ "near": "Near",
+ "no": "No",
+ "no-damage": "No Damage",
+ "not-applicable-abbr": "n/a",
+ "notes": "NOTES",
+ "npc": "NPC",
+ "number-abbr": "Num",
+ "on-vehicle": "On Vehicle",
+ "one-hand-abbr": "1H",
+ "other": "Other",
+ "other-info": "Other Information",
+ "permaneant-rot": "Permanent Rot",
+ "population": "Population",
+ "projects": "Projects",
+ "push": " Push ",
+ "push-dice": "Push the Dice!",
+ "pushes-the-roll": "Pushes the Roll",
+ "quantity-abbr": "Qty",
+ "range": "Range",
+ "rank": "Rank",
+ "rating": "Rating",
+ "regular": "Regular (1)",
+ "relationships": "RELATIONSHIPS",
+ "reset-dice": "Reset dice pool.",
+ "resources-found": "Resources Found",
+ "role": "Role",
+ "roll": "Roll ",
+ "roll-dice": "Roll the Dice!",
+ "roll-dice-66": "Roll d66!",
+ "roll-dice-666": "Roll d666!",
+ "rot": "Rot",
+ "rot-level": "Rot Level",
+ "rot-p": "ROT POINTS",
+ "scout": "Scout",
+ "season": "Season",
+ "selected": "Selected",
+ "sense_emotion": "Sense Emotion",
+ "shoot": "Shoot",
+ "short": "Short",
+ "show-hide": "show/hide",
+ "skill": "Skill",
+ "skill-dice": "Skill Dice",
+ "skill-level": "Skill Level",
+ "skills": "Skills",
+ "sleepless": "Sleepless",
+ "small": "Small (0.25)",
+ "sneak": "Sneak",
+ "starving": "Starving",
+ "strength": "Strength",
+ "strength-abbr": " [str]",
+ "strength-abbr-u": "STR",
+ "survival": "Survival",
+ "talent-u": "TALENTS",
+ "technology": "Technology",
+ "terrain": "Terrain",
+ "threat": "Threat",
+ "threat-notes": "Threat Notes",
+ "time-limit": "Time Limit",
+ "tiny": "Tiny (0.05)",
+ "total": "Total",
+ "trauma": "Trauma",
+ "two-hand-abbr": "2H",
+ "type": "Type",
+ "units": "Units",
+ "vehicle": "VEHICLE",
+ "w": "W",
+ "warfare": "Warfare",
+ "water": "Water",
+ "water-source": "Water Source",
+ "weapon": "Weapon",
+ "weapon-selected": "Weapon Selected",
+ "weapons": "weapons",
+ "weight-abbr": "Wt",
+ "wits": "Wits",
+ "wits-abbr": " [wits]",
+ "wits-abbr-u": "WITS",
+ "workpoints": "Work Points/Max",
+ "yes": "Yes",
+ "yes-1": "Yes,-1",
+ "zone-log": "Zone Log",
+ "nec-u": "NECESSITIES"
+}
\ No newline at end of file
diff --git a/Mythras/translations/ca.json b/Mythras/translations/ca.json
new file mode 100644
index 0000000000..ee98c0dbcc
--- /dev/null
+++ b/Mythras/translations/ca.json
@@ -0,0 +1,898 @@
+{
+ "setting-order": "default,atvw,agony_and_ecstasy,classic_fantasy,luther_arkwright,mspace,monster_island,mythic_britain,mythic_constantinople,mythic_rome,odd_soot,thennla,worlds_united",
+ "vehicle-type-order": "default,disabled,mythras,mspace,ships",
+ "devotional-pool-type-order": "default,cult_rank,pow",
+ "ship-hull-order": "utility,galley,transport",
+ "hit-location-order": "custom,rabble,simple,spacer,arachnid,biped,centaurid,decapoda,decapodiform,dorsal_finned_aquatic,draconic,insect,octopodiform,pachyderm,quadruped,serpentine,tailed_arachnid,tailed_biped,tailed_quadruped,winged_biped,winged_insect,winged_quadruped",
+ "attribute-order": "action_points,conflict_pool,spirit_damage,damage_mod,exp_mod,healing_rate,initiative,intensity,luck_points,magic_points,move_rate,power_points,prana_points,tenacity",
+ "combat-skill-order": "binding,brawn,evade,endurance,willpower",
+ "mook-combat-skill-order": "binding,brawn,evade,endurance,unarmed,willpower",
+ "standard-skill-order": "athletics,boating,brawn,conceal,customs,dance,deceit,drive,endurance,evade,first_aid,home_parallel,influence,insight,locale,native_tongue,perception,ride,sing,status,stealth,superstition,swim,the_soot,unarmed,willpower",
+ "sphere-order": "matter,mind,sense",
+ "roman-magic-order": "cursing,divination,necromancy,pharmacy,shape_shifting,theology",
+ "arcane-caster-order": "bard,magic-user",
+ "divine-caster-order": "bard,cleric,druid,paladin,ranger",
+ "resist-order": "blank,brawn,endurance,evade,willpower,special",
+ "social-conflict-attribute-order": "confidence,damage,initiative",
+ "settings-u": "Settings",
+ "version-u": "Version",
+ "setting-u": "Setting",
+ "default-u": "Default",
+ "luther-arkwright-u": "Luther Arkwright",
+ "mythic-britain-u": "Mythic Britain",
+ "sheet-type-u": "Sheet Type",
+ "battle-unit-u": "Battle Unit",
+ "npc-u": "NPC",
+ "pc-u": "PC",
+ "ship-u": "Ship",
+ "core-u": "Core",
+ "magic-u": "Magic",
+ "equipment-u": "Equipment",
+ "notes-u": "Notes",
+ "name-u": "Name",
+ "species-u": "Species",
+ "traits-abilities-gifts-u": "Traits / Abilities / Gifts",
+ "rank-u": "Rank",
+ "experience-rolls-u": "Exp Rolls",
+ "age-u": "Age",
+ "gender-u": "Gender",
+ "frame-u": "Frame",
+ "weight-u": "Weight",
+ "height-u": "Height",
+ "handedness-u": "Handedness",
+ "homeland-u": "Homeland",
+ "culture-u": "Culture",
+ "social-class-u": "Social Class",
+ "career-u": "Career",
+ "characteristics-u": "Characteristics",
+ "temp-u": "Temp",
+ "total-u": "Total",
+ "str-u": "STR",
+ "con-u": "CON",
+ "siz-u": "SIZ",
+ "dex-u": "DEX",
+ "int-u": "INT",
+ "ins-u": "INS",
+ "pow-u": "POW",
+ "cha-u": "CHA",
+ "base-u": "Base",
+ "training-u": "Training",
+ "ageing-u": "Ageing",
+ "other-u": "Other",
+ "attributes-u": "Attributes",
+ "attribute-u": "Attribute",
+ "damage-modifier-u": "Damage Mod",
+ "experience-modifier-u": "Exp Modifier",
+ "healing-rate-u": "Healing Rate",
+ "luck-points-u": "Luck Points",
+ "magic-points-u": "Magic Points",
+ "move-rate-u": "Move Rate",
+ "initiative-bonus-u": "Init. Bonus",
+ "tenacity-u": "Tenacity",
+ "temp-damage-modifier-clarification-u": "Temp Damage Mod represents the steps up or down the damage modifier table",
+ "prana-points-u": "Prana Points",
+ "action-points-u": "Action Points",
+ "plus-one-ap-u": "+1 AP",
+ "swiftness-gift-u": "Swiftness Gift",
+ "fatigue-u": "Fatigue",
+ "mighty-gift-u": "Mighty Gift",
+ "str-siz-u": "STR+SIZ",
+ "str-siz-pow-u": "STR+SIZ+POW",
+ "str-siz-con-u": "STR+SIZ+CON",
+ "steps-u": "steps",
+ "healthy-gift-u": "Healthy Gift (Double Healing Rate)",
+ "add-rank-to-luck-u": "Add rank to luck",
+ "armor-u": "Armor",
+ "dependencies-u": "Dependencies",
+ "hit-locations-u": "Hit Locations",
+ "con-siz-u": "CON+SIZ",
+ "con-siz-pow-u": "CON+SIZ+POW",
+ "con-siz-str-u": "CON+SIZ+STR",
+ "ap-u": "AP",
+ "hp-u": "HP",
+ "location-u": "Location",
+ "block-u": "Block?",
+ "encumbrance-u": "Encumbrance",
+ "right-leg-u": "Right Leg",
+ "left-leg-u": "Left Leg",
+ "abdomen-u": "Abdomen",
+ "chest-u": "Chest",
+ "right-arm-u": "Right Arm",
+ "left-arm-u": "Left Arm",
+ "head-u": "Head",
+ "armor-equipped-u": "Armor Equipped",
+ "armor-type-u": "Armor Type",
+ "armor-enc-u": "Armor ENC",
+ "armor-ap-u": "Armor AP",
+ "other-ap-u": "Other AP",
+ "other-hp-u": "Other HP",
+ "base-hp-u": "Base HP",
+ "initiative-u": "Initiative",
+ "alacrity-gift-u": "Alacrity Gift (roll 1d6+6)",
+ "movement-u": "Movement",
+ "walk-u": "Walk",
+ "run-u": "Run",
+ "sprint-u": "Sprint",
+ "jump-u": "Jump",
+ "horizontal-short-u": "Horiz.",
+ "vertical-short-u": "Vert.",
+ "horizontal-u": "Horizontal",
+ "vertical-u": "Vertical",
+ "swim-u": "Swim",
+ "climb-u": "Climb",
+ "rough-u": "Rough",
+ "steep-u": "Steep",
+ "sheer-u": "Sheer",
+ "movement-one-clarification-u": "Critical success on Athletics roll grants +1 movement",
+ "movement-two-clarification-u": "These jump values assume a 5m run-up.",
+ "movement-three-clarification-u": "Critical success on Swim roll grants +1 movement.",
+ "current-u": "Current",
+ "carrying-load-u": "Carrying Load",
+ "dex-and-str-skills-u": "DEX & STR Skills",
+ "move-penalty-u": "Move Penalty",
+ "avg-species-siz-u": "Average Species SIZ",
+ "encumbrance-from-armor-u": "Encumbrance from Armor",
+ "effective-encumbrance-from-armor-u": "Effective Encumbrance from Armor",
+ "encumbrance-from-shields-u": "Encumbrance from Shields",
+ "encumbrance-from-melee-weapons-u": "Encumbrance from Melee Weapons",
+ "encumbrance-from-ranged-weapons-u": "Encumbrance from Ranged Weapons",
+ "encumbrance-from-firearms-u": "Encumbrance from Firearms",
+ "encumbrance-from-loadout-u": "Encumbrance from Loadout",
+ "encumbrance-from-pack-u": "Encumbrance from Pack",
+ "encumbrance-from-currency-u": "Encumbrance from Currency",
+ "burdened-u": "Burdened",
+ "overloaded-u": "Overloaded",
+ "max-u": "Max",
+ "current-level-u": "Current Level",
+ "recovery-in-u": "Recovery In",
+ "recovery-u": "Recovery",
+ "fresh-u": "9 - Fresh",
+ "winded-u": "8 - Winded",
+ "tired-u": "7 - Tired",
+ "wearied-u": "6 - Wearied",
+ "exhausted-u": "5 - Exhausted",
+ "debilitated-u": "4 - Debilitated",
+ "incapacitated-u": "3 - Incapacitated",
+ "semi-conscious-u": "2 - Semi-Conscious",
+ "comatose-u": "1 - Comatose",
+ "dead-u": "0 - Dead",
+ "standard-u": "Standard",
+ "hard-u": "Hard",
+ "formidable-u": "Formidable",
+ "herculean-u": "Herculean",
+ "hopeless-u": "Hopeless",
+ "no-action-allowed-u": "No Action Allowed",
+ "combat-styles-u": "Combat Styles",
+ "combat-skills-u": "Combat Skills",
+ "combat-style-u": "Combat Style",
+ "versus101plus-u": "vs101+",
+ "traits-u": "Traits",
+ "weapons-u": "Weapons",
+ "hours-u": "Hours",
+ "characteristic-short-u": "Char",
+ "base-value-u": "Base Value",
+ "training-and-experience-u": "Training & Experience",
+ "standard-skills-u": "Standard Skills",
+ "skill-u": "Skill",
+ "skill-grade-u": "Skill Grade",
+ "shield-u": "Shield",
+ "damage-mod-short-u": "DM",
+ "damage-u": "Damage",
+ "combat-effects-u": "Combat Effects",
+ "max-hp-u": "Max HP",
+ "size-u": "Size",
+ "reach-u": "Reach",
+ "enc-u": "ENC",
+ "force-u": "Force",
+ "range-u": "Range",
+ "load-u": "Load",
+ "impale-size-short-u": "IS",
+ "display-u": "Display",
+ "shields-u": "Shields",
+ "melee-weapons-u": "Melee Weapons",
+ "melee-weapon-u": "Melee Weapon",
+ "ranged-weapons-u": "Ranged Weapons",
+ "ranged-weapon-u": "Ranged Weapon",
+ "firearms-u": "Firearms",
+ "firearm-u": "Firearm",
+ "fire-rate-u": "Fire Rate",
+ "ammo-u": "Ammo",
+ "money-and-wealth-u": "Money & Wealth",
+ "income-u": "Income",
+ "day-u": "Day",
+ "month-u": "Month",
+ "season-u": "Season",
+ "year-u": "Year",
+ "currency-u": "Currency",
+ "value-u": "Value",
+ "quantity-short-u": "Quantity",
+ "item-u": "Item",
+ "centimetres-short-u": "cm",
+ "kilograms-short-u": "kg",
+ "armor-penalty-u": "Armor Penalty",
+ "base-move-u": "Base Move",
+ "greater-than-u": "greater than",
+ "athletics-u": "Athletics",
+ "very-easy-u": "Very Easy",
+ "easy-u": "Easy",
+ "one-grade-harder-u": "1 grade harder",
+ "two-grades-harder-u": "2 grades harder",
+ "impossible-u": "Impossible",
+ "passions-u": "Passions",
+ "and-dependencies-u": "& Dependencies",
+ "score-u": "Score",
+ "dependency-u": "Dependency",
+ "passion-u": "Passion",
+ "professional-skills-u": "Professional Skills",
+ "language-u": "Language",
+ "resistance-u": "Resistance",
+ "brawn-u": "Brawn",
+ "endurance-u": "Endurance",
+ "evade-u": "Evade",
+ "willpower-u": "Willpower",
+ "boating-u": "Boating",
+ "conceal-u": "Conceal",
+ "customs-u": "Customs",
+ "dance-u": "Dance",
+ "deceit-u": "Deceit",
+ "drive-u": "Drive",
+ "first-aid-u": "First Aid",
+ "influence-u": "Influence",
+ "insight-u": "Insight",
+ "locale-u": "Locale",
+ "perception-u": "Perception",
+ "ride-u": "Ride",
+ "sing-u": "Sing",
+ "stealth-u": "Stealth",
+ "superstition-u": "Superstition",
+ "home-parallel-u": "Home Parallel",
+ "unarmed-u": "Unarmed",
+ "native-tongue-u": "Native Tongue",
+ "medium-u": "Medium",
+ "strenuous-u": "Strenuous",
+ "halved-u": "Halved",
+ "normal-u": "Normal",
+ "all-u": "All",
+ "equipment-and-wealth-u": "Equipment",
+ "due-to-fatigue-u": "due to fatigue",
+ "due-to-enc-u": "due to ENC",
+ "reduced-u": "reduced",
+ "cults-brotherhoods-and-orders-u": "Cults, Brotherhoods and Orders",
+ "contacts-u": "Contacts",
+ "family-u": "Family",
+ "community-u": "Community",
+ "theism-u": "Theism",
+ "sorcery-u": "Sorcery",
+ "mysticism-u": "Mysticism",
+ "animism-u": "Animism",
+ "folk-magic-u": "Folk Magic",
+ "spell-u": "Spell",
+ "description-u": "Description",
+ "macro-u": "Macro",
+ "learned-u": "Learned",
+ "follower-u": "Follower",
+ "spirit-worshipper-u": "Spirit Worshipper",
+ "shaman-u": "Shaman",
+ "high-shaman-u": "High Shaman",
+ "spirit-lord-u": "Spirit Lord",
+ "type-u": "Type",
+ "fetish-spirit-u": "Fetish / Spirit",
+ "max-number-of-spirits-u": "Max # of Spirits",
+ "max-pow-of-spirits-u": "Max POW of Spirits",
+ "spirit-ap-u": "Spirit AP",
+ "spirit-initiative-bonus-short-u": "Spirit IB",
+ "spirit-damage-u": "Spirit Damage",
+ "trance-u": "Trance",
+ "binding-u": "Binding",
+ "allies-u": "Allies",
+ "enemies-u": "Enemies",
+ "meditation-u": "Meditation",
+ "path-u": "Path",
+ "paths-u": "Paths",
+ "practiced-talent-u": "Practiced Talent",
+ "max-cumulative-intensity-u": "Max Cumulative Intensity",
+ "max-practiced-talents-u": "Max Practiced Talents",
+ "max-intensity-u": "Max Intensity",
+ "path-talents-u": "Path Talents",
+ "shaping-u": "Shaping",
+ "invocation-u": "Invocation",
+ "invocations-u": "Invocations",
+ "invocation-spells-u": "Invocation Spells",
+ "max-shaping-points-u": "Max Shaping Points",
+ "max-memorized-spells-u": "Max Memorized Spells",
+ "memorized-u": "Memorized",
+ "intensity-u": "Intensity",
+ "magnitude-u": "Magnitude",
+ "devotional-pool-u": "Devotional Pool",
+ "exhort-u": "Exhort",
+ "devotion-u": "Devotion",
+ "devotions-u": "Devotions",
+ "lay-member-u": "Lay Member",
+ "initiate-u": "Initiate",
+ "acolyte-u": "Acolyte",
+ "priest-u": "Priest",
+ "high-priest-u": "High Priest",
+ "concentration-u": "Concentration",
+ "resist-u": "Resist",
+ "devotion-miracles-u": "Devotion Miracles",
+ "cost-u": "Cost",
+ "time-u": "Time",
+ "area-u": "Area",
+ "duration-u": "Duration",
+ "metres-u": "Metres",
+ "decametres-u": "Decametres",
+ "kilometres-u": "Kilometres",
+ "instant-u": "Instant",
+ "minutes-u": "Minutes",
+ "days-u": "Days",
+ "months-u": "Months",
+ "miracle-u": "Miracle",
+ "encumbered-u": "Encumbered",
+ "fumbled-u": "Fumbled",
+ "trained-u": "Trained",
+ "increased-for-xp-u": "Increased for XP",
+ "yes-u": "Yes",
+ "no-u": "No",
+ "special-u": "Special",
+ "touch-u": "Touch",
+ "miracle-rank-u": "Miracle Rank",
+ "ranged-u": "Ranged",
+ "invoke-trait-u": "Invoke Trait",
+ "enhance-attribute-u": "Enhance Attribute",
+ "augment-skill-u": "Augment Skill",
+ "targets-u": "Targets",
+ "impale-size-u": "Impale Size",
+ "effects-u": "Effects",
+ "whisper-rolls-to-gm-u": "Whisper Rolls to GM",
+ "magic-skills-u": "Magic Skills",
+ "other-skills-u": "Other Skills",
+ "spectral-combat-u": "Spectral Combat",
+ "spirit-abilities-u": "Spirit Abilities",
+ "spells-u": "Spells",
+ "miracles-u": "Miracles",
+ "show-name-in-roll-templates-u": "Show Name in Roll Templates",
+ "rolled-u": "Rolled",
+ "roll-initiative-u": "Roll Initiative",
+ "components-u": "Components",
+ "disabled-u": "Disabled",
+ "enabled-u": "Enabled",
+ "ablation-points-u": "Ablation Points",
+ "focus-points-u": "Focus Points",
+ "fortune-points-u": "Fortune Points",
+ "precision-points-u": "Precision Points",
+ "swiftness-points-u": "Swiftness Points",
+ "ablation-u": "Ablation",
+ "focus-u": "Focus",
+ "fortune-u": "Fortune",
+ "precision-u": "Precision",
+ "swiftness-u": "Swiftness",
+ "use-setting-default-u": "Use Setting Default",
+ "background-u": "Background",
+ "display-campaign-settings-u": "Display Campaign Settings",
+ "hit-u": "Hit",
+ "status-u": "Status",
+ "monster-island-u": "Monster Island",
+ "initiative-roll-u": "Initiative Roll",
+ "running-jump-u": "Running Jump",
+ "standing-jump-u": "Standing Jump",
+ "paralell-designator-u": "Paralell Designator",
+ "paralell-type-development-u": "Paralell Type/Development",
+ "apply-dependencies-penalty-u": "Apply Dependencies Penalty",
+ "rites-u": "Rites",
+ "thennla-u": "Thennla",
+ "classic-fantasy-u": "Classic Fantasy",
+ "race-u": "Race",
+ "class-u": "Class",
+ "arcane-magic-u": "Arcane Magic",
+ "divine-magic-u": "Divine Magic",
+ "arcane-casting-u": "Arcane Casting",
+ "arcane-knowledge-u": "Arcane Knowledge",
+ "casting-class-u": "Casting Class",
+ "magic-user-u": "Magic-User",
+ "bard-u": "Bard",
+ "disbelieve-u": "Disbelieve",
+ "known-u": "Known",
+ "cantrips-u": "Cantrips",
+ "school-u": "School",
+ "reversible-u": "Reversible",
+ "actions-u": "Actions",
+ "xp-u": "XP",
+ "mp-u": "MP",
+ "cost-reduction-u": "Cost Reduction",
+ "apply-penalty-u": "Apply Penalty",
+ "piety-u": "Piety",
+ "channel-u": "Channel",
+ "arcane-magic-enabled-u": "Arcane Magic Enabled",
+ "divine-magic-enabled-u": "Divine Magic Enabled",
+ "name-display-description-u": "Show character name in the roll template. Useful if you need to hide a characters true identity.",
+ "roll-display-description-u": "Rolls are only shown to the GM and the player making the roll.",
+ "setting-description-u": "Sets the default sheet options and mechanics to match the rules as presented in the setting's source book. Individual options may be overridden below.",
+ "luck-points-rank-description-u": "Add the character's Rank to their total Luck Points.",
+ "magic-points-enabled-description-u": "Magic Points are a character attribute.",
+ "power-points-enabled-description-u": "Power Points are a character attribute.",
+ "prana-points-enabled-description-u": "Prana Points are a character attribute.",
+ "tenacity-enabled-description-u": "Tenacity is a character attribute.",
+ "fire-rate-enabled-description-u": "Show fire rate in ranged weapons",
+ "boating-standard-description-u": "Boating is listed as a standard skill.",
+ "status-standard-description-u": "Status is listed as a standard skill.",
+ "superstition-standard-description-u": "Superstition is listed as a standard skill.",
+ "dependencies-enabled-description-u": "Enable the Dependencies mechanics.",
+ "arcane-magic-enabled-description-u": "Enables the Arcane Magic section of the sheet.",
+ "divine-magic-enabled-description-u": "Enables the Divine Magic section of the sheet.",
+ "folk-magic-enabled-description-u": "Enables the Folk Magic section of the sheet.",
+ "animism-enabled-description-u": "Enables the Animism section of the sheet.",
+ "spirits-have-tenacity-description-u": "Spirits have Tenacity as an attribute.",
+ "mysticism-enabled-description-u": "Enables the Mysticism section of the sheet.",
+ "sorcery-enabled-description-u": "Enables the Sorcery section of the sheet.",
+ "theism-enabled-description-u": "Enables the Theism section of the sheet.",
+ "conditions-u": "Conditions",
+ "psionics-u": "Psionics",
+ "discipline-u": "Discipline",
+ "discipline-talents-u": "Discipline Talents",
+ "max-active-talents-u": "Max Active Talents",
+ "humanoid-u": "Humanoid",
+ "custom-u": "Custom",
+ "health-and-armor-u": "Health & Armor",
+ "personal-u": "Personal",
+ "short-u": "Short",
+ "long-u": "Long",
+ "multiversal-u": "Multiversal",
+ "self-u": "Self",
+ "line-of-sight-u": "Line of Sight",
+ "same-paralell-u": "Same Paralell",
+ "any-paralell-u": "Any Paralell",
+ "instantaneous-u": "Instantaneous",
+ "talent-u": "Talent",
+ "lasting-u": "Lasting",
+ "mythras-psionics-enabled-u": "Mythras Psioics Enabled",
+ "default-hit-location-table-u": "Default Hit Location Table",
+ "default-hit-location-table-for-npcsu": "Default Hit Location Table for NPCs",
+ "hit-locations-description-u": "Set default hit location table for new characters.",
+ "npc-hit-locations-description-u": "Set default hit location table for new NPCs.",
+ "roman-magic-u": "Roman Magic",
+ "cursing-u": "Cursing",
+ "curse-u": "Curse",
+ "prediction-u": "Prediction",
+ "divination-u": "Divination",
+ "affects-u": "Afects",
+ "impact-u": "Impact",
+ "individual-u": "Individual",
+ "group-u": "Group",
+ "city-u": "City",
+ "necromancy-u": "Necromancy",
+ "minor-u": "Minor",
+ "life-altering-u": "Life Altering",
+ "death-u": "Death",
+ "question-dead-u": "Question Dead",
+ "summon-lemur-u": "Summon Lemur",
+ "pharmacy-u": "Pharmacy",
+ "concocte-potion-u": "Concocte Potion",
+ "small-animal-u": "Small Animal",
+ "medium-animal-u": "Medium Animal",
+ "large-animal-u": "Large Animal",
+ "shape-shifting-u": "Shape Shifting",
+ "create-salve-skins-u": "Create Salve/Skins",
+ "change-time-u": "Change Time",
+ "theology-u": "Theology",
+ "mythic-rome-u": "Mythic Rome",
+ "power-u": "Power",
+ "sphere-u": "Sphere",
+ "arc-u": "Arc",
+ "first-u": "First",
+ "second-u": "Second",
+ "third-u": "Third",
+ "ms-psionics-enabled-u": "M-Space Psionics Enabled",
+ "roman-magic-enabled-u": "Roman Magic Enabled",
+ "none-u": "None",
+ "simplified-combat-enabled-u": "Use the optional simplified combat rules from M-Space.",
+ "system-u": "System",
+ "hit-points-u": "Hit Points",
+ "wounds-u": "Wounds",
+ "conflict-pool-u": "Conflict Pool",
+ "extended-conflict-resolution-enabled-u": "Extended Conflict Resolution Enabled",
+ "home-world-u": "Home World",
+ "m-space-u": "M-Space",
+ "power-points-u": "Power Points",
+ "show-reduced-description-u": "Display a result for high skills reduced down to 100 in the roll templates.",
+ "extended-conflict-enabled-description-u": "Use the extended conflict resolution system from M-Space & Odd Soot.",
+ "simplified-combat-enabled-description-u": "Use the optional simplified combat rules from M-Space & Odd Soot",
+ "roman-magic-enabled-description-u": "Enables the Roman magic section of the sheet for magic as used in Mythic Roman.",
+ "ms-psionics-enabled-description-u": "Enables the Psionics section of the sheet per M-Space rules.",
+ "mythras-psionics-enabled-description-u": "Enables the Psionics section of the sheet per Mythras rules.",
+ "rolls-show-101-reduced-u": "Rolls Show 101+ Reduced",
+ "circles-u": "Circles",
+ "npc-weapon-size-note-u": "Force for ranged weapons",
+ "weapon-u": "Weapon",
+ "skills-u": "Skills",
+ "block-description-u": "Location passively blocked",
+ "cult-u": "Cult",
+ "circle-u": "Circle",
+ "rabble-underling-u": "Rabble/Underling",
+ "unit-name-u": "Unit Name",
+ "unit-type-u": "Unit Type",
+ "commander-u": "Commander",
+ "formation-u": "Formation",
+ "default-sheet-type-u": "Default Sheet Type",
+ "type-description-u": "Set default sheet type. Good to change this to NPC once all your PCs are made.",
+ "encounter-generator-json-u": "Encounter Generator JSON",
+ "json-importer-u": "JSON Importer",
+ "spirit-init-u": "Spirit Init",
+ "sheet-u": "Sheet",
+ "instructions-u": "Instructions",
+ "json-step-one-u": "Visit the Enouncter Generator at http://skoll.xyz/mythras_eg/",
+ "json-step-two-u": "Find your desired enemy and click to visit the template page.",
+ "json-step-three-u": "Note the number at the end of the URL.",
+ "json-step-four-u": "Go to this url but replace #### with the number noted in step three: http://skoll.xyz/mythras_eg/generate_enemies_json/?id=####",
+ "json-step-five-u": "Paste the contents of the page into the textarea above.",
+ "json-step-six-u": "Go back to the Sheet tab to enjoy your imported character.",
+ "json-note-one-u": "Once you have generated JSON for one enemy you may simply refresh the page to generate a new one.",
+ "unit-traits-u": "Unit Traits",
+ "multiplier-u": "Multiplier",
+ "strength-u": "Strength",
+ "frontage-u": "Frontage",
+ "depth-u": "Depth",
+ "command-u": "Command",
+ "competency-u": "Competency",
+ "morale-u": "Morale",
+ "armor-points-u": "Armor Points",
+ "repair-mod-u": "Repair Mod",
+ "speed-u": "Speed",
+ "seaworthiness-u": "Seaworthiness",
+ "penalty-short-u": "Pen",
+ "condition-u": "Condition",
+ "ship-shape-u": "Ship Shape",
+ "seaworthy-u": "Seaworthy",
+ "battered-u": "Battered",
+ "swamped-u": "Swamped",
+ "sinking-u": "Sinking",
+ "crew-u": "Crew",
+ "capacity-u": "Capacity",
+ "dimensions-u": "Dimensions",
+ "hull-type-u": "Hull Type",
+ "utility-u": "Utility",
+ "galley-u": "Galley",
+ "transport-u": "Transport",
+ "small-u": "Small",
+ "large-u": "Large",
+ "huge-u": "Huge",
+ "colossal-u": "Colossal",
+ "enormous-u": "Enormous",
+ "beyond-colossal-u": "Beyond Colossal",
+ "captain-u": "Captain",
+ "ship-name-u": "Ship Name",
+ "armament-u": "Armament",
+ "beyond-enormous-u": "Beyond Enormous",
+ "due-to-ship-condition-u": "due to ship condition",
+ "skill-modifier-u": "Skill Modifier",
+ "temp-armor-all-u": "Temp Armor (All)",
+ "temp-hp-all-u": "Temp HP (All)",
+ "build-u": "Build",
+ "npc-view-u": "NPC View",
+ "help-macros-u": "Help/Macros",
+ "json-note-four-u": "After import some fields may require additional work for full functionality. For example, misc skills the importer couldn't identify, will be recorded as professional skills. These may need to be re-located if they are not, in fact, professional skills. In addition, professional skills will be logged with no base value. All points will be allocated to experience. You may wish to set the base characteristics to ensure characteristic modifiers work on these skills. If so, remember to deduct the new base value from the experience field. Spells and other magic powers will also require further configuration so their roll button will present accurate information. As a general rule, anything with it's details section open, after import, could be further configured. This additional work is at the GMs discretion and is likely not needed for most NPCs.",
+ "spirit-values-u": "Spirit Values",
+ "affiliations-u": "Affiliations",
+ "affiliation-u": "Affiliation",
+ "mythic-constantinople-u": "Mythic Constantinople",
+ "affiliations-enabled-u": "Affiliations Enabled",
+ "affiliations-enabled-description-u": "Use affiliations from Mythic Constantinople.",
+ "max-devotional-pool-based-on-u": "Max Devotional Pool Based On",
+ "max-devotional-pool-based-on-description-u": "Max devotional pool calculated per Cult Rank or POW.",
+ "vehicle-u": "Vehicle",
+ "stats-u": "Stats",
+ "systems-u": "Systems",
+ "terrestrial-u": "Terrestrial",
+ "spaceship-u": "Spaceship",
+ "roll-u": "Roll",
+ "hits-u": "Hits",
+ "hull-u": "Hull",
+ "structure-u": "Structure",
+ "rate-u": "Rate",
+ "ponderous-u": "Ponderous",
+ "sluggish-u": "Sluggish",
+ "slow-u": "Slow",
+ "mediocre-u": "Mediocre",
+ "gentle-u": "Gentle",
+ "moderate-u": "Moderate",
+ "rapid-u": "Rapid",
+ "fast-u": "Fast",
+ "fleet-u": "Fleet",
+ "cargo-compartment-u": "Cargo Compartment",
+ "communications-u": "Communications",
+ "controls-u": "Controls",
+ "repulsorlift-u": "Repulsorlift",
+ "passengers-u": "Passengers",
+ "power-core-u": "Power Core",
+ "sensors-u": "Sensors",
+ "avionics-u": "Avionics",
+ "hold-u": "Hold",
+ "hangar-bay-u": "Hangar Bay",
+ "hyperdrive-u": "Hyperdrive",
+ "reactor-core-u": "Reactor Core",
+ "sublight-drive-u": "Sublight Drive",
+ "ships-and-shield-walls-u": "Ships and Shield Walls",
+ "ground-u": "Ground",
+ "liquid-u": "Liquid",
+ "flight-u": "Flight",
+ "space-u": "Space",
+ "regular-u": "Regular",
+ "terrain-u": "Terrain",
+ "walker-u": "Walker",
+ "burrower-u": "Burrower",
+ "surface-motor-u": "Surface, Motor",
+ "surface-sail-u": "Surface, Sail",
+ "sub-u": "Sub",
+ "wings-u": "Wings",
+ "anti-grav-u": "Anti-grav",
+ "rotor-blades-u": "Rotor Blades",
+ "hover-craft-u": "Hover Craft",
+ "gas-bag-u": "Gas Bag",
+ "handling-u": "Handling",
+ "hyperspace-u": "Hyperspace",
+ "app-u": "App",
+ "apps-u": "Apps",
+ "module-u": "Module",
+ "modules-u": "Modules",
+ "equip-pack-u": "Equip Pack",
+ "loadout-u": "Loadout",
+ "pack-u": "Pack",
+ "mount-vehicle-u": "Mount/Vehicle",
+ "camp-u": "Camp",
+ "homebase-u": "Homebase",
+ "streamlined-u": "Streamled",
+ "attributes-and-modules-u": "Attributes & Modules",
+ "engines-u": "Engines",
+ "maneuvering-u": "Maneuvering",
+ "total-modules-u": "Total Modules",
+ "cockpit-u": "Cockpit",
+ "bridge-u": "Bridge",
+ "sickbay-u": "Sickbay",
+ "crew-quarters-u": "Crew Quarters",
+ "passenger-quarters-u": "Passenger Quarters",
+ "cargo-hold-u": "Cargo Hold",
+ "lab-u": "Lab",
+ "open-space-u": "Open Space",
+ "hanger-bay-u": "Hanger Bay",
+ "self-repair-u": "Self-Repair",
+ "escape-pod-u": "Escape Pod",
+ "tractor-beam-u": "Tractor Beam",
+ "extra-sensors-u": "Extra Sensors",
+ "robot-arm-u": "Robot Arm",
+ "rescue-utilities-u": "Rescue Utilities",
+ "airlock-u": "Airlock",
+ "storage-u": "Storage",
+ "environment-u": "Environment",
+ "lift-gas-u": "Lift Gas",
+ "visual-size-sails-up-u": "Visual Size (Sails Up)",
+ "size-rating-u": "Size Rating",
+ "solar-system-u": "Solar System",
+ "worlds-u": "Worlds",
+ "sub-sector-u": "Sub Sector",
+ "hex-u": "Hex",
+ "star-type-u": "Star Type",
+ "planets-u": "Planets",
+ "habitable-u": "Habitable",
+ "starports-u": "Starports",
+ "astroid-belt-u": "Astroid Belt",
+ "after-the-vampire-wars-u": "After the Vampire Wars",
+ "mythras-u": "Mythras",
+ "vehicle-type-option-description-u": "Type of vehicle mechanics to use.",
+ "stash-u": "Stash",
+ "import-from-encounter-generator-u": "Import from Encounter Generator",
+ "rear-right-leg-u": "Rear Right Leg",
+ "rear-left-leg-u": "Rear Left Leg",
+ "mid-right-leg-u": "Mid Right Leg",
+ "mid-left-leg-u": "Mid Left Leg",
+ "fore-right-leg-u": "Fore Right Leg",
+ "fore-left-leg-u": "Fore Left Leg",
+ "front-right-leg-u": "Front Right Leg",
+ "front-left-leg-u": "Front Left Leg",
+ "cephalothorax-u": "Cephalothorax",
+ "hindquarters-u": "Hindquarters",
+ "forequarters-u": "Forequarters",
+ "body-u": "Body",
+ "tail-u": "Tail",
+ "right-wing-u": "Right Wing",
+ "left-wing-u": "Left Wing",
+ "thorax-u": "Thorax",
+ "dorsal-fin-u": "Dorsal Fin",
+ "right-fin-u": "Right Fin",
+ "left-fin-u": "Left Fin",
+ "trunk-u": "Trunk",
+ "right-pincer-u": "Right Pincer",
+ "left-pincer-u": "Left Pincer",
+ "metathorax-u": "Metathorax",
+ "prothorax-u": "Prothorax",
+ "tail-tip-u": "Tail Tip",
+ "mid-end-length-u": "Mid End-length",
+ "fore-end-length-u": "Fore End-length",
+ "rear-mid-length-u": "Rear Mid-length",
+ "mid-mid-length-u": "Mid Mid-length",
+ "fore-mid-length-u": "Fore Mid-length",
+ "rear-fore-length-u": "Rear Fore-length",
+ "mid-fore-length-u": "Mid Fore-length",
+ "tentacle-1-u": "Tentacle 1",
+ "tentacle-2-u": "Tentacle 2",
+ "tentacle-3-u": "Tentacle 3",
+ "tentacle-4-u": "Tentacle 4",
+ "tentacle-5-u": "Tentacle 5",
+ "tentacle-6-u": "Tentacle 6",
+ "tentacle-7-u": "Tentacle 7",
+ "tentacle-8-u": "Tentacle 8",
+ "long-tentacle-1-u": "Long Tentacle 1",
+ "long-tentacle-2-u": "Long Tentacle 2",
+ "arachnid-u": "Arachnid",
+ "biped-u": "Biped",
+ "centaurid-u": "Centaurid",
+ "decapoda-u": "Decapoda",
+ "decapodiform-u": "Decapodiform",
+ "dorsal-finned-aquatic-u": "Dorsal Finned Aquatic",
+ "draconic-u": "Draconic",
+ "insect-u": "Insect",
+ "octopodiform-u": "Octopodiform",
+ "pachyderm-u": "Pachyderm",
+ "quadruped-u": "Quadruped",
+ "serpentine-u": "Serpentine",
+ "tailed-arachnid-u": "Tailed Arachnid",
+ "tailed-biped-u": "Tailed Biped",
+ "tailed-quadruped-u": "Tailed Quadruped",
+ "winged-biped-u": "Winged Biped",
+ "winged-insect-u": "Winged Insect",
+ "winged-quadruped-u": "Winged Quadruped",
+ "npc-decrecation-warning-u": "Notice! The NPC sheet will be deprecated in the next version. It will be replaced with mook sheet and other accompanying features. To prepare you should copy your NPC stats to the main character sheet.",
+ "character-info-u": "Character Info",
+ "languages-u": "Languages",
+ "calculate-effictive-armor-enc-as-quarter-u": "Calculate effective ENC from armor as 1/4 actual",
+ "folk-magic-range-u": "Folk Magic Range",
+ "folk-magic-skill-u": "Folk Magic Skill",
+ "folk-magic-skill-divided-by-five-u": "Folk Magic Skill / 5",
+ "fae-powers-u": "Fae Powers",
+ "fata-u": "Fata",
+ "pow-metres-u": "POW Metres",
+ "pow-times-ten-metres-u": "POW x 10 Metres",
+ "max-simultaneous-powers-u": "Max Simultaneous Powers",
+ "one-minute-u": "1 Minute",
+ "intensity-minutes-u": "Intensity x Minutes",
+ "intensity-times-five-minutes-u": "Intensity x 5 Minutes",
+ "intensity-times-ten-minutes-u": "Intensity x 10 Minutes",
+ "intensity-hours-u": "Intensity x Hours",
+ "fae-powers-enabled-description-u": "Enables the Fae Powers section of the sheet.",
+ "folk-magic-range-description-u": "Sets the range of Folk Magic spells with the ranged tag.",
+ "cult-rank-u": "Cult Rank",
+ "broken-u": "Broken",
+ "skirmish-u": "Skirmish",
+ "line-u": "Line",
+ "phalanx-u": "Phalanx",
+ "circle-square-u": "Circle/Square",
+ "wedge-u": "Wedge",
+ "tortoise-u": "Tortoise",
+ "known-languages-u": "Known Languages",
+ "linguistics-enabled-u": "Linguistics Enabled",
+ "linguistics-u": "Linguistics",
+ "linguistics-enabled-description-u": "Use the Linguistics skill instead of individual Language skills.",
+ "mooks-u": "Mooks",
+ "form-u": "Form",
+ "spirit-attributes-u": "Spirit Attributes",
+ "material-u": "Material",
+ "spirit-u": "Spirit",
+ "fly-u": "Fly",
+ "powers-u": "Powers",
+ "species-fly-u": "Species Fly",
+ "species-swim-u": "Species Swim",
+ "calculated-u": "Calculated",
+ "set-2-u": "Set 2",
+ "set-3-u": "Set 3",
+ "reach-enabled-description-u": "Enable weapon reach.",
+ "action-points-chars-option-description-u": "Action Points are calculated from characteristics or set to a static value.",
+ "sink-u": "Sink",
+ "float-u": "Float",
+ "herculean-skill-modifier-u": "Herculean Skill Modifier",
+ "herculean-mod-description-u": "Is herculean difficulty 1/10th or 1/5th standard skill value.",
+ "mythras-imperative-u": "Mythras Imperative",
+ "no-penalty-u": "No Penalty",
+ "combat-u": "Combat",
+ "right-rear-leg-u": "Right Rear Leg",
+ "left-rear-leg-u": "Left Rear Leg",
+ "no-activities-possible-u": "No Activities Possible",
+ "compact-u": "Compact",
+ "professional-u": "Professional",
+ "matter-u": "Matter",
+ "mind-u": "Mind",
+ "sense-u": "Sense",
+ "cleric-u": "Cleric",
+ "druid-u": "Druid",
+ "paladin-u": "Paladin",
+ "ranger-u": "Ranger",
+ "pow-meters-u": "POW x Meters",
+ "pow-times-ten-meters-u": "POW x 10 Meters",
+ "base-skill-u": "Base Skill",
+ "talents-u": "Talents",
+ "disciplines-u": "Disciplines",
+ "stored-u": "Stored",
+ "equipped-u": "Equipped",
+ "double-base-healing-rate-u": "Double Base Healing Rate",
+ "character-u": "Character",
+ "report-a-bug-u": "Report a Bug",
+ "contact-sheet-author-u": "Contact Sheet Author",
+ "mythras-roll20-forum-u": "Mythras Roll20 Forum",
+ "upgrade-notice-u": "If your sheet values are not correct after upgrading to v2.0, click here",
+ "battle-units-enabled-u": "Battle Units Enabled",
+ "battle-units-enabled-description-u": "Enable the battle unit sheet type",
+ "spirits-mechanics-enabled-u": "Spirit Mechanics Enabled",
+ "spirit-mechanics-enabled-description-u": "Enable support for creatures which lack a physical body",
+ "add-one-tenth-athletics-u": "Add 1/10 Athletics",
+ "athletics-bonus-u": "Athletics Bonus",
+ "worlds-united-u": "Worlds United",
+ "cha-plus-half-pow-u": "CHA + half POW",
+ "con-plus-half-pow-u": "CON + half POW",
+ "calculate-with-u": "Calculate with",
+ "superpowers-u": "Superpowers",
+ "agony-and-ecstasy-u": "Agony & Ecstasy",
+ "activation-u": "Activation",
+ "boost-u": "Boost",
+ "boosts-u": "Boosts",
+ "limitations-u": "Limitations",
+ "the-soot-u": "The Soot",
+ "the-soot-is-a-standard-skill-u": "The Soot is a Standard Skill",
+ "the-soot-standard-description-u": "The Soot is listed as a standard skill.",
+ "strangeness-u": "Strangeness",
+ "strangeness-is-a-standard-skill-u": "Strangeness is a Standard Skill",
+ "strangeness-standard-description-u": "Strangeness is listed as a standard skill.",
+ "peculiarity-u": "Peculiarity",
+ "peculiarities-u": "Peculiarities",
+ "and-peculiarities-u": "& Peculiarities",
+ "peculiarities-enabled-u": "Peculiarities Enabled",
+ "peculiarities-enabled-description-u": "Enable the Peculiarities mechanics.",
+ "os-magic-enabled-u": "Odd Soot Magic Enabled",
+ "os-magic-enabled-description-u": "Enables the Magic section of the sheet per Odd Soot rules.",
+ "odd-soot-u": "Odd Soot",
+ "work-songs-enabled-u": "Work Songs Enabled",
+ "work-songs-enabled-description-u": "Enables Works Songs per Thennla: Sorandib. Appears in the Folk Magic section.",
+ "work-song-u": "Work Song",
+ "work-songs-u": "Work Songs",
+ "alchemy-enabled-u": "Alchemy Enabled",
+ "alchemy-u": "Alchemy",
+ "artifice-u": "Artifice",
+ "gnosis-u": "Gnosis",
+ "extended-task-rounds-u": "Extended Task Rounds",
+ "max-complexity-u": "Max Complexity",
+ "artifice-enabled-u": "Artifice Enabled",
+ "artifice-enabled-description-u": "Enables Artifice per Thennla: Sorandib.",
+ "alchemy-enabled-description-u": "Enables Alchemy per Thennla: Sorandib.",
+ "known-techniques-u": "Known Techniques",
+ "craft-alchemy-u": "Craft (Alchemy)",
+ "tradition-techniques-u": "Tradition Techniques",
+ "alchemical-tradition-u": "Alchemical Tradition",
+ "mundane-intensity-u": "Mundane Intensity",
+ "formula-u": "Formula",
+ "formulas-u": "Formulas",
+ "magical-u": "Magical",
+ "mundane-u": "Mundane",
+ "tradition-u": "Tradition",
+ "traditions-u": "Traditions",
+ "ten-minutes-u": "10 Minutes",
+ "social-conflict-enabled-u": "Social Conflict Enabled",
+ "social-conflict-enabled-description-u": "Use social conflict rules from the Mythras Companion.",
+ "social-conflict-u": "Social Conflict",
+ "confidence-u": "Confidence",
+ "social-damage-u": "Social Damange",
+ "social-initiative-u": "Social Initiative",
+ "resolution-pool-u": "Resolution Pool",
+ "composure-u": "Composure",
+ "integrity-u": "Integrity",
+ "resolve-u": "Resolve",
+ "attack-skill-u": "Attack Skill",
+ "defense-skill-u": "Defense Skill",
+ "attack-u": "Attack",
+ "defense-u": "Defense",
+ "resolution-pools-u": "Resolution Pools",
+ "pool-u": "Pool",
+ "resource-u": "Resource",
+ "passively-blocked-u": "Passively Blocked",
+ "hit-location-u": "Hit Location",
+ "d10-location-u": "d10 Location",
+ "d20-location-u": "d20 Location",
+ "d10plus10-location-u": "d10+10 Location",
+ "ship-location-u": "Ship Location",
+ "vehicle-location-u": "Vehicle Location"
+}
\ No newline at end of file
diff --git a/Mythras/translations/hu.json b/Mythras/translations/hu.json
new file mode 100644
index 0000000000..ee98c0dbcc
--- /dev/null
+++ b/Mythras/translations/hu.json
@@ -0,0 +1,898 @@
+{
+ "setting-order": "default,atvw,agony_and_ecstasy,classic_fantasy,luther_arkwright,mspace,monster_island,mythic_britain,mythic_constantinople,mythic_rome,odd_soot,thennla,worlds_united",
+ "vehicle-type-order": "default,disabled,mythras,mspace,ships",
+ "devotional-pool-type-order": "default,cult_rank,pow",
+ "ship-hull-order": "utility,galley,transport",
+ "hit-location-order": "custom,rabble,simple,spacer,arachnid,biped,centaurid,decapoda,decapodiform,dorsal_finned_aquatic,draconic,insect,octopodiform,pachyderm,quadruped,serpentine,tailed_arachnid,tailed_biped,tailed_quadruped,winged_biped,winged_insect,winged_quadruped",
+ "attribute-order": "action_points,conflict_pool,spirit_damage,damage_mod,exp_mod,healing_rate,initiative,intensity,luck_points,magic_points,move_rate,power_points,prana_points,tenacity",
+ "combat-skill-order": "binding,brawn,evade,endurance,willpower",
+ "mook-combat-skill-order": "binding,brawn,evade,endurance,unarmed,willpower",
+ "standard-skill-order": "athletics,boating,brawn,conceal,customs,dance,deceit,drive,endurance,evade,first_aid,home_parallel,influence,insight,locale,native_tongue,perception,ride,sing,status,stealth,superstition,swim,the_soot,unarmed,willpower",
+ "sphere-order": "matter,mind,sense",
+ "roman-magic-order": "cursing,divination,necromancy,pharmacy,shape_shifting,theology",
+ "arcane-caster-order": "bard,magic-user",
+ "divine-caster-order": "bard,cleric,druid,paladin,ranger",
+ "resist-order": "blank,brawn,endurance,evade,willpower,special",
+ "social-conflict-attribute-order": "confidence,damage,initiative",
+ "settings-u": "Settings",
+ "version-u": "Version",
+ "setting-u": "Setting",
+ "default-u": "Default",
+ "luther-arkwright-u": "Luther Arkwright",
+ "mythic-britain-u": "Mythic Britain",
+ "sheet-type-u": "Sheet Type",
+ "battle-unit-u": "Battle Unit",
+ "npc-u": "NPC",
+ "pc-u": "PC",
+ "ship-u": "Ship",
+ "core-u": "Core",
+ "magic-u": "Magic",
+ "equipment-u": "Equipment",
+ "notes-u": "Notes",
+ "name-u": "Name",
+ "species-u": "Species",
+ "traits-abilities-gifts-u": "Traits / Abilities / Gifts",
+ "rank-u": "Rank",
+ "experience-rolls-u": "Exp Rolls",
+ "age-u": "Age",
+ "gender-u": "Gender",
+ "frame-u": "Frame",
+ "weight-u": "Weight",
+ "height-u": "Height",
+ "handedness-u": "Handedness",
+ "homeland-u": "Homeland",
+ "culture-u": "Culture",
+ "social-class-u": "Social Class",
+ "career-u": "Career",
+ "characteristics-u": "Characteristics",
+ "temp-u": "Temp",
+ "total-u": "Total",
+ "str-u": "STR",
+ "con-u": "CON",
+ "siz-u": "SIZ",
+ "dex-u": "DEX",
+ "int-u": "INT",
+ "ins-u": "INS",
+ "pow-u": "POW",
+ "cha-u": "CHA",
+ "base-u": "Base",
+ "training-u": "Training",
+ "ageing-u": "Ageing",
+ "other-u": "Other",
+ "attributes-u": "Attributes",
+ "attribute-u": "Attribute",
+ "damage-modifier-u": "Damage Mod",
+ "experience-modifier-u": "Exp Modifier",
+ "healing-rate-u": "Healing Rate",
+ "luck-points-u": "Luck Points",
+ "magic-points-u": "Magic Points",
+ "move-rate-u": "Move Rate",
+ "initiative-bonus-u": "Init. Bonus",
+ "tenacity-u": "Tenacity",
+ "temp-damage-modifier-clarification-u": "Temp Damage Mod represents the steps up or down the damage modifier table",
+ "prana-points-u": "Prana Points",
+ "action-points-u": "Action Points",
+ "plus-one-ap-u": "+1 AP",
+ "swiftness-gift-u": "Swiftness Gift",
+ "fatigue-u": "Fatigue",
+ "mighty-gift-u": "Mighty Gift",
+ "str-siz-u": "STR+SIZ",
+ "str-siz-pow-u": "STR+SIZ+POW",
+ "str-siz-con-u": "STR+SIZ+CON",
+ "steps-u": "steps",
+ "healthy-gift-u": "Healthy Gift (Double Healing Rate)",
+ "add-rank-to-luck-u": "Add rank to luck",
+ "armor-u": "Armor",
+ "dependencies-u": "Dependencies",
+ "hit-locations-u": "Hit Locations",
+ "con-siz-u": "CON+SIZ",
+ "con-siz-pow-u": "CON+SIZ+POW",
+ "con-siz-str-u": "CON+SIZ+STR",
+ "ap-u": "AP",
+ "hp-u": "HP",
+ "location-u": "Location",
+ "block-u": "Block?",
+ "encumbrance-u": "Encumbrance",
+ "right-leg-u": "Right Leg",
+ "left-leg-u": "Left Leg",
+ "abdomen-u": "Abdomen",
+ "chest-u": "Chest",
+ "right-arm-u": "Right Arm",
+ "left-arm-u": "Left Arm",
+ "head-u": "Head",
+ "armor-equipped-u": "Armor Equipped",
+ "armor-type-u": "Armor Type",
+ "armor-enc-u": "Armor ENC",
+ "armor-ap-u": "Armor AP",
+ "other-ap-u": "Other AP",
+ "other-hp-u": "Other HP",
+ "base-hp-u": "Base HP",
+ "initiative-u": "Initiative",
+ "alacrity-gift-u": "Alacrity Gift (roll 1d6+6)",
+ "movement-u": "Movement",
+ "walk-u": "Walk",
+ "run-u": "Run",
+ "sprint-u": "Sprint",
+ "jump-u": "Jump",
+ "horizontal-short-u": "Horiz.",
+ "vertical-short-u": "Vert.",
+ "horizontal-u": "Horizontal",
+ "vertical-u": "Vertical",
+ "swim-u": "Swim",
+ "climb-u": "Climb",
+ "rough-u": "Rough",
+ "steep-u": "Steep",
+ "sheer-u": "Sheer",
+ "movement-one-clarification-u": "Critical success on Athletics roll grants +1 movement",
+ "movement-two-clarification-u": "These jump values assume a 5m run-up.",
+ "movement-three-clarification-u": "Critical success on Swim roll grants +1 movement.",
+ "current-u": "Current",
+ "carrying-load-u": "Carrying Load",
+ "dex-and-str-skills-u": "DEX & STR Skills",
+ "move-penalty-u": "Move Penalty",
+ "avg-species-siz-u": "Average Species SIZ",
+ "encumbrance-from-armor-u": "Encumbrance from Armor",
+ "effective-encumbrance-from-armor-u": "Effective Encumbrance from Armor",
+ "encumbrance-from-shields-u": "Encumbrance from Shields",
+ "encumbrance-from-melee-weapons-u": "Encumbrance from Melee Weapons",
+ "encumbrance-from-ranged-weapons-u": "Encumbrance from Ranged Weapons",
+ "encumbrance-from-firearms-u": "Encumbrance from Firearms",
+ "encumbrance-from-loadout-u": "Encumbrance from Loadout",
+ "encumbrance-from-pack-u": "Encumbrance from Pack",
+ "encumbrance-from-currency-u": "Encumbrance from Currency",
+ "burdened-u": "Burdened",
+ "overloaded-u": "Overloaded",
+ "max-u": "Max",
+ "current-level-u": "Current Level",
+ "recovery-in-u": "Recovery In",
+ "recovery-u": "Recovery",
+ "fresh-u": "9 - Fresh",
+ "winded-u": "8 - Winded",
+ "tired-u": "7 - Tired",
+ "wearied-u": "6 - Wearied",
+ "exhausted-u": "5 - Exhausted",
+ "debilitated-u": "4 - Debilitated",
+ "incapacitated-u": "3 - Incapacitated",
+ "semi-conscious-u": "2 - Semi-Conscious",
+ "comatose-u": "1 - Comatose",
+ "dead-u": "0 - Dead",
+ "standard-u": "Standard",
+ "hard-u": "Hard",
+ "formidable-u": "Formidable",
+ "herculean-u": "Herculean",
+ "hopeless-u": "Hopeless",
+ "no-action-allowed-u": "No Action Allowed",
+ "combat-styles-u": "Combat Styles",
+ "combat-skills-u": "Combat Skills",
+ "combat-style-u": "Combat Style",
+ "versus101plus-u": "vs101+",
+ "traits-u": "Traits",
+ "weapons-u": "Weapons",
+ "hours-u": "Hours",
+ "characteristic-short-u": "Char",
+ "base-value-u": "Base Value",
+ "training-and-experience-u": "Training & Experience",
+ "standard-skills-u": "Standard Skills",
+ "skill-u": "Skill",
+ "skill-grade-u": "Skill Grade",
+ "shield-u": "Shield",
+ "damage-mod-short-u": "DM",
+ "damage-u": "Damage",
+ "combat-effects-u": "Combat Effects",
+ "max-hp-u": "Max HP",
+ "size-u": "Size",
+ "reach-u": "Reach",
+ "enc-u": "ENC",
+ "force-u": "Force",
+ "range-u": "Range",
+ "load-u": "Load",
+ "impale-size-short-u": "IS",
+ "display-u": "Display",
+ "shields-u": "Shields",
+ "melee-weapons-u": "Melee Weapons",
+ "melee-weapon-u": "Melee Weapon",
+ "ranged-weapons-u": "Ranged Weapons",
+ "ranged-weapon-u": "Ranged Weapon",
+ "firearms-u": "Firearms",
+ "firearm-u": "Firearm",
+ "fire-rate-u": "Fire Rate",
+ "ammo-u": "Ammo",
+ "money-and-wealth-u": "Money & Wealth",
+ "income-u": "Income",
+ "day-u": "Day",
+ "month-u": "Month",
+ "season-u": "Season",
+ "year-u": "Year",
+ "currency-u": "Currency",
+ "value-u": "Value",
+ "quantity-short-u": "Quantity",
+ "item-u": "Item",
+ "centimetres-short-u": "cm",
+ "kilograms-short-u": "kg",
+ "armor-penalty-u": "Armor Penalty",
+ "base-move-u": "Base Move",
+ "greater-than-u": "greater than",
+ "athletics-u": "Athletics",
+ "very-easy-u": "Very Easy",
+ "easy-u": "Easy",
+ "one-grade-harder-u": "1 grade harder",
+ "two-grades-harder-u": "2 grades harder",
+ "impossible-u": "Impossible",
+ "passions-u": "Passions",
+ "and-dependencies-u": "& Dependencies",
+ "score-u": "Score",
+ "dependency-u": "Dependency",
+ "passion-u": "Passion",
+ "professional-skills-u": "Professional Skills",
+ "language-u": "Language",
+ "resistance-u": "Resistance",
+ "brawn-u": "Brawn",
+ "endurance-u": "Endurance",
+ "evade-u": "Evade",
+ "willpower-u": "Willpower",
+ "boating-u": "Boating",
+ "conceal-u": "Conceal",
+ "customs-u": "Customs",
+ "dance-u": "Dance",
+ "deceit-u": "Deceit",
+ "drive-u": "Drive",
+ "first-aid-u": "First Aid",
+ "influence-u": "Influence",
+ "insight-u": "Insight",
+ "locale-u": "Locale",
+ "perception-u": "Perception",
+ "ride-u": "Ride",
+ "sing-u": "Sing",
+ "stealth-u": "Stealth",
+ "superstition-u": "Superstition",
+ "home-parallel-u": "Home Parallel",
+ "unarmed-u": "Unarmed",
+ "native-tongue-u": "Native Tongue",
+ "medium-u": "Medium",
+ "strenuous-u": "Strenuous",
+ "halved-u": "Halved",
+ "normal-u": "Normal",
+ "all-u": "All",
+ "equipment-and-wealth-u": "Equipment",
+ "due-to-fatigue-u": "due to fatigue",
+ "due-to-enc-u": "due to ENC",
+ "reduced-u": "reduced",
+ "cults-brotherhoods-and-orders-u": "Cults, Brotherhoods and Orders",
+ "contacts-u": "Contacts",
+ "family-u": "Family",
+ "community-u": "Community",
+ "theism-u": "Theism",
+ "sorcery-u": "Sorcery",
+ "mysticism-u": "Mysticism",
+ "animism-u": "Animism",
+ "folk-magic-u": "Folk Magic",
+ "spell-u": "Spell",
+ "description-u": "Description",
+ "macro-u": "Macro",
+ "learned-u": "Learned",
+ "follower-u": "Follower",
+ "spirit-worshipper-u": "Spirit Worshipper",
+ "shaman-u": "Shaman",
+ "high-shaman-u": "High Shaman",
+ "spirit-lord-u": "Spirit Lord",
+ "type-u": "Type",
+ "fetish-spirit-u": "Fetish / Spirit",
+ "max-number-of-spirits-u": "Max # of Spirits",
+ "max-pow-of-spirits-u": "Max POW of Spirits",
+ "spirit-ap-u": "Spirit AP",
+ "spirit-initiative-bonus-short-u": "Spirit IB",
+ "spirit-damage-u": "Spirit Damage",
+ "trance-u": "Trance",
+ "binding-u": "Binding",
+ "allies-u": "Allies",
+ "enemies-u": "Enemies",
+ "meditation-u": "Meditation",
+ "path-u": "Path",
+ "paths-u": "Paths",
+ "practiced-talent-u": "Practiced Talent",
+ "max-cumulative-intensity-u": "Max Cumulative Intensity",
+ "max-practiced-talents-u": "Max Practiced Talents",
+ "max-intensity-u": "Max Intensity",
+ "path-talents-u": "Path Talents",
+ "shaping-u": "Shaping",
+ "invocation-u": "Invocation",
+ "invocations-u": "Invocations",
+ "invocation-spells-u": "Invocation Spells",
+ "max-shaping-points-u": "Max Shaping Points",
+ "max-memorized-spells-u": "Max Memorized Spells",
+ "memorized-u": "Memorized",
+ "intensity-u": "Intensity",
+ "magnitude-u": "Magnitude",
+ "devotional-pool-u": "Devotional Pool",
+ "exhort-u": "Exhort",
+ "devotion-u": "Devotion",
+ "devotions-u": "Devotions",
+ "lay-member-u": "Lay Member",
+ "initiate-u": "Initiate",
+ "acolyte-u": "Acolyte",
+ "priest-u": "Priest",
+ "high-priest-u": "High Priest",
+ "concentration-u": "Concentration",
+ "resist-u": "Resist",
+ "devotion-miracles-u": "Devotion Miracles",
+ "cost-u": "Cost",
+ "time-u": "Time",
+ "area-u": "Area",
+ "duration-u": "Duration",
+ "metres-u": "Metres",
+ "decametres-u": "Decametres",
+ "kilometres-u": "Kilometres",
+ "instant-u": "Instant",
+ "minutes-u": "Minutes",
+ "days-u": "Days",
+ "months-u": "Months",
+ "miracle-u": "Miracle",
+ "encumbered-u": "Encumbered",
+ "fumbled-u": "Fumbled",
+ "trained-u": "Trained",
+ "increased-for-xp-u": "Increased for XP",
+ "yes-u": "Yes",
+ "no-u": "No",
+ "special-u": "Special",
+ "touch-u": "Touch",
+ "miracle-rank-u": "Miracle Rank",
+ "ranged-u": "Ranged",
+ "invoke-trait-u": "Invoke Trait",
+ "enhance-attribute-u": "Enhance Attribute",
+ "augment-skill-u": "Augment Skill",
+ "targets-u": "Targets",
+ "impale-size-u": "Impale Size",
+ "effects-u": "Effects",
+ "whisper-rolls-to-gm-u": "Whisper Rolls to GM",
+ "magic-skills-u": "Magic Skills",
+ "other-skills-u": "Other Skills",
+ "spectral-combat-u": "Spectral Combat",
+ "spirit-abilities-u": "Spirit Abilities",
+ "spells-u": "Spells",
+ "miracles-u": "Miracles",
+ "show-name-in-roll-templates-u": "Show Name in Roll Templates",
+ "rolled-u": "Rolled",
+ "roll-initiative-u": "Roll Initiative",
+ "components-u": "Components",
+ "disabled-u": "Disabled",
+ "enabled-u": "Enabled",
+ "ablation-points-u": "Ablation Points",
+ "focus-points-u": "Focus Points",
+ "fortune-points-u": "Fortune Points",
+ "precision-points-u": "Precision Points",
+ "swiftness-points-u": "Swiftness Points",
+ "ablation-u": "Ablation",
+ "focus-u": "Focus",
+ "fortune-u": "Fortune",
+ "precision-u": "Precision",
+ "swiftness-u": "Swiftness",
+ "use-setting-default-u": "Use Setting Default",
+ "background-u": "Background",
+ "display-campaign-settings-u": "Display Campaign Settings",
+ "hit-u": "Hit",
+ "status-u": "Status",
+ "monster-island-u": "Monster Island",
+ "initiative-roll-u": "Initiative Roll",
+ "running-jump-u": "Running Jump",
+ "standing-jump-u": "Standing Jump",
+ "paralell-designator-u": "Paralell Designator",
+ "paralell-type-development-u": "Paralell Type/Development",
+ "apply-dependencies-penalty-u": "Apply Dependencies Penalty",
+ "rites-u": "Rites",
+ "thennla-u": "Thennla",
+ "classic-fantasy-u": "Classic Fantasy",
+ "race-u": "Race",
+ "class-u": "Class",
+ "arcane-magic-u": "Arcane Magic",
+ "divine-magic-u": "Divine Magic",
+ "arcane-casting-u": "Arcane Casting",
+ "arcane-knowledge-u": "Arcane Knowledge",
+ "casting-class-u": "Casting Class",
+ "magic-user-u": "Magic-User",
+ "bard-u": "Bard",
+ "disbelieve-u": "Disbelieve",
+ "known-u": "Known",
+ "cantrips-u": "Cantrips",
+ "school-u": "School",
+ "reversible-u": "Reversible",
+ "actions-u": "Actions",
+ "xp-u": "XP",
+ "mp-u": "MP",
+ "cost-reduction-u": "Cost Reduction",
+ "apply-penalty-u": "Apply Penalty",
+ "piety-u": "Piety",
+ "channel-u": "Channel",
+ "arcane-magic-enabled-u": "Arcane Magic Enabled",
+ "divine-magic-enabled-u": "Divine Magic Enabled",
+ "name-display-description-u": "Show character name in the roll template. Useful if you need to hide a characters true identity.",
+ "roll-display-description-u": "Rolls are only shown to the GM and the player making the roll.",
+ "setting-description-u": "Sets the default sheet options and mechanics to match the rules as presented in the setting's source book. Individual options may be overridden below.",
+ "luck-points-rank-description-u": "Add the character's Rank to their total Luck Points.",
+ "magic-points-enabled-description-u": "Magic Points are a character attribute.",
+ "power-points-enabled-description-u": "Power Points are a character attribute.",
+ "prana-points-enabled-description-u": "Prana Points are a character attribute.",
+ "tenacity-enabled-description-u": "Tenacity is a character attribute.",
+ "fire-rate-enabled-description-u": "Show fire rate in ranged weapons",
+ "boating-standard-description-u": "Boating is listed as a standard skill.",
+ "status-standard-description-u": "Status is listed as a standard skill.",
+ "superstition-standard-description-u": "Superstition is listed as a standard skill.",
+ "dependencies-enabled-description-u": "Enable the Dependencies mechanics.",
+ "arcane-magic-enabled-description-u": "Enables the Arcane Magic section of the sheet.",
+ "divine-magic-enabled-description-u": "Enables the Divine Magic section of the sheet.",
+ "folk-magic-enabled-description-u": "Enables the Folk Magic section of the sheet.",
+ "animism-enabled-description-u": "Enables the Animism section of the sheet.",
+ "spirits-have-tenacity-description-u": "Spirits have Tenacity as an attribute.",
+ "mysticism-enabled-description-u": "Enables the Mysticism section of the sheet.",
+ "sorcery-enabled-description-u": "Enables the Sorcery section of the sheet.",
+ "theism-enabled-description-u": "Enables the Theism section of the sheet.",
+ "conditions-u": "Conditions",
+ "psionics-u": "Psionics",
+ "discipline-u": "Discipline",
+ "discipline-talents-u": "Discipline Talents",
+ "max-active-talents-u": "Max Active Talents",
+ "humanoid-u": "Humanoid",
+ "custom-u": "Custom",
+ "health-and-armor-u": "Health & Armor",
+ "personal-u": "Personal",
+ "short-u": "Short",
+ "long-u": "Long",
+ "multiversal-u": "Multiversal",
+ "self-u": "Self",
+ "line-of-sight-u": "Line of Sight",
+ "same-paralell-u": "Same Paralell",
+ "any-paralell-u": "Any Paralell",
+ "instantaneous-u": "Instantaneous",
+ "talent-u": "Talent",
+ "lasting-u": "Lasting",
+ "mythras-psionics-enabled-u": "Mythras Psioics Enabled",
+ "default-hit-location-table-u": "Default Hit Location Table",
+ "default-hit-location-table-for-npcsu": "Default Hit Location Table for NPCs",
+ "hit-locations-description-u": "Set default hit location table for new characters.",
+ "npc-hit-locations-description-u": "Set default hit location table for new NPCs.",
+ "roman-magic-u": "Roman Magic",
+ "cursing-u": "Cursing",
+ "curse-u": "Curse",
+ "prediction-u": "Prediction",
+ "divination-u": "Divination",
+ "affects-u": "Afects",
+ "impact-u": "Impact",
+ "individual-u": "Individual",
+ "group-u": "Group",
+ "city-u": "City",
+ "necromancy-u": "Necromancy",
+ "minor-u": "Minor",
+ "life-altering-u": "Life Altering",
+ "death-u": "Death",
+ "question-dead-u": "Question Dead",
+ "summon-lemur-u": "Summon Lemur",
+ "pharmacy-u": "Pharmacy",
+ "concocte-potion-u": "Concocte Potion",
+ "small-animal-u": "Small Animal",
+ "medium-animal-u": "Medium Animal",
+ "large-animal-u": "Large Animal",
+ "shape-shifting-u": "Shape Shifting",
+ "create-salve-skins-u": "Create Salve/Skins",
+ "change-time-u": "Change Time",
+ "theology-u": "Theology",
+ "mythic-rome-u": "Mythic Rome",
+ "power-u": "Power",
+ "sphere-u": "Sphere",
+ "arc-u": "Arc",
+ "first-u": "First",
+ "second-u": "Second",
+ "third-u": "Third",
+ "ms-psionics-enabled-u": "M-Space Psionics Enabled",
+ "roman-magic-enabled-u": "Roman Magic Enabled",
+ "none-u": "None",
+ "simplified-combat-enabled-u": "Use the optional simplified combat rules from M-Space.",
+ "system-u": "System",
+ "hit-points-u": "Hit Points",
+ "wounds-u": "Wounds",
+ "conflict-pool-u": "Conflict Pool",
+ "extended-conflict-resolution-enabled-u": "Extended Conflict Resolution Enabled",
+ "home-world-u": "Home World",
+ "m-space-u": "M-Space",
+ "power-points-u": "Power Points",
+ "show-reduced-description-u": "Display a result for high skills reduced down to 100 in the roll templates.",
+ "extended-conflict-enabled-description-u": "Use the extended conflict resolution system from M-Space & Odd Soot.",
+ "simplified-combat-enabled-description-u": "Use the optional simplified combat rules from M-Space & Odd Soot",
+ "roman-magic-enabled-description-u": "Enables the Roman magic section of the sheet for magic as used in Mythic Roman.",
+ "ms-psionics-enabled-description-u": "Enables the Psionics section of the sheet per M-Space rules.",
+ "mythras-psionics-enabled-description-u": "Enables the Psionics section of the sheet per Mythras rules.",
+ "rolls-show-101-reduced-u": "Rolls Show 101+ Reduced",
+ "circles-u": "Circles",
+ "npc-weapon-size-note-u": "Force for ranged weapons",
+ "weapon-u": "Weapon",
+ "skills-u": "Skills",
+ "block-description-u": "Location passively blocked",
+ "cult-u": "Cult",
+ "circle-u": "Circle",
+ "rabble-underling-u": "Rabble/Underling",
+ "unit-name-u": "Unit Name",
+ "unit-type-u": "Unit Type",
+ "commander-u": "Commander",
+ "formation-u": "Formation",
+ "default-sheet-type-u": "Default Sheet Type",
+ "type-description-u": "Set default sheet type. Good to change this to NPC once all your PCs are made.",
+ "encounter-generator-json-u": "Encounter Generator JSON",
+ "json-importer-u": "JSON Importer",
+ "spirit-init-u": "Spirit Init",
+ "sheet-u": "Sheet",
+ "instructions-u": "Instructions",
+ "json-step-one-u": "Visit the Enouncter Generator at http://skoll.xyz/mythras_eg/",
+ "json-step-two-u": "Find your desired enemy and click to visit the template page.",
+ "json-step-three-u": "Note the number at the end of the URL.",
+ "json-step-four-u": "Go to this url but replace #### with the number noted in step three: http://skoll.xyz/mythras_eg/generate_enemies_json/?id=####",
+ "json-step-five-u": "Paste the contents of the page into the textarea above.",
+ "json-step-six-u": "Go back to the Sheet tab to enjoy your imported character.",
+ "json-note-one-u": "Once you have generated JSON for one enemy you may simply refresh the page to generate a new one.",
+ "unit-traits-u": "Unit Traits",
+ "multiplier-u": "Multiplier",
+ "strength-u": "Strength",
+ "frontage-u": "Frontage",
+ "depth-u": "Depth",
+ "command-u": "Command",
+ "competency-u": "Competency",
+ "morale-u": "Morale",
+ "armor-points-u": "Armor Points",
+ "repair-mod-u": "Repair Mod",
+ "speed-u": "Speed",
+ "seaworthiness-u": "Seaworthiness",
+ "penalty-short-u": "Pen",
+ "condition-u": "Condition",
+ "ship-shape-u": "Ship Shape",
+ "seaworthy-u": "Seaworthy",
+ "battered-u": "Battered",
+ "swamped-u": "Swamped",
+ "sinking-u": "Sinking",
+ "crew-u": "Crew",
+ "capacity-u": "Capacity",
+ "dimensions-u": "Dimensions",
+ "hull-type-u": "Hull Type",
+ "utility-u": "Utility",
+ "galley-u": "Galley",
+ "transport-u": "Transport",
+ "small-u": "Small",
+ "large-u": "Large",
+ "huge-u": "Huge",
+ "colossal-u": "Colossal",
+ "enormous-u": "Enormous",
+ "beyond-colossal-u": "Beyond Colossal",
+ "captain-u": "Captain",
+ "ship-name-u": "Ship Name",
+ "armament-u": "Armament",
+ "beyond-enormous-u": "Beyond Enormous",
+ "due-to-ship-condition-u": "due to ship condition",
+ "skill-modifier-u": "Skill Modifier",
+ "temp-armor-all-u": "Temp Armor (All)",
+ "temp-hp-all-u": "Temp HP (All)",
+ "build-u": "Build",
+ "npc-view-u": "NPC View",
+ "help-macros-u": "Help/Macros",
+ "json-note-four-u": "After import some fields may require additional work for full functionality. For example, misc skills the importer couldn't identify, will be recorded as professional skills. These may need to be re-located if they are not, in fact, professional skills. In addition, professional skills will be logged with no base value. All points will be allocated to experience. You may wish to set the base characteristics to ensure characteristic modifiers work on these skills. If so, remember to deduct the new base value from the experience field. Spells and other magic powers will also require further configuration so their roll button will present accurate information. As a general rule, anything with it's details section open, after import, could be further configured. This additional work is at the GMs discretion and is likely not needed for most NPCs.",
+ "spirit-values-u": "Spirit Values",
+ "affiliations-u": "Affiliations",
+ "affiliation-u": "Affiliation",
+ "mythic-constantinople-u": "Mythic Constantinople",
+ "affiliations-enabled-u": "Affiliations Enabled",
+ "affiliations-enabled-description-u": "Use affiliations from Mythic Constantinople.",
+ "max-devotional-pool-based-on-u": "Max Devotional Pool Based On",
+ "max-devotional-pool-based-on-description-u": "Max devotional pool calculated per Cult Rank or POW.",
+ "vehicle-u": "Vehicle",
+ "stats-u": "Stats",
+ "systems-u": "Systems",
+ "terrestrial-u": "Terrestrial",
+ "spaceship-u": "Spaceship",
+ "roll-u": "Roll",
+ "hits-u": "Hits",
+ "hull-u": "Hull",
+ "structure-u": "Structure",
+ "rate-u": "Rate",
+ "ponderous-u": "Ponderous",
+ "sluggish-u": "Sluggish",
+ "slow-u": "Slow",
+ "mediocre-u": "Mediocre",
+ "gentle-u": "Gentle",
+ "moderate-u": "Moderate",
+ "rapid-u": "Rapid",
+ "fast-u": "Fast",
+ "fleet-u": "Fleet",
+ "cargo-compartment-u": "Cargo Compartment",
+ "communications-u": "Communications",
+ "controls-u": "Controls",
+ "repulsorlift-u": "Repulsorlift",
+ "passengers-u": "Passengers",
+ "power-core-u": "Power Core",
+ "sensors-u": "Sensors",
+ "avionics-u": "Avionics",
+ "hold-u": "Hold",
+ "hangar-bay-u": "Hangar Bay",
+ "hyperdrive-u": "Hyperdrive",
+ "reactor-core-u": "Reactor Core",
+ "sublight-drive-u": "Sublight Drive",
+ "ships-and-shield-walls-u": "Ships and Shield Walls",
+ "ground-u": "Ground",
+ "liquid-u": "Liquid",
+ "flight-u": "Flight",
+ "space-u": "Space",
+ "regular-u": "Regular",
+ "terrain-u": "Terrain",
+ "walker-u": "Walker",
+ "burrower-u": "Burrower",
+ "surface-motor-u": "Surface, Motor",
+ "surface-sail-u": "Surface, Sail",
+ "sub-u": "Sub",
+ "wings-u": "Wings",
+ "anti-grav-u": "Anti-grav",
+ "rotor-blades-u": "Rotor Blades",
+ "hover-craft-u": "Hover Craft",
+ "gas-bag-u": "Gas Bag",
+ "handling-u": "Handling",
+ "hyperspace-u": "Hyperspace",
+ "app-u": "App",
+ "apps-u": "Apps",
+ "module-u": "Module",
+ "modules-u": "Modules",
+ "equip-pack-u": "Equip Pack",
+ "loadout-u": "Loadout",
+ "pack-u": "Pack",
+ "mount-vehicle-u": "Mount/Vehicle",
+ "camp-u": "Camp",
+ "homebase-u": "Homebase",
+ "streamlined-u": "Streamled",
+ "attributes-and-modules-u": "Attributes & Modules",
+ "engines-u": "Engines",
+ "maneuvering-u": "Maneuvering",
+ "total-modules-u": "Total Modules",
+ "cockpit-u": "Cockpit",
+ "bridge-u": "Bridge",
+ "sickbay-u": "Sickbay",
+ "crew-quarters-u": "Crew Quarters",
+ "passenger-quarters-u": "Passenger Quarters",
+ "cargo-hold-u": "Cargo Hold",
+ "lab-u": "Lab",
+ "open-space-u": "Open Space",
+ "hanger-bay-u": "Hanger Bay",
+ "self-repair-u": "Self-Repair",
+ "escape-pod-u": "Escape Pod",
+ "tractor-beam-u": "Tractor Beam",
+ "extra-sensors-u": "Extra Sensors",
+ "robot-arm-u": "Robot Arm",
+ "rescue-utilities-u": "Rescue Utilities",
+ "airlock-u": "Airlock",
+ "storage-u": "Storage",
+ "environment-u": "Environment",
+ "lift-gas-u": "Lift Gas",
+ "visual-size-sails-up-u": "Visual Size (Sails Up)",
+ "size-rating-u": "Size Rating",
+ "solar-system-u": "Solar System",
+ "worlds-u": "Worlds",
+ "sub-sector-u": "Sub Sector",
+ "hex-u": "Hex",
+ "star-type-u": "Star Type",
+ "planets-u": "Planets",
+ "habitable-u": "Habitable",
+ "starports-u": "Starports",
+ "astroid-belt-u": "Astroid Belt",
+ "after-the-vampire-wars-u": "After the Vampire Wars",
+ "mythras-u": "Mythras",
+ "vehicle-type-option-description-u": "Type of vehicle mechanics to use.",
+ "stash-u": "Stash",
+ "import-from-encounter-generator-u": "Import from Encounter Generator",
+ "rear-right-leg-u": "Rear Right Leg",
+ "rear-left-leg-u": "Rear Left Leg",
+ "mid-right-leg-u": "Mid Right Leg",
+ "mid-left-leg-u": "Mid Left Leg",
+ "fore-right-leg-u": "Fore Right Leg",
+ "fore-left-leg-u": "Fore Left Leg",
+ "front-right-leg-u": "Front Right Leg",
+ "front-left-leg-u": "Front Left Leg",
+ "cephalothorax-u": "Cephalothorax",
+ "hindquarters-u": "Hindquarters",
+ "forequarters-u": "Forequarters",
+ "body-u": "Body",
+ "tail-u": "Tail",
+ "right-wing-u": "Right Wing",
+ "left-wing-u": "Left Wing",
+ "thorax-u": "Thorax",
+ "dorsal-fin-u": "Dorsal Fin",
+ "right-fin-u": "Right Fin",
+ "left-fin-u": "Left Fin",
+ "trunk-u": "Trunk",
+ "right-pincer-u": "Right Pincer",
+ "left-pincer-u": "Left Pincer",
+ "metathorax-u": "Metathorax",
+ "prothorax-u": "Prothorax",
+ "tail-tip-u": "Tail Tip",
+ "mid-end-length-u": "Mid End-length",
+ "fore-end-length-u": "Fore End-length",
+ "rear-mid-length-u": "Rear Mid-length",
+ "mid-mid-length-u": "Mid Mid-length",
+ "fore-mid-length-u": "Fore Mid-length",
+ "rear-fore-length-u": "Rear Fore-length",
+ "mid-fore-length-u": "Mid Fore-length",
+ "tentacle-1-u": "Tentacle 1",
+ "tentacle-2-u": "Tentacle 2",
+ "tentacle-3-u": "Tentacle 3",
+ "tentacle-4-u": "Tentacle 4",
+ "tentacle-5-u": "Tentacle 5",
+ "tentacle-6-u": "Tentacle 6",
+ "tentacle-7-u": "Tentacle 7",
+ "tentacle-8-u": "Tentacle 8",
+ "long-tentacle-1-u": "Long Tentacle 1",
+ "long-tentacle-2-u": "Long Tentacle 2",
+ "arachnid-u": "Arachnid",
+ "biped-u": "Biped",
+ "centaurid-u": "Centaurid",
+ "decapoda-u": "Decapoda",
+ "decapodiform-u": "Decapodiform",
+ "dorsal-finned-aquatic-u": "Dorsal Finned Aquatic",
+ "draconic-u": "Draconic",
+ "insect-u": "Insect",
+ "octopodiform-u": "Octopodiform",
+ "pachyderm-u": "Pachyderm",
+ "quadruped-u": "Quadruped",
+ "serpentine-u": "Serpentine",
+ "tailed-arachnid-u": "Tailed Arachnid",
+ "tailed-biped-u": "Tailed Biped",
+ "tailed-quadruped-u": "Tailed Quadruped",
+ "winged-biped-u": "Winged Biped",
+ "winged-insect-u": "Winged Insect",
+ "winged-quadruped-u": "Winged Quadruped",
+ "npc-decrecation-warning-u": "Notice! The NPC sheet will be deprecated in the next version. It will be replaced with mook sheet and other accompanying features. To prepare you should copy your NPC stats to the main character sheet.",
+ "character-info-u": "Character Info",
+ "languages-u": "Languages",
+ "calculate-effictive-armor-enc-as-quarter-u": "Calculate effective ENC from armor as 1/4 actual",
+ "folk-magic-range-u": "Folk Magic Range",
+ "folk-magic-skill-u": "Folk Magic Skill",
+ "folk-magic-skill-divided-by-five-u": "Folk Magic Skill / 5",
+ "fae-powers-u": "Fae Powers",
+ "fata-u": "Fata",
+ "pow-metres-u": "POW Metres",
+ "pow-times-ten-metres-u": "POW x 10 Metres",
+ "max-simultaneous-powers-u": "Max Simultaneous Powers",
+ "one-minute-u": "1 Minute",
+ "intensity-minutes-u": "Intensity x Minutes",
+ "intensity-times-five-minutes-u": "Intensity x 5 Minutes",
+ "intensity-times-ten-minutes-u": "Intensity x 10 Minutes",
+ "intensity-hours-u": "Intensity x Hours",
+ "fae-powers-enabled-description-u": "Enables the Fae Powers section of the sheet.",
+ "folk-magic-range-description-u": "Sets the range of Folk Magic spells with the ranged tag.",
+ "cult-rank-u": "Cult Rank",
+ "broken-u": "Broken",
+ "skirmish-u": "Skirmish",
+ "line-u": "Line",
+ "phalanx-u": "Phalanx",
+ "circle-square-u": "Circle/Square",
+ "wedge-u": "Wedge",
+ "tortoise-u": "Tortoise",
+ "known-languages-u": "Known Languages",
+ "linguistics-enabled-u": "Linguistics Enabled",
+ "linguistics-u": "Linguistics",
+ "linguistics-enabled-description-u": "Use the Linguistics skill instead of individual Language skills.",
+ "mooks-u": "Mooks",
+ "form-u": "Form",
+ "spirit-attributes-u": "Spirit Attributes",
+ "material-u": "Material",
+ "spirit-u": "Spirit",
+ "fly-u": "Fly",
+ "powers-u": "Powers",
+ "species-fly-u": "Species Fly",
+ "species-swim-u": "Species Swim",
+ "calculated-u": "Calculated",
+ "set-2-u": "Set 2",
+ "set-3-u": "Set 3",
+ "reach-enabled-description-u": "Enable weapon reach.",
+ "action-points-chars-option-description-u": "Action Points are calculated from characteristics or set to a static value.",
+ "sink-u": "Sink",
+ "float-u": "Float",
+ "herculean-skill-modifier-u": "Herculean Skill Modifier",
+ "herculean-mod-description-u": "Is herculean difficulty 1/10th or 1/5th standard skill value.",
+ "mythras-imperative-u": "Mythras Imperative",
+ "no-penalty-u": "No Penalty",
+ "combat-u": "Combat",
+ "right-rear-leg-u": "Right Rear Leg",
+ "left-rear-leg-u": "Left Rear Leg",
+ "no-activities-possible-u": "No Activities Possible",
+ "compact-u": "Compact",
+ "professional-u": "Professional",
+ "matter-u": "Matter",
+ "mind-u": "Mind",
+ "sense-u": "Sense",
+ "cleric-u": "Cleric",
+ "druid-u": "Druid",
+ "paladin-u": "Paladin",
+ "ranger-u": "Ranger",
+ "pow-meters-u": "POW x Meters",
+ "pow-times-ten-meters-u": "POW x 10 Meters",
+ "base-skill-u": "Base Skill",
+ "talents-u": "Talents",
+ "disciplines-u": "Disciplines",
+ "stored-u": "Stored",
+ "equipped-u": "Equipped",
+ "double-base-healing-rate-u": "Double Base Healing Rate",
+ "character-u": "Character",
+ "report-a-bug-u": "Report a Bug",
+ "contact-sheet-author-u": "Contact Sheet Author",
+ "mythras-roll20-forum-u": "Mythras Roll20 Forum",
+ "upgrade-notice-u": "If your sheet values are not correct after upgrading to v2.0, click here",
+ "battle-units-enabled-u": "Battle Units Enabled",
+ "battle-units-enabled-description-u": "Enable the battle unit sheet type",
+ "spirits-mechanics-enabled-u": "Spirit Mechanics Enabled",
+ "spirit-mechanics-enabled-description-u": "Enable support for creatures which lack a physical body",
+ "add-one-tenth-athletics-u": "Add 1/10 Athletics",
+ "athletics-bonus-u": "Athletics Bonus",
+ "worlds-united-u": "Worlds United",
+ "cha-plus-half-pow-u": "CHA + half POW",
+ "con-plus-half-pow-u": "CON + half POW",
+ "calculate-with-u": "Calculate with",
+ "superpowers-u": "Superpowers",
+ "agony-and-ecstasy-u": "Agony & Ecstasy",
+ "activation-u": "Activation",
+ "boost-u": "Boost",
+ "boosts-u": "Boosts",
+ "limitations-u": "Limitations",
+ "the-soot-u": "The Soot",
+ "the-soot-is-a-standard-skill-u": "The Soot is a Standard Skill",
+ "the-soot-standard-description-u": "The Soot is listed as a standard skill.",
+ "strangeness-u": "Strangeness",
+ "strangeness-is-a-standard-skill-u": "Strangeness is a Standard Skill",
+ "strangeness-standard-description-u": "Strangeness is listed as a standard skill.",
+ "peculiarity-u": "Peculiarity",
+ "peculiarities-u": "Peculiarities",
+ "and-peculiarities-u": "& Peculiarities",
+ "peculiarities-enabled-u": "Peculiarities Enabled",
+ "peculiarities-enabled-description-u": "Enable the Peculiarities mechanics.",
+ "os-magic-enabled-u": "Odd Soot Magic Enabled",
+ "os-magic-enabled-description-u": "Enables the Magic section of the sheet per Odd Soot rules.",
+ "odd-soot-u": "Odd Soot",
+ "work-songs-enabled-u": "Work Songs Enabled",
+ "work-songs-enabled-description-u": "Enables Works Songs per Thennla: Sorandib. Appears in the Folk Magic section.",
+ "work-song-u": "Work Song",
+ "work-songs-u": "Work Songs",
+ "alchemy-enabled-u": "Alchemy Enabled",
+ "alchemy-u": "Alchemy",
+ "artifice-u": "Artifice",
+ "gnosis-u": "Gnosis",
+ "extended-task-rounds-u": "Extended Task Rounds",
+ "max-complexity-u": "Max Complexity",
+ "artifice-enabled-u": "Artifice Enabled",
+ "artifice-enabled-description-u": "Enables Artifice per Thennla: Sorandib.",
+ "alchemy-enabled-description-u": "Enables Alchemy per Thennla: Sorandib.",
+ "known-techniques-u": "Known Techniques",
+ "craft-alchemy-u": "Craft (Alchemy)",
+ "tradition-techniques-u": "Tradition Techniques",
+ "alchemical-tradition-u": "Alchemical Tradition",
+ "mundane-intensity-u": "Mundane Intensity",
+ "formula-u": "Formula",
+ "formulas-u": "Formulas",
+ "magical-u": "Magical",
+ "mundane-u": "Mundane",
+ "tradition-u": "Tradition",
+ "traditions-u": "Traditions",
+ "ten-minutes-u": "10 Minutes",
+ "social-conflict-enabled-u": "Social Conflict Enabled",
+ "social-conflict-enabled-description-u": "Use social conflict rules from the Mythras Companion.",
+ "social-conflict-u": "Social Conflict",
+ "confidence-u": "Confidence",
+ "social-damage-u": "Social Damange",
+ "social-initiative-u": "Social Initiative",
+ "resolution-pool-u": "Resolution Pool",
+ "composure-u": "Composure",
+ "integrity-u": "Integrity",
+ "resolve-u": "Resolve",
+ "attack-skill-u": "Attack Skill",
+ "defense-skill-u": "Defense Skill",
+ "attack-u": "Attack",
+ "defense-u": "Defense",
+ "resolution-pools-u": "Resolution Pools",
+ "pool-u": "Pool",
+ "resource-u": "Resource",
+ "passively-blocked-u": "Passively Blocked",
+ "hit-location-u": "Hit Location",
+ "d10-location-u": "d10 Location",
+ "d20-location-u": "d20 Location",
+ "d10plus10-location-u": "d10+10 Location",
+ "ship-location-u": "Ship Location",
+ "vehicle-location-u": "Vehicle Location"
+}
\ No newline at end of file
diff --git a/NOC/translations/ca.json b/NOC/translations/ca.json
new file mode 100644
index 0000000000..d129a38fd2
--- /dev/null
+++ b/NOC/translations/ca.json
@@ -0,0 +1,142 @@
+{
+ "GENERAL-u": "IDENTITÉ",
+ "ATTRIBUTES-u": "COMPOSITION",
+ "INVENTORY-u": "POSSESSIONS",
+ "NOTES-u": "NOTES",
+ "aremplir-p": "A renseigner",
+ "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.",
+ "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.",
+ "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.",
+ "idteinte-t": "",
+ "idpossede-t": "",
+ "idcorrompu-t": "",
+ "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).",
+ "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme",
+ "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.",
+ "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.",
+ "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.",
+ "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n",
+ "vie-u": "VIE",
+ "erudition-u": "ÉRUDITION",
+ "technique-u": "TECHNIQUE",
+ "social-u": "SOCIAL",
+ "ame-u": "ÂME",
+ "statut-u": "STATUT",
+ "action-u": "ACTION",
+ "recuperation-u": "RÉCUPÉRATION",
+ "apaisement-u": "Apaisement",
+ "ferveur-u": "Ferveur",
+ "lumiere-u": "Lumière",
+ "soins-u": "Soins",
+ "culture-u": "Culture",
+ "bureau-u": "Bureau",
+ "recherche-u": "Recherche",
+ "societe-u": "Société",
+ "artefact-u": "Artefact",
+ "artisanat-u": "Artisanat",
+ "mecanismes-u": "Mecanismes",
+ "survie-u": "Survie",
+ "charisme-u": "Charisme",
+ "conviction-u": "Conviction",
+ "psychologie-u": "Psychologie",
+ "tromperie-u": "Tromperie",
+ "extase-u": "Extase",
+ "folie-u": "Folie",
+ "sensibilite-u": "Sensibilité",
+ "tenebres-u": "Ténèbres",
+ "fortune-u": "Fortune",
+ "rang-u": "Rang",
+ "contacts-u": "Contacts",
+ "facade-u": "Façade",
+ "combat-u": "Combat",
+ "deplacement-u": "Déplacement",
+ "instinct-u": "Instinct",
+ "constitution-u": "Constitution",
+ "vecu-u": "VÉCU",
+ "espoir-u": "ESPOIR",
+ "singularite-u": "SINGULARITÉ",
+ "trauma-u": "TRAUMA",
+ "blessures-u": "BLESSURES",
+ "noirceur-u": "NOIRCEUR",
+ "traque-u": "TRAQUE",
+ "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines",
+ "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent",
+ "effet-points-blessures-mort-u": "10 min avant la mort",
+ "effet-points-trauma-leger-u": "Choqué\n-1D Domaines",
+ "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents\n+1pt Trauma permanent",
+ "effet-points-trauma-mort-u": "Fou",
+ "effet-points-traque-leger-u": "Signalé",
+ "effet-points-traque-grave-u": "Recherché\n+1pt Traque permanent\n+trait "Criminel"",
+ "effet-points-traque-mort-u": "Pourchassé\n+trait "Ennemi public"",
+ "effet-points-noirceur-leger-u": "Teinté",
+ "effet-points-noirceur-grave-u": "Possédé",
+ "effet-points-noirceur-grave1-u": "+1pt Noirceur permanent",
+ "effet-points-noirceur-mort-u": "Corrompu",
+ "effet-points-noirceur-plus1trait-u": "+1trait Noirceur",
+ "EQUIPMENTS-u": "ÉQUIPEMENT",
+ "CONTACTS-u": "CONTACTS",
+ "Description-u": "Description",
+ "Name-u": "Nom",
+ "Name-p": "Nom",
+ "faveur-u": "Faveur",
+ "faveurmax-u": "Faveur max",
+ "Combathelper-u": "AIDE AU COMBAT",
+ "tir-u": "ARMES DE TIR",
+ "dps-u": "Dégâts",
+ "munitions-u": "Mun.",
+ "munitionsmax-u": "Mun. max",
+ "armetalent-u": "Talent",
+ "trait-p": "Trait",
+ "cac-u": "ARMES DE CONTACT",
+ "armure-u": "ARMURE",
+ "armurepts-u": "Armure",
+ "defense-u": "Défense",
+ "porte-u": "Portée",
+ "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.",
+ "porte-t": "Cocher la case si l'armure est portée",
+ "talent-t": "Cocher la case si cette arme fait partie de votre liste d'armes connues",
+ "arrestation-t": "Vous vous êtes fait arrêté alors que vous aviez le trait signalé/recherché/pourchassé",
+ "fatigue-t": "Vous êtes fatigué",
+ "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.",
+ "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.",
+ "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.",
+ "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.",
+ "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.",
+ "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.",
+ "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.",
+ "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.",
+ "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.",
+ "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.",
+ "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.",
+ "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.",
+ "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.",
+ "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.",
+ "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.",
+ "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.",
+ "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.",
+ "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.",
+ "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.",
+ "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.",
+ "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.",
+ "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.",
+ "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.",
+ "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.",
+ "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.",
+ "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.",
+ "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.",
+ "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.",
+ "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.",
+ "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.",
+ "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.",
+ "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.",
+ "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.",
+ "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.",
+ "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.",
+ "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.",
+ "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.",
+ "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.",
+ "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.",
+ "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.",
+ "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.",
+ "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public."
+}
\ No newline at end of file
diff --git a/NOC/translations/hu.json b/NOC/translations/hu.json
new file mode 100644
index 0000000000..d129a38fd2
--- /dev/null
+++ b/NOC/translations/hu.json
@@ -0,0 +1,142 @@
+{
+ "GENERAL-u": "IDENTITÉ",
+ "ATTRIBUTES-u": "COMPOSITION",
+ "INVENTORY-u": "POSSESSIONS",
+ "NOTES-u": "NOTES",
+ "aremplir-p": "A renseigner",
+ "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.",
+ "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.",
+ "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.",
+ "idteinte-t": "",
+ "idpossede-t": "",
+ "idcorrompu-t": "",
+ "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).",
+ "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme",
+ "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.",
+ "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.",
+ "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.",
+ "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n",
+ "vie-u": "VIE",
+ "erudition-u": "ÉRUDITION",
+ "technique-u": "TECHNIQUE",
+ "social-u": "SOCIAL",
+ "ame-u": "ÂME",
+ "statut-u": "STATUT",
+ "action-u": "ACTION",
+ "recuperation-u": "RÉCUPÉRATION",
+ "apaisement-u": "Apaisement",
+ "ferveur-u": "Ferveur",
+ "lumiere-u": "Lumière",
+ "soins-u": "Soins",
+ "culture-u": "Culture",
+ "bureau-u": "Bureau",
+ "recherche-u": "Recherche",
+ "societe-u": "Société",
+ "artefact-u": "Artefact",
+ "artisanat-u": "Artisanat",
+ "mecanismes-u": "Mecanismes",
+ "survie-u": "Survie",
+ "charisme-u": "Charisme",
+ "conviction-u": "Conviction",
+ "psychologie-u": "Psychologie",
+ "tromperie-u": "Tromperie",
+ "extase-u": "Extase",
+ "folie-u": "Folie",
+ "sensibilite-u": "Sensibilité",
+ "tenebres-u": "Ténèbres",
+ "fortune-u": "Fortune",
+ "rang-u": "Rang",
+ "contacts-u": "Contacts",
+ "facade-u": "Façade",
+ "combat-u": "Combat",
+ "deplacement-u": "Déplacement",
+ "instinct-u": "Instinct",
+ "constitution-u": "Constitution",
+ "vecu-u": "VÉCU",
+ "espoir-u": "ESPOIR",
+ "singularite-u": "SINGULARITÉ",
+ "trauma-u": "TRAUMA",
+ "blessures-u": "BLESSURES",
+ "noirceur-u": "NOIRCEUR",
+ "traque-u": "TRAQUE",
+ "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines",
+ "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent",
+ "effet-points-blessures-mort-u": "10 min avant la mort",
+ "effet-points-trauma-leger-u": "Choqué\n-1D Domaines",
+ "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents\n+1pt Trauma permanent",
+ "effet-points-trauma-mort-u": "Fou",
+ "effet-points-traque-leger-u": "Signalé",
+ "effet-points-traque-grave-u": "Recherché\n+1pt Traque permanent\n+trait "Criminel"",
+ "effet-points-traque-mort-u": "Pourchassé\n+trait "Ennemi public"",
+ "effet-points-noirceur-leger-u": "Teinté",
+ "effet-points-noirceur-grave-u": "Possédé",
+ "effet-points-noirceur-grave1-u": "+1pt Noirceur permanent",
+ "effet-points-noirceur-mort-u": "Corrompu",
+ "effet-points-noirceur-plus1trait-u": "+1trait Noirceur",
+ "EQUIPMENTS-u": "ÉQUIPEMENT",
+ "CONTACTS-u": "CONTACTS",
+ "Description-u": "Description",
+ "Name-u": "Nom",
+ "Name-p": "Nom",
+ "faveur-u": "Faveur",
+ "faveurmax-u": "Faveur max",
+ "Combathelper-u": "AIDE AU COMBAT",
+ "tir-u": "ARMES DE TIR",
+ "dps-u": "Dégâts",
+ "munitions-u": "Mun.",
+ "munitionsmax-u": "Mun. max",
+ "armetalent-u": "Talent",
+ "trait-p": "Trait",
+ "cac-u": "ARMES DE CONTACT",
+ "armure-u": "ARMURE",
+ "armurepts-u": "Armure",
+ "defense-u": "Défense",
+ "porte-u": "Portée",
+ "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.",
+ "porte-t": "Cocher la case si l'armure est portée",
+ "talent-t": "Cocher la case si cette arme fait partie de votre liste d'armes connues",
+ "arrestation-t": "Vous vous êtes fait arrêté alors que vous aviez le trait signalé/recherché/pourchassé",
+ "fatigue-t": "Vous êtes fatigué",
+ "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.",
+ "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.",
+ "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.",
+ "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.",
+ "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.",
+ "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.",
+ "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.",
+ "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.",
+ "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.",
+ "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.",
+ "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.",
+ "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.",
+ "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.",
+ "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.",
+ "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.",
+ "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.",
+ "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.",
+ "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.",
+ "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.",
+ "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.",
+ "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.",
+ "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.",
+ "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.",
+ "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.",
+ "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.",
+ "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.",
+ "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.",
+ "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.",
+ "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.",
+ "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.",
+ "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.",
+ "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.",
+ "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.",
+ "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.",
+ "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.",
+ "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.",
+ "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.",
+ "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.",
+ "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.",
+ "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.",
+ "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.",
+ "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public."
+}
\ No newline at end of file
diff --git a/Nemesis/translations/ca.json b/Nemesis/translations/ca.json
new file mode 100644
index 0000000000..1e7d11d4de
--- /dev/null
+++ b/Nemesis/translations/ca.json
@@ -0,0 +1,116 @@
+{
+ "nemesis-u": "NEMESIS",
+ "role-playing-in-world": "Role Playing in World of Horrors",
+ "roll": "Roll",
+ "npc-u": "NPC",
+ "date": "date",
+ "sex": "sex",
+ "hair": "hair",
+ "eyes": "eyes",
+ "height": "height",
+ "weight": "weight",
+ "pips": "pips",
+ "date-of-birth": "date of birth",
+ "occupation": "occupation",
+ "nationality": "nationality",
+ "must-wear-corrective-": "must wear corrective lenses",
+ "education": "education",
+ "authorized-narrator-s": "authorized narrator signature",
+ "id-no": "id no.",
+ "head-": "head (10)",
+ "body-": "body (7-9)",
+ "right-arm-": "right arm (5-6)",
+ "left-arm-": "left arm (3-4)",
+ "legs-": "legs (2)",
+ "body": "Body:",
+ "coordination": "Coordination:",
+ "sense": "Sense:",
+ "mind": "Mind:",
+ "command": "Command:",
+ "empathy": "Empathy:",
+ "failed": "failed",
+ "violence": "violence",
+ "hardened": "hardened",
+ "the-unnatural": "the unnatural",
+ "self": "self",
+ "helplessness": "helplessness",
+ "traits": "Traits:",
+ "disorders": "Disorders",
+ "weapons": "Weapons",
+ "spray": "Spray/Penetration/Area",
+ "capacity": "Capacity",
+ "damage": "Damage",
+ "range-close": "Range Close",
+ "max": "Max",
+ "possessions": "Possessions",
+ "skills": "Skills:",
+ "athletics": "athletics",
+ "brawling": "brawling",
+ "endurance": "endurance",
+ "health": "health",
+ "martial-arts": "martial arts",
+ "melee-weapon": "melee weapon",
+ "running": "running",
+ "swimming": "swimming",
+ "wrestling": "wrestling",
+ "acrobatics": "acrobatics",
+ "archery": "archery",
+ "catch": "catch",
+ "climbing": "climbing",
+ "dodge": "dodge",
+ "driving": "driving",
+ "escape-artist": "escape artist",
+ "firearms": "firearms",
+ "lockpick": "lockpick",
+ "pilot": "pilot",
+ "pick-pocket": "pick pocket",
+ "sail": "sail",
+ "stealth": "stealth",
+ "throw": "Throw:",
+ "hearing": "hearing",
+ "sight": "sight",
+ "smell": "smell",
+ "taste": "taste",
+ "touch": "touch",
+ "search": "search",
+ "archaeology": "archaeology",
+ "anthropology": "anthropology",
+ "computer-hardware": "computer hardware",
+ "computer-programming": "computer programming",
+ "cryptology": "cryptology",
+ "electronics": "electronics",
+ "first-aid": "first aid",
+ "forgery": "forgery",
+ "language": "language",
+ "mythos": "mythos",
+ "mechanic": "mechanic",
+ "medicine": "medicine",
+ "navigation-": "navigation [sea/air]",
+ "occult": "occult",
+ "psychiatry": "psychiatry",
+ "survival": "survival",
+ "tactics": "tactics",
+ "inspiration": "inspiration",
+ "intimidation": "intimidation",
+ "leadership": "leadership",
+ "performance": "performance",
+ "psychology": "psychology",
+ "seduction": "seduction",
+ "bluff": "bluff",
+ "counseling": "counseling",
+ "lie": "lie",
+ "meditation": "meditation",
+ "persuasion": "persuasion",
+ "resist": "resist",
+ "equilibrium": "equilibrium",
+ "number-of-dice": "Number of Dice:",
+ "lift": "Lift:",
+ "sprint": "Sprint:",
+ "jump": "Jump:",
+ "attack": "Attack:",
+ "armor": "Armor:",
+ "unnatural-intensity": "Unnatural Intensity:",
+ "extras": "Extras:",
+ "nemesis-is-property-o": "Nemesis is property of Arc Dream Publishing",
+ "version-": "Version "
+}
diff --git a/Nemesis/translations/hu.json b/Nemesis/translations/hu.json
new file mode 100644
index 0000000000..1e7d11d4de
--- /dev/null
+++ b/Nemesis/translations/hu.json
@@ -0,0 +1,116 @@
+{
+ "nemesis-u": "NEMESIS",
+ "role-playing-in-world": "Role Playing in World of Horrors",
+ "roll": "Roll",
+ "npc-u": "NPC",
+ "date": "date",
+ "sex": "sex",
+ "hair": "hair",
+ "eyes": "eyes",
+ "height": "height",
+ "weight": "weight",
+ "pips": "pips",
+ "date-of-birth": "date of birth",
+ "occupation": "occupation",
+ "nationality": "nationality",
+ "must-wear-corrective-": "must wear corrective lenses",
+ "education": "education",
+ "authorized-narrator-s": "authorized narrator signature",
+ "id-no": "id no.",
+ "head-": "head (10)",
+ "body-": "body (7-9)",
+ "right-arm-": "right arm (5-6)",
+ "left-arm-": "left arm (3-4)",
+ "legs-": "legs (2)",
+ "body": "Body:",
+ "coordination": "Coordination:",
+ "sense": "Sense:",
+ "mind": "Mind:",
+ "command": "Command:",
+ "empathy": "Empathy:",
+ "failed": "failed",
+ "violence": "violence",
+ "hardened": "hardened",
+ "the-unnatural": "the unnatural",
+ "self": "self",
+ "helplessness": "helplessness",
+ "traits": "Traits:",
+ "disorders": "Disorders",
+ "weapons": "Weapons",
+ "spray": "Spray/Penetration/Area",
+ "capacity": "Capacity",
+ "damage": "Damage",
+ "range-close": "Range Close",
+ "max": "Max",
+ "possessions": "Possessions",
+ "skills": "Skills:",
+ "athletics": "athletics",
+ "brawling": "brawling",
+ "endurance": "endurance",
+ "health": "health",
+ "martial-arts": "martial arts",
+ "melee-weapon": "melee weapon",
+ "running": "running",
+ "swimming": "swimming",
+ "wrestling": "wrestling",
+ "acrobatics": "acrobatics",
+ "archery": "archery",
+ "catch": "catch",
+ "climbing": "climbing",
+ "dodge": "dodge",
+ "driving": "driving",
+ "escape-artist": "escape artist",
+ "firearms": "firearms",
+ "lockpick": "lockpick",
+ "pilot": "pilot",
+ "pick-pocket": "pick pocket",
+ "sail": "sail",
+ "stealth": "stealth",
+ "throw": "Throw:",
+ "hearing": "hearing",
+ "sight": "sight",
+ "smell": "smell",
+ "taste": "taste",
+ "touch": "touch",
+ "search": "search",
+ "archaeology": "archaeology",
+ "anthropology": "anthropology",
+ "computer-hardware": "computer hardware",
+ "computer-programming": "computer programming",
+ "cryptology": "cryptology",
+ "electronics": "electronics",
+ "first-aid": "first aid",
+ "forgery": "forgery",
+ "language": "language",
+ "mythos": "mythos",
+ "mechanic": "mechanic",
+ "medicine": "medicine",
+ "navigation-": "navigation [sea/air]",
+ "occult": "occult",
+ "psychiatry": "psychiatry",
+ "survival": "survival",
+ "tactics": "tactics",
+ "inspiration": "inspiration",
+ "intimidation": "intimidation",
+ "leadership": "leadership",
+ "performance": "performance",
+ "psychology": "psychology",
+ "seduction": "seduction",
+ "bluff": "bluff",
+ "counseling": "counseling",
+ "lie": "lie",
+ "meditation": "meditation",
+ "persuasion": "persuasion",
+ "resist": "resist",
+ "equilibrium": "equilibrium",
+ "number-of-dice": "Number of Dice:",
+ "lift": "Lift:",
+ "sprint": "Sprint:",
+ "jump": "Jump:",
+ "attack": "Attack:",
+ "armor": "Armor:",
+ "unnatural-intensity": "Unnatural Intensity:",
+ "extras": "Extras:",
+ "nemesis-is-property-o": "Nemesis is property of Arc Dream Publishing",
+ "version-": "Version "
+}
diff --git a/Night Witches/translations/ca.json b/Night Witches/translations/ca.json
new file mode 100644
index 0000000000..19120d2621
--- /dev/null
+++ b/Night Witches/translations/ca.json
@@ -0,0 +1,81 @@
+{
+ "addanewmove": "Add a new Move.",
+ "addedresponsibilty": "ADDED RESPONSIBILITY:",
+ "addmoves": "Add Moves when directed by advancement.",
+ "addregard": "Add regard when directed by advancement or a Move. Take harm if someone you Regard dies.",
+ "addtheleftmost": "Add the left-most new medal and +1 medals stat.",
+ "advanceandgrow": "ADVANCE AND GROW.",
+ "advancement": "Advancement",
+ "body": "body:",
+ "changedutystation": "Change Duty Station. If you are at #6, the war is over.",
+ "checkoneandaplly": "Check one and apply when directed by a mission, Move or Mark.",
+ "chiefofstaff": "CHIEF OF STAFF:",
+ "chooseone": "Choose one. Change it when directed by a Mark, or between Duty Stations if you wish.",
+ "commandstaff": "Command Staff",
+ "death": "Death.",
+ "deepeningties": "DEEPENING TIES:",
+ "deputypolitruk": "DEPUTY POLITRUK:",
+ "dontcount": "Don’t count for +Medals, but count for pride",
+ "earnamedal": "EARN A MEDAL YOU DON’T DESERVE.",
+ "embracedeath": "EMBRACE DEATH AND FACE YOUR FINAL DESTINY.",
+ "guts": "guts",
+ "hands": "hands",
+ "harm": "Harm",
+ "harm1": "Harm-1:",
+ "harm2": "Harm-2:",
+ "harm3": "Harm-3:",
+ "harm4": "Harm-4:",
+ "harmcumulative": "Harm, if untended, in cumulative.",
+ "harshlessons": "HARSH LESSONS:",
+ "hometown": "home town:",
+ "honorandpride": "HONOR AND PRIDE:",
+ "i": "I",
+ "increaseinrank": "Increase in Rank. There can be only one Major!",
+ "informtheauthorites": "INFORM THE AUTHORITIES.",
+ "lightlyinjured": "Lightly injured. Diligent aid and a day away from duties removes it.",
+ "logistics": "LOGISTICS & TRAINING OFFICER:",
+ "lookbackground": "Look & Background",
+ "lovetrust": "love trust admire respect hate resent pity fear etc",
+ "luck": "luck",
+ "makeafriend": "MAKE A FRIEND OR TAKE A LOVER.",
+ "marks": "Marks",
+ "medals": "medals",
+ "moves": "Moves",
+ "movingwest": "MOVING WEST:",
+ "chooseamark": "Choose a Mark when directed by a Move or the GM.",
+ "mysection": "my section",
+ "mysquadron": "my squadron",
+ "nightwitches": "Night Witches",
+ "notethemedals": "Note the medals you've earned and add the total to +Medals..",
+ "openaregard": "Open a Regard slot and fill it.",
+ "personalgrowth": "PERSONAL GROWTH:",
+ "publiclyshame": "PUBLICLY SHAME A COMRADE.",
+ "putsafety": "PUT SAFETY OR LOVE BEFORE DUTY.",
+ "raiseguts": "Raise Guts, Luck, or Skill by one (maximum +3).",
+ "regard": "Regard",
+ "regimental": "REGIMENTAL COMMANDER:",
+ "regimentalhonors": "Regimental Honors",
+ "regimentalpolitruk": "REGIMENTAL POLITRUK:",
+ "role": "Role",
+ "russian": "НОЧНЫЕ ВЕДЬМЫ",
+ "sectionleader": "SECTION LEADER:",
+ "seriouslyinjured": "Seriously injured, requiring hospitalization.",
+ "sex": "sex:",
+ "shareapremonition": "SHARE A PREMONITION.",
+ "skill": "skill",
+ "squadroncommander": "SQUADRON COMMANDER:",
+ "squadronleadnavigator": "SQUADRON LEAD NAVIGATOR:",
+ "stats": "Stats",
+ "stressed": "Stressed. Rest and relaxation removes it.",
+ "sufferthdeath": "SUFFER THE DEATH OF A FRIEND OR LOVER.",
+ "tellastoryofhome": "TELL A STORY OF HOME.",
+ "tellawar": "TELL A WAR STORY.",
+ "themost": "the most.",
+ "thiscomradev": "this comrade or aircraft",
+ "uniform": "uniform:",
+ "whowrite": "who you write to back home:",
+ "witnessdeath": "WITNESS THE DEATH OF A COMRADE.",
+ "name": "name",
+ "rank": "rank"
+}
+
diff --git a/Night Witches/translations/hu.json b/Night Witches/translations/hu.json
new file mode 100644
index 0000000000..19120d2621
--- /dev/null
+++ b/Night Witches/translations/hu.json
@@ -0,0 +1,81 @@
+{
+ "addanewmove": "Add a new Move.",
+ "addedresponsibilty": "ADDED RESPONSIBILITY:",
+ "addmoves": "Add Moves when directed by advancement.",
+ "addregard": "Add regard when directed by advancement or a Move. Take harm if someone you Regard dies.",
+ "addtheleftmost": "Add the left-most new medal and +1 medals stat.",
+ "advanceandgrow": "ADVANCE AND GROW.",
+ "advancement": "Advancement",
+ "body": "body:",
+ "changedutystation": "Change Duty Station. If you are at #6, the war is over.",
+ "checkoneandaplly": "Check one and apply when directed by a mission, Move or Mark.",
+ "chiefofstaff": "CHIEF OF STAFF:",
+ "chooseone": "Choose one. Change it when directed by a Mark, or between Duty Stations if you wish.",
+ "commandstaff": "Command Staff",
+ "death": "Death.",
+ "deepeningties": "DEEPENING TIES:",
+ "deputypolitruk": "DEPUTY POLITRUK:",
+ "dontcount": "Don’t count for +Medals, but count for pride",
+ "earnamedal": "EARN A MEDAL YOU DON’T DESERVE.",
+ "embracedeath": "EMBRACE DEATH AND FACE YOUR FINAL DESTINY.",
+ "guts": "guts",
+ "hands": "hands",
+ "harm": "Harm",
+ "harm1": "Harm-1:",
+ "harm2": "Harm-2:",
+ "harm3": "Harm-3:",
+ "harm4": "Harm-4:",
+ "harmcumulative": "Harm, if untended, in cumulative.",
+ "harshlessons": "HARSH LESSONS:",
+ "hometown": "home town:",
+ "honorandpride": "HONOR AND PRIDE:",
+ "i": "I",
+ "increaseinrank": "Increase in Rank. There can be only one Major!",
+ "informtheauthorites": "INFORM THE AUTHORITIES.",
+ "lightlyinjured": "Lightly injured. Diligent aid and a day away from duties removes it.",
+ "logistics": "LOGISTICS & TRAINING OFFICER:",
+ "lookbackground": "Look & Background",
+ "lovetrust": "love trust admire respect hate resent pity fear etc",
+ "luck": "luck",
+ "makeafriend": "MAKE A FRIEND OR TAKE A LOVER.",
+ "marks": "Marks",
+ "medals": "medals",
+ "moves": "Moves",
+ "movingwest": "MOVING WEST:",
+ "chooseamark": "Choose a Mark when directed by a Move or the GM.",
+ "mysection": "my section",
+ "mysquadron": "my squadron",
+ "nightwitches": "Night Witches",
+ "notethemedals": "Note the medals you've earned and add the total to +Medals..",
+ "openaregard": "Open a Regard slot and fill it.",
+ "personalgrowth": "PERSONAL GROWTH:",
+ "publiclyshame": "PUBLICLY SHAME A COMRADE.",
+ "putsafety": "PUT SAFETY OR LOVE BEFORE DUTY.",
+ "raiseguts": "Raise Guts, Luck, or Skill by one (maximum +3).",
+ "regard": "Regard",
+ "regimental": "REGIMENTAL COMMANDER:",
+ "regimentalhonors": "Regimental Honors",
+ "regimentalpolitruk": "REGIMENTAL POLITRUK:",
+ "role": "Role",
+ "russian": "НОЧНЫЕ ВЕДЬМЫ",
+ "sectionleader": "SECTION LEADER:",
+ "seriouslyinjured": "Seriously injured, requiring hospitalization.",
+ "sex": "sex:",
+ "shareapremonition": "SHARE A PREMONITION.",
+ "skill": "skill",
+ "squadroncommander": "SQUADRON COMMANDER:",
+ "squadronleadnavigator": "SQUADRON LEAD NAVIGATOR:",
+ "stats": "Stats",
+ "stressed": "Stressed. Rest and relaxation removes it.",
+ "sufferthdeath": "SUFFER THE DEATH OF A FRIEND OR LOVER.",
+ "tellastoryofhome": "TELL A STORY OF HOME.",
+ "tellawar": "TELL A WAR STORY.",
+ "themost": "the most.",
+ "thiscomradev": "this comrade or aircraft",
+ "uniform": "uniform:",
+ "whowrite": "who you write to back home:",
+ "witnessdeath": "WITNESS THE DEATH OF A COMRADE.",
+ "name": "name",
+ "rank": "rank"
+}
+
diff --git a/OHET/translations/ca.json b/OHET/translations/ca.json
new file mode 100644
index 0000000000..510e8570e5
--- /dev/null
+++ b/OHET/translations/ca.json
@@ -0,0 +1,114 @@
+{
+ "character-name": "Name",
+ "character-class": "Class",
+ "warrior": "Warrior",
+ "rogue": "Rogue",
+ "barbarian": "Barbarian",
+ "mage": "Mage",
+ "priest": "Priest",
+ "bard": "Bard",
+ "hero-concept": "Hero's Concept",
+ "hero-concept-words": "The number of words",
+ "header-attributes": "Attributes",
+ "attribute-strength": "Strength",
+ "attribute-low": "Low",
+ "attribute-average": "Average",
+ "attribute-high": "High",
+ "attribute-dexterity": "Dexterity",
+ "attribute-constitution": "Constitution",
+ "attribute-inteligence": "Inteligence",
+ "attribute-wisdom": "Wisdom",
+ "attribute-charisma": "Charisma",
+ "header-rolls": "Rolls",
+ "roll-hard-1": "Hard -1",
+ "roll-hard": "Hard",
+ "roll-average-1": "Average -1",
+ "roll-average": "Average",
+ "roll-simple-1": "Simple -1",
+ "roll-simple": "Simple",
+ "header-equipment": "Equipment",
+ "eqiupment-torches": "Torches / lantern",
+ "eqiupment-ammunition": "Ammunition",
+ "eqiupment-rations": "Rations",
+ "equipment-backpack": "Backpack content",
+ "equipment-max-load": "Maximum load",
+ "equipment-dr": "DR Armor",
+ "equipment-coins": "Coins",
+ "experience-points": "Experience Points",
+ "header-labels": "Labels",
+ "label-wounded": "Wounded",
+ "label-maimed": "Maimed",
+ "label-dying": "Dying",
+ "label-furious": "Furious",
+ "label-horrified": "Horrified",
+ "label-tired": "Tired",
+ "label-sick": "Sick",
+ "label-immobilized": "Immobilized",
+ "label-blinded": "Blinded",
+ "label-hungry": "Hungry",
+ "label-poisoned": "Poisoned",
+ "header-abilities": "Special Abilities",
+ "hc-7": "HC 7",
+ "warrior-hc-7": "Once per session you can say “it’s just a scratch!” and ignore the received wound.",
+ "hc-9": "HC 9",
+ "warrior-hc-9": "When on the current session you have already used up the DR of your shield, you can use it to negate in close combat one more label (wounded, maimed or dying) but the shield will be fully destructed (cross it out from the equipment).",
+ "hc-10": "HC 10",
+ "warrior-hc-10": "If you fight with a two- handed weapon and you managed to kill or remove from fight the opponent with one hit, you can immediately attack the next monster or enemy in the same attack action.",
+ "hc-11": "HC 11",
+ "warrior-hc-11": "You can perform two attack actions during a turn.",
+ "hc-13": "HC 13",
+ "warrior-hc-13": "You get maximum load bonus +2.",
+ "hc-15": "HC 15",
+ "warrior-hc-15": "You can perform three attack actions per turn.",
+ "rogue-hc-7": "You always lower down per 1 the difficulty of tests regarding detecting and disarming traps.",
+ "rogue-hc-9": "If you attack the opponent from hiding or ambush, your attack is treated as paralysing (for 1 turn), deceitful and ignoring the armor.",
+ "rogue-hc-11": "You always lower down per 1 the difficulty of tests regarding climbing, stealth, listening, reading information in secret languages and opening the locks.",
+ "rogue-hc-13": "Each time you defeat an extraordinary threat and you’re rewarded (see chapter “Rewards”, p. 19), choose one additional question. If you succeeded, that reward belongs to you only and you don’t need to share it with other heroes.",
+ "rogue-hc-15": "You can perform two attack actions per turn.",
+ "barbarian-hc-7": "During a fight you can get into rage and perform an additional attack instead of a defensive action. If you do it, you can’t use the defense rating (DR) of a shield. HC 8 — choose a monster or an enemy and challenge it to a fatal duel. All the tests of attack and defense in the fight with the chosen opponent are performed on the basis of Constitution, not Strength.",
+ "hc-8": "HC 8",
+ "barbarian-hc-8": "Choose a monster or an enemy and challenge it to a fatal duel. All the tests of attack and defense in the fight with the chosen opponent are performed on the basis of Constitution, not Strength.",
+ "barbarian-hc-9": "You can perform two attack actions per turn.",
+ "barbarian-hc-10": "If you managed to kill or remove the fight, the opponent with one hit, you can immediately attack the next monster or enemy in the same attack action.",
+ "barbarian-hc-11": "You get maximum load bonus +4.",
+ "barbarian-hc-13": "When you fight the monsters or opponents of a Concept lower than yours, you don’t wound but maim.",
+ "barbarian-hc-15": "You can perform three attack actions per turn.",
+ "mage-hc-7": "You can cast mage’s spells.",
+ "mage-hc-7-1": "You always lower down per 1 the difficulty of defensive tests against magical effects.",
+ "mage-hc-15": "You can create new spells (see p. 19).",
+ "priest-hc-7": "You can cast priest’s spells.",
+ "priest-hc-7-1": "You always lower down per 1 the difficulty of defensive tests against magical effects.",
+ "priest-hc-15": "You can create new spells (see p. 19).",
+ "bard-hc-7": "You can cast bard’s spells.",
+ "bard-hc-7-1": "You calm down one of the allies (remove his label horrified).",
+ "bard-hc-9": "Tests of seduction and manipulation cannot be tough for you.",
+ "bard-hc-11": "You calm down one of the allies (remove his label angry).",
+ "bard-hc-15": "Perform a Charisma test of average difficulty to set a label fearless to yourself and all your allies.",
+ "header-spells": "Spells",
+ "sc-7": "SC 7",
+ "sc-8": "SC 8",
+ "sc-9": "SC 9",
+ "sc-10": "SC 10",
+ "sc-11": "SC 11",
+ "sc-12": "SC 12",
+ "sc-13": "SC 13",
+ "sc-14": "SC 14",
+ "sc-15": "SC 15",
+ "sc-16": "SC 16",
+ "sc-17": "SC 17",
+ "sc-18": "SC 18",
+ "sc-19": "SC 19",
+ "sc-20": "SC 20",
+ "roll-test-hard": "Hard Test",
+ "roll-test-hard-1": "Hard Test -1",
+ "roll-test-average": "Average Test",
+ "roll-test-average-1": "Average Test -1",
+ "roll-test-simple": "Simple Test",
+ "roll-test-simple-1": "Simple Test -1",
+ "roll-no-but": "No, but...",
+ "roll-yes-and": "Yes, and...",
+ "roll-yes-but": "Yes, but...",
+ "roll-yes": "Yes",
+ "roll-no-and": "No, and...",
+ "roll-no": "No"
+}
\ No newline at end of file
diff --git a/OHET/translations/hu.json b/OHET/translations/hu.json
new file mode 100644
index 0000000000..510e8570e5
--- /dev/null
+++ b/OHET/translations/hu.json
@@ -0,0 +1,114 @@
+{
+ "character-name": "Name",
+ "character-class": "Class",
+ "warrior": "Warrior",
+ "rogue": "Rogue",
+ "barbarian": "Barbarian",
+ "mage": "Mage",
+ "priest": "Priest",
+ "bard": "Bard",
+ "hero-concept": "Hero's Concept",
+ "hero-concept-words": "The number of words",
+ "header-attributes": "Attributes",
+ "attribute-strength": "Strength",
+ "attribute-low": "Low",
+ "attribute-average": "Average",
+ "attribute-high": "High",
+ "attribute-dexterity": "Dexterity",
+ "attribute-constitution": "Constitution",
+ "attribute-inteligence": "Inteligence",
+ "attribute-wisdom": "Wisdom",
+ "attribute-charisma": "Charisma",
+ "header-rolls": "Rolls",
+ "roll-hard-1": "Hard -1",
+ "roll-hard": "Hard",
+ "roll-average-1": "Average -1",
+ "roll-average": "Average",
+ "roll-simple-1": "Simple -1",
+ "roll-simple": "Simple",
+ "header-equipment": "Equipment",
+ "eqiupment-torches": "Torches / lantern",
+ "eqiupment-ammunition": "Ammunition",
+ "eqiupment-rations": "Rations",
+ "equipment-backpack": "Backpack content",
+ "equipment-max-load": "Maximum load",
+ "equipment-dr": "DR Armor",
+ "equipment-coins": "Coins",
+ "experience-points": "Experience Points",
+ "header-labels": "Labels",
+ "label-wounded": "Wounded",
+ "label-maimed": "Maimed",
+ "label-dying": "Dying",
+ "label-furious": "Furious",
+ "label-horrified": "Horrified",
+ "label-tired": "Tired",
+ "label-sick": "Sick",
+ "label-immobilized": "Immobilized",
+ "label-blinded": "Blinded",
+ "label-hungry": "Hungry",
+ "label-poisoned": "Poisoned",
+ "header-abilities": "Special Abilities",
+ "hc-7": "HC 7",
+ "warrior-hc-7": "Once per session you can say “it’s just a scratch!” and ignore the received wound.",
+ "hc-9": "HC 9",
+ "warrior-hc-9": "When on the current session you have already used up the DR of your shield, you can use it to negate in close combat one more label (wounded, maimed or dying) but the shield will be fully destructed (cross it out from the equipment).",
+ "hc-10": "HC 10",
+ "warrior-hc-10": "If you fight with a two- handed weapon and you managed to kill or remove from fight the opponent with one hit, you can immediately attack the next monster or enemy in the same attack action.",
+ "hc-11": "HC 11",
+ "warrior-hc-11": "You can perform two attack actions during a turn.",
+ "hc-13": "HC 13",
+ "warrior-hc-13": "You get maximum load bonus +2.",
+ "hc-15": "HC 15",
+ "warrior-hc-15": "You can perform three attack actions per turn.",
+ "rogue-hc-7": "You always lower down per 1 the difficulty of tests regarding detecting and disarming traps.",
+ "rogue-hc-9": "If you attack the opponent from hiding or ambush, your attack is treated as paralysing (for 1 turn), deceitful and ignoring the armor.",
+ "rogue-hc-11": "You always lower down per 1 the difficulty of tests regarding climbing, stealth, listening, reading information in secret languages and opening the locks.",
+ "rogue-hc-13": "Each time you defeat an extraordinary threat and you’re rewarded (see chapter “Rewards”, p. 19), choose one additional question. If you succeeded, that reward belongs to you only and you don’t need to share it with other heroes.",
+ "rogue-hc-15": "You can perform two attack actions per turn.",
+ "barbarian-hc-7": "During a fight you can get into rage and perform an additional attack instead of a defensive action. If you do it, you can’t use the defense rating (DR) of a shield. HC 8 — choose a monster or an enemy and challenge it to a fatal duel. All the tests of attack and defense in the fight with the chosen opponent are performed on the basis of Constitution, not Strength.",
+ "hc-8": "HC 8",
+ "barbarian-hc-8": "Choose a monster or an enemy and challenge it to a fatal duel. All the tests of attack and defense in the fight with the chosen opponent are performed on the basis of Constitution, not Strength.",
+ "barbarian-hc-9": "You can perform two attack actions per turn.",
+ "barbarian-hc-10": "If you managed to kill or remove the fight, the opponent with one hit, you can immediately attack the next monster or enemy in the same attack action.",
+ "barbarian-hc-11": "You get maximum load bonus +4.",
+ "barbarian-hc-13": "When you fight the monsters or opponents of a Concept lower than yours, you don’t wound but maim.",
+ "barbarian-hc-15": "You can perform three attack actions per turn.",
+ "mage-hc-7": "You can cast mage’s spells.",
+ "mage-hc-7-1": "You always lower down per 1 the difficulty of defensive tests against magical effects.",
+ "mage-hc-15": "You can create new spells (see p. 19).",
+ "priest-hc-7": "You can cast priest’s spells.",
+ "priest-hc-7-1": "You always lower down per 1 the difficulty of defensive tests against magical effects.",
+ "priest-hc-15": "You can create new spells (see p. 19).",
+ "bard-hc-7": "You can cast bard’s spells.",
+ "bard-hc-7-1": "You calm down one of the allies (remove his label horrified).",
+ "bard-hc-9": "Tests of seduction and manipulation cannot be tough for you.",
+ "bard-hc-11": "You calm down one of the allies (remove his label angry).",
+ "bard-hc-15": "Perform a Charisma test of average difficulty to set a label fearless to yourself and all your allies.",
+ "header-spells": "Spells",
+ "sc-7": "SC 7",
+ "sc-8": "SC 8",
+ "sc-9": "SC 9",
+ "sc-10": "SC 10",
+ "sc-11": "SC 11",
+ "sc-12": "SC 12",
+ "sc-13": "SC 13",
+ "sc-14": "SC 14",
+ "sc-15": "SC 15",
+ "sc-16": "SC 16",
+ "sc-17": "SC 17",
+ "sc-18": "SC 18",
+ "sc-19": "SC 19",
+ "sc-20": "SC 20",
+ "roll-test-hard": "Hard Test",
+ "roll-test-hard-1": "Hard Test -1",
+ "roll-test-average": "Average Test",
+ "roll-test-average-1": "Average Test -1",
+ "roll-test-simple": "Simple Test",
+ "roll-test-simple-1": "Simple Test -1",
+ "roll-no-but": "No, but...",
+ "roll-yes-and": "Yes, and...",
+ "roll-yes-but": "Yes, but...",
+ "roll-yes": "Yes",
+ "roll-no-and": "No, and...",
+ "roll-no": "No"
+}
\ No newline at end of file
diff --git a/Official Savage Worlds/translations/af.json b/Official Savage Worlds/translations/af.json
index 2ad515235c..314c48b834 100644
--- a/Official Savage Worlds/translations/af.json
+++ b/Official Savage Worlds/translations/af.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/ca.json b/Official Savage Worlds/translations/ca.json
new file mode 100644
index 0000000000..b77be8dd7f
--- /dev/null
+++ b/Official Savage Worlds/translations/ca.json
@@ -0,0 +1,858 @@
+{
+ "wild-card": "Wild Card",
+ "mook": "Mook",
+ "character-name": "Name",
+ "skill": "Skill",
+ "skills": "Skills",
+ "skills-u": "SKILLS",
+ "equipment": "Equipment",
+ "equipment-u": "EQUIPMENT",
+ "vehicles": "Vehicles",
+ "configuration": "Configuration",
+ "attributes": "Attributes",
+ "attributes-u": "ATTRIBUTES",
+ "race": "Race",
+ "gender": "Gender",
+ "agility": "Agility",
+ "smarts": "Smarts",
+ "spirit": "Spirit",
+ "strength": "Strength",
+ "vigor": "Vigor",
+ "agl-u": "(AGL)",
+ "sma-u": "(SMA)",
+ "spi-u": "(SPI)",
+ "str-u": "(STR)",
+ "vig-u": "(VIG)",
+ "agility-die-type-d4": "Agility d4",
+ "agility-die-type-d6": "Agility d6",
+ "agility-die-type-d8": "Agility d8",
+ "agility-die-type-d10": "Agility d10",
+ "agility-die-type-d12": "Agility d12",
+ "smarts-die-type-d4": "Smarts d4",
+ "smarts-die-type-d6": "Smarts d6",
+ "smarts-die-type-d8": "Smarts d8",
+ "smarts-die-type-d10": "Smarts d10",
+ "smarts-die-type-d12": "Smarts d12",
+ "spirit-die-type-d4": "Spirit d4",
+ "spirit-die-type-d6": "Spirit d6",
+ "spirit-die-type-d8": "Spirit d8",
+ "spirit-die-type-d10": "Spirit d10",
+ "spirit-die-type-d12": "Spirit d12",
+ "strength-die-type-d4": "Strength d4",
+ "strength-die-type-d6": "Strength d6",
+ "strength-die-type-d8": "Strength d8",
+ "strength-die-type-d10": "Strength d10",
+ "strength-die-type-d12": "Strength d12",
+ "vigor-die-type-d4": "Vigor d4",
+ "vigor-die-type-d6": "Vigor d6",
+ "vigor-die-type-d8": "Vigor d8",
+ "vigor-die-type-d10": "Vigor d10",
+ "vigor-die-type-d12": "Vigor d12",
+ "whisper-roll-to-gm": "Whisper roll to GM",
+ "die-step-delta": "steps boosted/lowered from Base",
+ "wild-die": "Wild Die",
+ "animal-intelligence": "Animal Intelligence",
+ "no-modifying-edges": "No modifying eges",
+ "age": "Age",
+ "character-height": "Height",
+ "weight": "Weight",
+ "advances": "Advances",
+ "rank": "Rank",
+ "novice": "Novice",
+ "seasoned": "Seasoned",
+ "veteran": "Veteran",
+ "heroic": "Heroic",
+ "legendary": "Legendary",
+ "use-skill-specialization": "Use skill specialization",
+ "all": "All",
+ "core-skills": "Core Skills",
+ "__skill-select-list-COMMENT": "This is the order skills should appear in the skills configuration window",
+ "skill-select-list": "all-skills,core-skills,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,focus,gambling,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other",
+ "__character-skills-COMMENT": "This is the order skills should appear once skill have been selected to be used/displayed",
+ "character-skills": "unskilled,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,fighting,focus,gambling,guts,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other",
+ "fighting": "Fighting",
+ "fighting-die-type-d4": "Fighting d4",
+ "fighting-die-type-d6": "Fighting d6",
+ "fighting-die-type-d8": "Fighting d8",
+ "fighting-die-type-d10": "Fighting d10",
+ "fighting-die-type-d12": "Fighting d12",
+ "unskilled": "Unskilled",
+ "unskilled-d4-2": "Unskilled (d4-2)",
+ "jack-of-all-trades": "Jack-of-All-Trades",
+ "apply-encumbrance": "Apply Encumbrance",
+ "academics": "Academics",
+ "academics-die-type-d4": "Academics d4",
+ "academics-die-type-d6": "Academics d6",
+ "academics-die-type-d8": "Academics d8",
+ "academics-die-type-d10": "Academics d10",
+ "academics-die-type-d12": "Academics d12",
+ "athletics": "Athletics",
+ "athletics-die-type-d4": "Athletics d4",
+ "athletics-die-type-d6": "Athletics d6",
+ "athletics-die-type-d8": "Athletics d8",
+ "athletics-die-type-d10": "Athletics d10",
+ "athletics-die-type-d12": "Athletics d12",
+ "battle": "Battle",
+ "battle-die-type-d4": "Battle d4",
+ "battle-die-type-d6": "Battle d6",
+ "battle-die-type-d8": "Battle d8",
+ "battle-die-type-d10": "Battle d10",
+ "battle-die-type-d12": "Battle d12",
+ "boating": "Boating",
+ "boating-die-type-d4": "Boating d4",
+ "boating-die-type-d6": "Boating d6",
+ "boating-die-type-d8": "Boating d8",
+ "boating-die-type-d10": "Boating d10",
+ "boating-die-type-d12": "Boating d12",
+ "commonknowledge": "Common Knowledge",
+ "commonknowledge-die-type-d4": "Common Knowledge d4",
+ "commonknowledge-die-type-d6": "Common Knowledge d6",
+ "commonknowledge-die-type-d8": "Common Knowledge d8",
+ "commonknowledge-die-type-d10": "Common Knowledge d10",
+ "commonknowledge-die-type-d12": "Common Knowledge d12",
+ "driving": "Driving",
+ "driving-die-type-d4": "Driving d4",
+ "driving-die-type-d6": "Driving d6",
+ "driving-die-type-d8": "Driving d8",
+ "driving-die-type-d10": "Driving d10",
+ "driving-die-type-d12": "Driving d12",
+ "electronics": "Electronics",
+ "electronics-die-type-d4": "Electronics d4",
+ "electronics-die-type-d6": "Electronics d6",
+ "electronics-die-type-d8": "Electronics d8",
+ "electronics-die-type-d10": "Electronics d10",
+ "electronics-die-type-d12": "Electronics d12",
+ "faith": "Faith",
+ "faith-die-type-d4": "Faith d4",
+ "faith-die-type-d6": "Faith d6",
+ "faith-die-type-d8": "Faith d8",
+ "faith-die-type-d10": "Faith d10",
+ "faith-die-type-d12": "Faith d12",
+ "focus": "Focus",
+ "focus-die-type-d4": "Focus d4",
+ "focus-die-type-d6": "Focus d6",
+ "focus-die-type-d8": "Focus d8",
+ "focus-die-type-d10": "Focus d10",
+ "focus-die-type-d12": "Focus d12",
+ "gambling": "Gambling",
+ "gambling-die-type-d4": "Gambling d4",
+ "gambling-die-type-d6": "Gambling d6",
+ "gambling-die-type-d8": "Gambling d8",
+ "gambling-die-type-d10": "Gambling d10",
+ "gambling-die-type-d12": "Gambling d12",
+ "guts": "Guts",
+ "guts-die-type-d4": "Gambling d4",
+ "guts-die-type-d6": "Gambling d6",
+ "guts-die-type-d8": "Gambling d8",
+ "guts-die-type-d10": "Gambling d10",
+ "guts-die-type-d12": "Gambling d12",
+ "hacking": "Hacking",
+ "hacking-die-type-d4": "Hacking d4",
+ "hacking-die-type-d6": "Hacking d6",
+ "hacking-die-type-d8": "Hacking d8",
+ "hacking-die-type-d10": "Hacking d10",
+ "hacking-die-type-d12": "Hacking d12",
+ "healing": "Healing",
+ "healing-die-type-d4": "Healing d4",
+ "healing-die-type-d6": "Healing d6",
+ "healing-die-type-d8": "Healing d8",
+ "healing-die-type-d10": "Healing d10",
+ "healing-die-type-d12": "Healing d12",
+ "intimidation": "Intimidation",
+ "intimidation-die-type-d4": "Intimidation d4",
+ "intimidation-die-type-d6": "Intimidation d6",
+ "intimidation-die-type-d8": "Intimidation d8",
+ "intimidation-die-type-d10": "Intimidation d10",
+ "intimidation-die-type-d12": "Intimidation d12",
+ "language": "Language",
+ "language-die-type-d4": "Language d4",
+ "language-die-type-d6": "Language d6",
+ "language-die-type-d8": "Language d8",
+ "language-die-type-d10": "Language d10",
+ "language-die-type-d12": "Language d12",
+ "notice": "Notice",
+ "notice-die-type-d4": "Notice d4",
+ "notice-die-type-d6": "Notice d6",
+ "notice-die-type-d8": "Notice d8",
+ "notice-die-type-d10": "Notice d10",
+ "notice-die-type-d12": "Notice d12",
+ "occult": "Occult",
+ "occult-die-type-d4": "Occult d4",
+ "occult-die-type-d6": "Occult d6",
+ "occult-die-type-d8": "Occult d8",
+ "occult-die-type-d10": "Occult d10",
+ "occult-die-type-d12": "Occult d12",
+ "performance": "Performance",
+ "performance-die-type-d4": "Performance d4",
+ "performance-die-type-d6": "Performance d6",
+ "performance-die-type-d8": "Performance d8",
+ "performance-die-type-d10": "Performance d10",
+ "performance-die-type-d12": "Performance d12",
+ "persuasion": "Persuasion",
+ "persuasion-die-type-d4": "Persuasion d4",
+ "persuasion-die-type-d6": "Persuasion d6",
+ "persuasion-die-type-d8": "Persuasion d8",
+ "persuasion-die-type-d10": "Persuasion d10",
+ "persuasion-die-type-d12": "Persuasion d12",
+ "piloting": "Piloting",
+ "piloting-die-type-d4": "Piloting d4",
+ "piloting-die-type-d6": "Piloting d6",
+ "piloting-die-type-d8": "Piloting d8",
+ "piloting-die-type-d10": "Piloting d10",
+ "piloting-die-type-d12": "Piloting d12",
+ "psionics": "Psionics",
+ "psionics-die-type-d4": "Psionics d4",
+ "psionics-die-type-d6": "Psionics d6",
+ "psionics-die-type-d8": "Psionics d8",
+ "psionics-die-type-d10": "Psionics d10",
+ "psionics-die-type-d12": "Psionics d12",
+ "research": "Research",
+ "research-die-type-d4": "Research d4",
+ "research-die-type-d6": "Research d6",
+ "research-die-type-d8": "Research d8",
+ "research-die-type-d10": "Research d10",
+ "research-die-type-d12": "Research d12",
+ "repair": "Repair",
+ "repair-die-type-d4": "Repair d4",
+ "repair-die-type-d6": "Repair d6",
+ "repair-die-type-d8": "Repair d8",
+ "repair-die-type-d10": "Repair d10",
+ "repair-die-type-d12": "Repair d12",
+ "riding": "Riding",
+ "riding-die-type-d4": "Riding d4",
+ "riding-die-type-d6": "Riding d6",
+ "riding-die-type-d8": "Riding d8",
+ "riding-die-type-d10": "Riding d10",
+ "riding-die-type-d12": "Riding d12",
+ "science": "Science",
+ "science-die-type-d4": "Science d4",
+ "science-die-type-d6": "Science d6",
+ "science-die-type-d8": "Science d8",
+ "science-die-type-d10": "Science d10",
+ "science-die-type-d12": "Science d12",
+ "shooting": "Shooting",
+ "shooting-die-type-d4": "Shooting d4",
+ "shooting-die-type-d6": "Shooting d6",
+ "shooting-die-type-d8": "Shooting d8",
+ "shooting-die-type-d10": "Shooting d10",
+ "shooting-die-type-d12": "Shooting d12",
+ "spellcasting": "Spellcasting",
+ "spellcasting-die-type-d4": "Spellcasting d4",
+ "spellcasting-die-type-d6": "Spellcasting d6",
+ "spellcasting-die-type-d8": "Spellcasting d8",
+ "spellcasting-die-type-d10": "Spellcasting d10",
+ "spellcasting-die-type-d12": "Spellcasting d12",
+ "stealth": "Stealth",
+ "stealth-die-type-d4": "Stealth d4",
+ "stealth-die-type-d6": "Stealth d6",
+ "stealth-die-type-d8": "Stealth d8",
+ "stealth-die-type-d10": "Stealth d10",
+ "stealth-die-type-d12": "Stealth d12",
+ "survival": "Survival",
+ "survival-die-type-d4": "Survival d4",
+ "survival-die-type-d6": "Survival d6",
+ "survival-die-type-d8": "Survival d8",
+ "survival-die-type-d10": "Survival d10",
+ "survival-die-type-d12": "Survival d12",
+ "taunt": "Taunt",
+ "taunt-die-type-d4": "Taunt d4",
+ "taunt-die-type-d6": "Taunt d6",
+ "taunt-die-type-d8": "Taunt d8",
+ "taunt-die-type-d10": "Taunt d10",
+ "taunt-die-type-d12": "Taunt d12",
+ "thievery": "Thievery",
+ "thievery-die-type-d4": "Thievery d4",
+ "thievery-die-type-d6": "Thievery d6",
+ "thievery-die-type-d8": "Thievery d8",
+ "thievery-die-type-d10": "Thievery d10",
+ "thievery-die-type-d12": "Thievery d12",
+ "weird-science": "Weird Science",
+ "weirdscience": "Weird Science",
+ "weird-science-die-type-d4": "Weird Science d4",
+ "weird-science-die-type-d6": "Weird Science d6",
+ "weird-science-die-type-d8": "Weird Science d8",
+ "weird-science-die-type-d10": "Weird Science d10",
+ "weird-science-die-type-d12": "Weird Science d12",
+ "knowledge-other": "Knowledge/Other",
+ "linked-attribute": "Linked Attribute",
+ "knowledge-other-die-type-d4": "Knowledge/Other d4",
+ "knowledge-other-die-type-d6": "Knowledge/Other d6",
+ "knowledge-other-die-type-d8": "Knowledge/Other d8",
+ "knowledge-other-die-type-d10": "Knowledge/Other d10",
+ "knowledge-other-die-type-d12": "Knowledge/Other d12",
+ "skill-name": "Skill Name",
+ "att-mod-description": "Edges/Hindrances for Modifier",
+ "size": "Size",
+ "size-category": "Size Category",
+ "tiny": "Tiny",
+ "very-small": "Very Small",
+ "small": "Small",
+ "normal": "Normal",
+ "large": "Large",
+ "huge": "Huge",
+ "gargantuan": "Gargantuan",
+ "base": "Base",
+ "edge-hindrance-modifier-abbr": "Edge/Hindrance Mod",
+ "running-die-type": "Running Die Type",
+ "pace-configuration": "Pace Configuration",
+ "running-text-before-number": "runs ",
+ "running-text-after-number": "inches",
+ "pace": "Pace",
+ "parry": "Parry",
+ "parry-configuration": "Parry Configuration",
+ "toughness": "Toughness",
+ "toughness-configuration": "Toughness Configuration",
+ "armor": "Armor",
+ "wounds": "Wounds",
+ "wounds-configuration": "Wounds Configuration",
+ "reduce-wound-modifiers": "Reduce Wound Modifiers",
+ "increase-wound-modifiers": "Increase Wound Modifiers",
+ "maximum-wound-modifiers": "Maximum Wound Modifiers",
+ "wound-modifiers": "Wound Modifiers",
+ "fatigue-modifiers": "Fatigue Modifiers",
+ "reduce": "Reduce",
+ "increase": "Increase",
+ "maximum": "Maximum",
+ "fatigue": "Fatigue",
+ "fatigue-configuration": "Fatigue Configuration",
+ "shaken": "Shaken",
+ "incapacitated-abbr": "Inc",
+ "incapacitated": "Incapacitated",
+ "whisper-to-gm": "Whisper to GM",
+ "unshake": "Unshake",
+ "soak": "Soak",
+ "unshake-desc1": "attempts to unshake (Spi",
+ "unshake-desc2": "Wild",
+ "unshake-desc3": "and",
+ "unshake-desc4": "succeeds",
+ "unshake-desc5": "can now act",
+ "unshake-desc6": "fails",
+ "distracted": "Distracted",
+ "vulnerable": "Vulnerable",
+ "stunned": "Stunned",
+ "conviction": "Conviction",
+ "additional-derived-stats": "Additional Derived Stats",
+ "stat-abbr": "Stat",
+ "modifier-abbr": "Mod",
+ "current": "Current",
+ "maximum-abbr": "Max",
+ "derived-stat-name": "Derived Stat Name",
+ "load": "Load",
+ "load-limit-multiplier": "Load Limit Multiplier",
+ "load-limit": "Load Limit",
+ "limit": "Limit",
+ "max-load-modifier": "Max Load Modifier",
+ "carried": "Carried",
+ "total-load-carried": "Total Load Carried",
+ "encumbrance-penalty": "Encumbrance Penalty",
+ "penalty": "Penalty",
+ "ignore-encumbrance": "Ignore Encumbrance",
+ "use-savage-worlds-adventure-edition-abbr-u-encumbrance": "Use SWADE Encumbrance",
+ "dice-singular-type-delta": "Die Type Delta",
+ "money": "Money",
+ "hindrances": "Hindrances",
+ "edges-and-advances": "Edges & Advances",
+ "edge": "Edge",
+ "whisper-hindrance": "Whisper Hindrance",
+ "hindrance": "Hindrance",
+ "hindrance-type": "Hindrance Type",
+ "hindrance-desc": "Hindrance Description",
+ "racial": "Racial",
+ "creation": "Creation",
+ "advance": "Advance",
+ "gm-fiat-slash-other": "GM Fiat/Other",
+ "whisper-edge": "Whisper Edge",
+ "edge-acquired-from": "Edge Acquired From",
+ "edge-desc": "Edge Description",
+ "weapons": "Weapons",
+ "weapon": "Weapon",
+ "range": "Range",
+ "rate-of-fire-abbr": "ROF",
+ "weight-abbr": "Wt",
+ "number-of-shots-shortened": "Shots",
+ "attack-and-damage-abbr": "Atk + Dmg",
+ "multi-attack-and-damage-abbr": "Atkx+Dmg",
+ "damage-only": "Damage Only",
+ "damage": "Damage",
+ "total-weapon-weight-carried": "Total Weapon Weight Carried",
+ "total-gear-weight-carried": "Total Gear Weight Carried",
+ "armor-piercing-abbr-u": "AP",
+ "notes": "Notes",
+ "button-behavior": "Button Behavior",
+ "bonus-damage-die-type": "Bonus Damage Die Type",
+ "strength-abbr": "Str",
+ "agility-abbr": "Agl",
+ "smarts-abbr": "Sma",
+ "spirit-abbr": "Spi",
+ "vigor-abbr": "Vig",
+ "gear": "Gear",
+ "item": "Item",
+ "quantity-abbr": "Qty",
+ "power": "Power",
+ "ab-section-header": "Section Header: ",
+ "ab-column-header": "Column Header: ",
+ "ab-pp": "Power Points Abbreviation: ",
+ "ab-name": "Arcane Background: ",
+ "ab-pp-name": "Power Points Label: ",
+ "ab-color-indicator": "Arcane Background Indicator: ",
+ "skill-only": "Skill Only",
+ "duration": "Duration",
+ "of": "of",
+ "power-point-abbr-u": "PP",
+ "power-point-abbr-u-invested": "PP Invested",
+ "trappings": "Trappings",
+ "show-notes-with-roll": "Show notes with roll",
+ "worn": "Worn",
+ "total-armor-weight-carried": "Total Armor Weight Carried",
+ "armor-type": "Armor Type",
+ "area-protected": "Area Protected",
+ "protection": "Protection",
+ "protection-stacks": "Stacks",
+ "description-notes": "Description/Notes",
+ "leather": "Leather",
+ "torso": "Torso",
+ "head": "Head",
+ "torso-plus-arms": "Torso+Arms",
+ "torso-plus-legs": "Torso+Legs",
+ "torso-plus-arms-plus-legs": "Torso+Arms+Legs",
+ "arms": "Arms",
+ "legs": "Legs",
+ "full-body": "Full Body",
+ "yes": "Yes",
+ "no": "No",
+ "permanent-injuries": "Permanent Injuries",
+ "worst-nightmare": "Worst Nightmare",
+ "physical-appearance-personal-history": "Physical Appearance + Personal History",
+ "physical-appearance-personal-history-parahuman-origin": "Physical Appearance + Personal History + Origins of Parahuman Abilities",
+ "show-quest-log": "Show Quest Log",
+ "quest-log": "Quest Log",
+ "quest-title": "Quest Title",
+ "boss": "Boss",
+ "goal": "Goal",
+ "who-hired-you": "Who Hired You?",
+ "whats-the-goal-of-the-quest": "What's the goal of the quest?",
+ "notes-about-the-quest": "Notes about the quest...",
+ "attributes-start-at-d6": "Attributes start at d6",
+ "hide-powers-section": "Hide Powers Section",
+ "prompt-modifiers-text": "Prompt for Misc. Modifiers",
+ "show-background-description": "Show Background and Description",
+ "show-load-and-encumbrance": "Show Load and Encumbrance",
+ "show-modifiers": "Show Modifiers",
+ "show-soak-button": "Show Soak Button",
+ "show-unshake-button": "Show Unshake Button",
+ "show-the-vehicles-tab": "Show the Vehicles Tab",
+ "whisper-stat-block": "Whisper Stat Block",
+ "wild-card-icon": "Wild Card Icon",
+ "api-initiative-edge": "API: Initiative Edges",
+ "change-slash-modify-skill-names": "Change/Modify Skill Names",
+ "native-language": "Native Language",
+ "setting-rules": "Setting Rules",
+ "variable-bonus-damage-raise-based": "Variable Bonus Damage (Raise Based)",
+ "variable-bonus-damage-edge-based": "Variable Bonus Damage (Edge Based)",
+ "no-power-points": "No Power Points",
+ "manually-set-rank": "Manually set Rank",
+ "use-gritty-damage": "Use Gritty Damage",
+ "use-the-wealth-system": "Use the Wealth System",
+ "other-sheet-tweaks": "Other Sheet Tweaks",
+ "pace-ignores-wounds": "Pace ignores wounds",
+ "wealth-wild-die-type": "Wealth Wild Die die type",
+ "use-wealth-modifier-field": "Use the Wealth Modifier Field",
+ "wealth": "Wealth:",
+ "vehicle-type": "Vehicle Type",
+ "handling": "Handling",
+ "top-speed": "Top Speed (MPH)",
+ "crew": "Crew",
+ "armaments": "Armaments",
+ "placement": "Placement",
+ "cargo": "Cargo",
+ "notes-and-upgrades": "Notes and Upgrades",
+ "auto-roll-bonus-damage": "Auto-roll bonus damage",
+ "roll-bonus-damage": "Roll Bonus Damage",
+ "not-applicable-abbr-u": "N/A",
+ "bonus-damage": "Bonus Damage",
+ "d4": "d4",
+ "d6": "d6",
+ "d8": "d8",
+ "d10": "d10",
+ "d12": "d12",
+ "d20": "d20",
+ "dice-abbreviation": "d",
+ "roll-injury": "Roll Injury",
+ "roll-unshake-button": "Roll to Unshake",
+ "reduced-by-wounds": "Reduced by wounds",
+ "minimum-strength": "Minimum Strength",
+ "minimum-strength-abbr": "Min. Str.",
+ "combat-options-and-situational-rules": "Combat Options & Situational Rules",
+ "aim": "Aim",
+ "aim-description": "Ignore up to 4 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +2 to the roll. Character may not move or take other actions.",
+ "area-of-effect": "Area of Effect",
+ "without-miniatures-abbr": "Without Minis",
+ "bound-and-entangled": "Bound & Entangled",
+ "breaking-free": "Breaking Free",
+ "breaking-things": "Breaking Things",
+ "called-shots": "Called Shots",
+ "cover": "Cover",
+ "obstacles": "Obstacles",
+ "defend": "Defend",
+ "disarm": "Disarm",
+ "the-drop": "The Drop",
+ "evasion": "Evasion",
+ "finishing-move": "Finishing Move",
+ "free-attacks": "Free Attacks",
+ "ganging-up": "Ganging Up",
+ "grappling": "Grappling",
+ "crush": "Crush",
+ "hold": "Hold",
+ "illumination": "Illumination",
+ "improvised-weapons": "Improvised Weapons",
+ "light": "Light",
+ "medium": "Medium",
+ "heavy": "Heavy",
+ "innocent-bystanders": "Innocent Bystanders",
+ "mounted-combat": "Mounted Combat",
+ "multi-actions": "Multi-Actions",
+ "natural-weapons": "Natural Weapons",
+ "nonlethal-damage": "Nonlethal Damage",
+ "off-hand-attack": "Off Hand Attack",
+ "prone": "Prone",
+ "push": "Push",
+ "ranged-attacks-in-melee": "Ranged Attacks in Melee",
+ "readying-weapons": "Readying Weapons",
+ "recoil": "Recoil",
+ "reload": "Reload",
+ "shotguns": "Shotguns",
+ "size-scale": "Size/Scale",
+ "speed": "Speed",
+ "support": "Support",
+ "suppressive-fire": "Suppressive Fire",
+ "surprise": "Surprise",
+ "tests": " Tests",
+ "touch-attack": "Touch Attack",
+ "two-weapons": "Two Weapons",
+ "unstable-platform": "Unstable Platform",
+ "wild-attack": "Wild Attack",
+ "withdrawing-from-combat": "Withdrawing from Combat",
+ "area-of-effect-desciption": "Targets touching template suffer damage. Treat cover as Armor. Missed attack rolls may deviate.",
+ "without-miniatures-description": "SBT affects 2 targets, MBT or Cone 3, LBT 4.",
+ "bound-and-entangled-description": "Entangled characters can’t move and are Distracted until free. Bound characters are also Vulnerable, and cannot take physical actions other than trying to break free.",
+ "breaking-free-description": "Victim makes Athletics (or Str–2) roll as an action (an opposed roll if held by a foe). Success improves Bound to Entangled, or Entangled to free. A raise frees the victim. Either may roll Str–2 instead.",
+ "breaking-things-description": "See Obstacle Hardness Table; Stationary items are Parry 2. No bonus damage or Aces are possible.",
+ "called-shots-description": "Limb is −2 / Hand –4 and may disarm. Head or vitals is −4 and +4 Damage.",
+ "cover-description": "Light −2, Medium −4, Heavy −6, Near Total −8.",
+ "obstacles-description": "Obstacles add to Armor if attack misses by cover penalty. Sample values",
+ "defend-description": "+4 Parry. Takes entire turn and character may not run.",
+ "disarm-description": "Called shot to limb or weapon. If weapon, roll as object and target must make a Str roll ≥ than the damage or drop it. If a limb, a Shaken or Wounded defender must make a Str roll at –2 (limb) or (–4) hand or drop the item.",
+ "distracted-description": "–2 to all Trait rolls until the end of the character’s next turn.",
+ "the-drop-description": "+4 to attack and damage if target is defenseless. If Shaken or Wounded, victim must make a Vigor roll (at –2 versus attacks to the head) or be KO’ed.",
+ "evasion-description": "Characters may avoid attacks that specifically say they may be evaded, by making an Agility roll at –2.",
+ "fatigue-description": "–1 to all actions (–2 if Exhausted). Fatigue improves one level every hour unless the source says otherwise. Incapacitated victims fall unconscious for 2d6 hours.",
+ "finishing-move-description": "Instant kill to helpless foe with a lethal weapon.",
+ "free-attacks-description": "The character gets to make an attack with no special maneuvers or optional combat Edges such as Frenzy or Sweep.",
+ "ganging-up-description": "+1 Fighting per additional adjacent attacker to a maximum of +4.",
+ "grappling-description": "If the attacker succeeds at an opposed Athletics roll, the victim is Entangled if successful, or Bound with a raise and the grappler is also Vulnerable.",
+ "crush-description": "Once grappled, the attacker may take an action to make an opposed Strength roll, causing his Strength in damage if successful (those with the Bite Special Ability may bite instead).",
+ "hold-description": "The character “Holds” her Action Card to go later in the current or later round. She loses her Hold status if Shaken or Stunned. She may interrupt foe’s actions with an opposed Athletics roll.",
+ "illumination-description": "Dim –2; Dark –4; Pitch Darkness –6.",
+ "improvised-weapons-description": "–2 to attacks.",
+ "light-description": "Range 3/6/12, Damage Str+d4, Min Str d4;",
+ "medium-description": "Range 2/4/8, Damage Str+d6, Min Str d6;",
+ "heavy-description": "Range 1/2/4, Damage Str+d8, Min Str d8;",
+ "innocent-bystanders-description": "Missed Athletics (throwing) / Shooting rolls with a 1 (1 or 2 for shotgun or automatic fire) on the skill die hits a random adjacent target.",
+ "mounted-combat-description": "Mount and rider act on same Action Card; Rider attacks with lower of Fighting or Riding; Shooting incurs –2 Unstable Platform penalty; Charging is +4 Damage but requires 6′′ of straight movement.",
+ "multi-actions-description": "Subtract 2 from all actions for each additional action attempted beyond the first (maximum of 3).",
+ "natural-weapons-description": "Creatures with fangs, claws, horns, etc, are considered armed. Bite can be performed while grappling, claws add +2 to Athletics (climbing), and horns add +4 damage if the creature Runs at least 5′′.",
+ "nonlethal-damage-description": "Declare prior to making an attack roll; Targets are knocked out for 1d6 hours instead of potentially killed when Incapacitated. Edged weapons suffer −1 to attack rolls.",
+ "off-hand-attack-description": "−2 to attack rolls with off hand.",
+ "prone-description": "Medium Cover from ranged attacks 3′′ or greater; −2 Fighting and −2 Parry. Standing cost 2” of movement.",
+ "push-description": "Attacker and defender make opposed Strength rolls (+2 if attacker moved more than 2′′). Defender is knocked back 1′′ (2′′ with raise). Pushed victims make Athletics test (−2 if Pushed with raise) or be knocked prone. Both add their shield’s Parry bonus.",
+ "range-description": "Short 0, Medium −2, Long −4, Extreme –8.",
+ "ranged-attacks-in-melee-description": "Attacker may use power or weapon no larger than a pistol; Target Number is defender’s Parry.",
+ "readying-weapons-description": "May ready up to two easily available items per turn as a free action. Additional items are actions.",
+ "recoil-description": "−2 Shooting if RoF is 2 or higher.",
+ "reload-description": "Nocking arrow or loading sling stone is a free action once per action. Loading bolts, clips, magazine, or single bullets is an action.",
+ "shotguns-description": "+2 to Shooting. Damage is 3d6 at Short Range, 2d6 at Medium, and 1d6 at Long.",
+ "size-scale-description": "Tiny –6, Very Small –4, Small –2, Large +2, Huge +4, Gargantuan +6. Add difference vs larger targets; Subtract difference against smaller targets.",
+ "speed-description": "–1 (60 MPH+), –2 (120 MPH+), –4 (240 MPH+), –6 (Mach 1+), –8 (Mach 2+), –10 (near light speed)",
+ "stunned-description": "Victims are Distracted until they recover, fall prone, can’t move or take actions, don’t count toward the Gang Up bonus, and are subject to the Drop.",
+ "support-description": "Character describes using a skill in some way that helps an ally and adds +1 to his total with success and +2 with a raise. Critical Failure subtracts 2.",
+ "suppressive-fire-description": "Attacker places Medium Blast Template and makes Shooting roll. Each target hit by the attack total is Distracted, or hit for damage with a raise (up to the weapon’s Rate of Fire).",
+ "surprise-description": "Ambushers start on Hold, victims make Notice roll or get no Action Card on first round.",
+ "tests-description": "Describe action and make opposed skill test versus foe’s linked attribute. If successful, foe is Distracted or Vulnerable (attacker’s choice), and Shaken with a raise.",
+ "touch-attack-description": "+2 to Fighting roll.",
+ "two-weapons-description": "+1 to Fighting if foe has a single weapon, no shield, or is unarmed.",
+ "unstable-platform-description": "−2 Shooting from a moving vehicle, animal, or other unstable surface.",
+ "vulnerable-description": "Actions against the character are made at +2 until the end of their next turn. (Does not stack with The Drop.)",
+ "wild-attack-description": "+2 Fighting, +2 Damage, but Vulnerable until the end of the attacker’s next turn.",
+ "withdrawing-from-combat-description": "Adjacent foes get one free attack at retreating character as long as they are not Shaken or Stunned.",
+ "documentation": "Documentation",
+ "reroll": "[Re-Roll]",
+ "roll-damage": "[Roll Damage]",
+ "reroll-damage": "[Re-Roll Damage]",
+ "standard-wild-die-type": "Standard Wild Die",
+ "type": "Type",
+ "edges": "Edges",
+ "reduce-wound-penalty": "Reduce Wound Penalty",
+ "edges-abilities-that-reduce-wound-penalties": "Edges or Abilities That Reduce Wound Penalties",
+ "edges-abilities-that-increase-wound-penalties": "Edges or Abilities That Increase Wound Penalties",
+ "edges-or-abilities": "Edges/Abilities",
+ "increase-wound-penalty": "Increase Wound Penalty",
+ "edges-abilities-that-cap-maximum-wound-penalties": "Edges or Abilities That Cap Wound Penalties",
+ "maximum-wound-penalty": "Maximum Wound Penalty",
+ "reduce-fatigue-penalty": "Reduce Fatigue Penalty",
+ "increase-fatigue-penalty": "Increase Fatigue Penalty",
+ "maximum-fatigue-penalty": "Maximum Fatigue Penalty",
+ "edges-abilities-that-reduce-fatigue-penalties": "Edges or Abilities That Reduce Fatigue Penalties",
+ "edges-abilities-that-increase-fatigue-penalties": "Edges or Abilities That Increase Fatigue Penalties",
+ "edges-abilities-that-cap-maximum-fatigue-penalties": "Edges or Abilities That Cap Fatigue Penalties",
+ "amount-to-reduce-penalty-by": "Amount to reduce Penalty by...",
+ "amount-to-increase-penalty-by": "Amount to Increase Penalty by...",
+ "maximum-wound-penalty-suffered": "Maximum Wound Penalty Suffered",
+ "maximum-fatigue-penalty-suffered": "Maximum Fatigue Penalty Suffered",
+ "specialization": "Specialization",
+ "unread-releasenotes": "Unread Release Notes",
+ "read-releasenotes": "Read Release Notes",
+ "on-character-profile-tab": "On the character profile tab",
+ "go-to-statblock-view": "Go to stat block view",
+ "go-to-full-edit-view": "Go to full edit view",
+ "jump-to-character-profile-tab": "Jump to the Character Profile Tab",
+ "jump-to-vehicle-tab": "Jump to Vehicle Tab",
+ "on-vehicle-tab": "On Vehicle Tab",
+ "jump-to-journal-tab": "Jump to Journal Tab",
+ "on-journal-tab": "On Journal Tab",
+ "jump-to-sheet-configuration-tab": "Jump to Sheet Configuration Tab",
+ "on-sheet-configuration-tab": "On Sheet Configuration Tab",
+ "send-statblock-chatlog": "Send stat block to chat log",
+ "go-to-combat-options-and-situational-rules": "Go to Combat Options & Situational Rules tab",
+ "jump-to-combat-options-tab": "Jump to Combat Options & Situational Rules tab",
+ "on-combat-options-tab": "On Combat Options & Situational Rules tab",
+ "unstun-roll": "Rolling to remove Stunned: A success removes the Stunned, but leaves the character Distracted and Vulnerable; a raise removes Stunned and Distracted.",
+ "special-abilities": "Special Abilities",
+ "special-ability": "Special Ability",
+ "whisper-special-ability-description": "Whisper Special Ability Description",
+ "special-ability-description": "Special Ability Description",
+ "show-special-abilities": "Show Special Abilities",
+ "details": "Details",
+ "extra": "Extra",
+ "extra-config": "This option sets new characters to default as Extras, instead of Wild Cards.",
+ "show-core-skills": "Show Core Skills",
+ "show-core-skills-by-default": "Checking this box will show the Five Core skills (Athletics, Common Knowledge, Notice, Persuastion, and Stealth) by default.",
+ "start-attributes-at-d6": "Start Attributes at d6",
+ "start-attributes-at-d6-by-default": "Check this box to automatically set the Attributes (Agility, Smarts, Spirit, Strength, and Vigor) to d6 by default.",
+ "automatically-roll-bonus-damage": "Auto-roll Bonus Damage",
+ "roll-extra-d6-with-all-damage-rolls": "Check this box to automatically roll an extra d6 for bonus damage when damage is rolled. This will roll whether the bonus damage should apply or not.",
+ "hide-power-section": "Hide Power Section",
+ "hides-power-section-for-characters-without-powers": "Check this box if most of your characters are not going to have Arcane Backgrounds or need Powers.",
+ "show-vehicle-tab": "Show the Vehicle Tab",
+ "check-to-show-vehicle-tab": "Vehicle tab is hidden by default, check this to show the vehicle",
+ "prompt-for-roll-modifiers": "Prompt for roll modifiers",
+ "will-display-popup-on-all-rolls": "Checking this will display a pop-up asking for any modifiers for all rolls made from the character sheet.",
+ "wild-card-symbol": "Wild Card Symbol",
+ "set-default-icon-for-wild-card-characters": "Set the default icon to designate a Wild Card. Will accept most unicode characters (including emojis--though these may make it difficult to tell a Wild Card from an Extra, because they don't gray out).",
+ "show-modifiers-in-roll-templates": "Show modifiers in roll template rolls",
+ "shows-any-modifiers-to-a-roll-in-roll-templates": "Checking this will show any modifiers to a roll at the bottom of the roll template.",
+ "additiona-derived-stats": "Additional Derived Stats",
+ "all-custom-derived-stats": "Checking this will display a place on the character sheet for custom derived stats.",
+ "setting-rule-no-power-points": "Setting Rule: No Power Points",
+ "no-power-points-setting-rule": "Checking this will enable the No Power Points Setting Rule",
+ "setting-rule-gritty-damage": "Setting Rule: Gritty Damage",
+ "use-the-gritty-damage-setting-rule": "Check this to use the Gritty Damage setting rule.",
+ "setting-rule-wealth-system": "Setting Rule: Use abstract wealth system",
+ "use-die-based-wealth-instead-of-money": "Use the die-based wealth system instead of money.",
+ "injury-table-name": "Injury Table Name",
+ "only-need-if-using-gritty-damage-rule": "If using the Gritty Damage setting rule, this table name is needed and should the name of the rollable table for the Gritty Damage rolls. You will need to be sure to set this up.",
+ "rename-faith": "Rename Faith",
+ "change-skill-name-of-faith": "Change the name of the Faith skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-focus": "Rename Focus",
+ "change-skill-name-of-focus": "Change the name of the Focus skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-performance": "Rename Performance",
+ "change-skill-name-of-performance": "Change the name of the Performance skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-psionics": "Rename Psionics",
+ "change-skill-name-of-psionics": "Change the name of the Psionics skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-spellcasting": "Rename Spellcasting",
+ "change-skill-name-of-spellcasting": "Change the name of the Spellcasting skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-weird-science": "Rename Weird Science",
+ "change-skill-name-of-weird-science": "Change the name of the Weird Science skill. This will change the name only, it won't change it's order in the list, etc.",
+ "start-fighting-as-unskilled": "Start Fighting as Unskilled",
+ "avoid-confusion-about-fighting": "Avoids confusion around Fighting costing a skill point to get to d4",
+ "savaged-us-json-format": "This importer is based off the generic VTT json format from savaged.us",
+ "introduction-shortened-u": "INTRO",
+ "top-bar-u": "TOP BAR",
+ "configuration-u": "CONFIGURATION",
+ "json-importer": "JSON Importer",
+ "character-profile-u": "CHARACTER PROFILE",
+ "top-bar": "Top Bar",
+ "powers": "Powers",
+ "combat-options-page-u": "COMBAT OPTIONS PAGE",
+ "roll20-wiki-link": "Roll20 Character Sheet documentation wiki",
+ "intro-paragraph": "This “in-sheet” documentation is not meant to be comprehensive, but rather highlight some features that may be less understood, but play a bigger part during a game session. For full documentation you should visit the",
+ "top-bar-paragraph": "This contains the buttons that allow you to navigate to different aspects/views of the character sheet. The buttons are (from left to right):",
+ "edit-mode-character-profile": "Edit Mode of Character Profile (not always visible)",
+ "character-profile": "Character Profile",
+ "vehicle-page": "Vehicle Page (not always visible)",
+ "character-journal-notes": "Character Journal/Notes",
+ "configuration-page": "Configuration Page",
+ "stat-block-ouput": "Stat Block output to Chat",
+ "release-notes": "Release Notes",
+ "version": "Version",
+ "documentation-this-page": "Documentation (this page)",
+ "setting-rules-paragraph": "This section has options for various setting rules (such as Gritty Damage, No Power Points, etc).",
+ "gritty-damage": "Gritty Damage",
+ "gritty-damage-paragraph": "If Gritty Damage is turned on, the GM must create a Rollable table for the Injury rolls. If this rollable table is not created and the exact name of the table entered in the Gritting Damage field for the table name, this functionality will not work.",
+ "variable-bonus-damage": "Variable Bonus Damage",
+ "variable-bonus-damage-paragraph": "If a character has an Edge that alters the bonus damage die when a Raise is scored, you’ll want to select one of the Variable Bonus Damage check boxes. The Raise Based check box will have a pop-up appear asking what Bonus Die Type to use. If you select the Edge based one, the weapon will have a drop down for you to select the appropriate die type for that given weapon.",
+ "injury-table": "Injury Table",
+ "rollable-table-configuration": "Rollable Table Configuration",
+ "result-2d6": "Result (2d6)",
+ "description": "Description",
+ "sub-effect": "Sub-effect",
+ "table-entry-name": "Table Entry Name",
+ "table-entry-weight": "Table Entry Weight",
+ "unmentionables": "Unmentionables",
+ "arm": "Arm",
+ "left-arm": "Left Arm",
+ "right-arm": "Right Arm",
+ "broken": "Broken",
+ "battered": "Battered",
+ "busted": "Busted",
+ "leg": "Leg",
+ "left-leg": "Left Leg",
+ "right-leg": "Right Leg",
+ "hideous-scar": "Hideous Scar",
+ "blinded": "Blinded",
+ "brain-damage": "Brain Damage",
+ "unmentionables-description": "If the injury is permanent, reproduction is out of the question without miracle surgery or magic. There is no other effect from this result.",
+ "left-arm-description": "The victim can no longer use his left arm.",
+ "right-arm-description": "The victim can no longer use his right arm.",
+ "broken-description": "Your hero catches one in the core. Agility reduced a die type (minimum d4).",
+ "battered-description": "Your hero catches one in the core. Vigor reduced a die type (minimum d4).",
+ "busted-description": "Your hero catches one in the core. Strength reduced a die type (minimum d4).",
+ "left-leg-description": "Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.",
+ "right-leg-description": "Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.",
+ "hideous-scar-description": "A grievous injury to the head. Your hero now has the Ugly (Major) Hindrance.",
+ "blinded-description": "A grievous injury to the head. An eye is damaged. Gain the One Eye Hindrance (or the Blind Hindrance if he only had one good eye).",
+ "brain-damage-description": "A grievous injury to the head. Massive trauma to the head. Smarts reduced one die type (min d4).",
+ "other-tweaks-paragraph": "This section has options for changing how the sheet works and some of its capabilities.",
+ "atk-roll-query": "Atk^ roll query",
+ "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.",
+ "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.",
+ "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.",
+ "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:",
+ "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.",
+ "api-initiative-edges": "API Initiative Edges",
+ "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us",
+ "api-edges-paragraph2": "To import your character copy the JSON text and paste it in the JSON Importer field. Once you click out of the field, the importer will begin working. When the text disappears from the input box, the import is complete.",
+ "api-edges-paragraph3": "Currently, the sheet only supports an initial import. If you import a second JSON (even for the same character) you will get duplication of any data in repeating sections (e.g. Hindrances, Edges, Weapons, etc).",
+ "note-u": "NOTE",
+ "character-profile-paragraph": "This page contains all the core stats for your character, including your character’s health.",
+ "edit-mode": "Edit Mode",
+ "edit-mode-paragraph": "While in 'Edit' mode, the paper + pencil icon will turn to a green document icon with no pencil, and all character sections are displayed so Ranks can be set, weapons and Spells configured, etc. While in this mode, each item can be expanded for customization and configuration (more on this below).",
+ "stat-block-mode-paragraph": "Conversely, while in “Stat Block” mode, Attributes, Skills, Weapons, and Powers/Spells are collapsed and visible in the Left-hand column of the sheet. Each of these sections becomes a series of buttons that can be pressed to make the various rolls without all the extra space required if these sections were show in their full, editable state.",
+ "stat-block-mode": "Stat Block Mode",
+ "edit-stat-block-paragraph1": "The “Edit/Stat Block” button is only visible while the Character Profile tab is active.",
+ "important-note": "Important Note",
+ "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.",
+ "roll-button": "Roll Button",
+ "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).",
+ "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.",
+ "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF",
+ "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.",
+ "pro-tip-punches": "Pro Tip for setting up Punches",
+ "pro-tip-punches-paragraph": "Since punches only do Strength damage and do not get the Wild Die, you can set up a Fist as a weapon and configure the damage to do Strength + 0 d6 + 0. This will roll a Strength die only.",
+ "pro-tip-complex-damage-paragraph": "Some settings like Rifts do odd types of damage like 2d6 + d8. To accomplish this you would have N/A + 2d6 + 1d8! The exclamation mark tells the Roll20 dice engine to explode the die roll if the maximum number is rolled on the die. Because that field is a text field you can do any formula notation including notes for the roll. For example, the 1d8! could be written as: 1d8! [magic enchantment to do an addition d8 damage against vampires], and while that won’t all be visible, the tool tip on the roll itself would indicate what that additional d8 damage was for.",
+ "pro-tip-complex-damage": "Pro Tip for setting up Complex Damage",
+ "powers-paragraph": "This sheet allows more than Arcane Background to be configured (see below), you may have more than one set of Power Points displayed. If you are using the No Power Points setting rule (and that option is checked on the Configuration Page), these power point fields will be hidden.",
+ "powers-section-config-paragraph1": "The section configuration pane is accessed by clicking the crossed hammer + wrench icon (which will turn into a checkmark, and clicking the checkmark will close the configuration pane).",
+ "powers-section-configuration-pane": "Powers Section Configuration Pane",
+ "powers-section-config-paragraph2": "This pane has two types of sections; the first configures the section headers and labels, and the second configures arcane background labels (and distinguishing colors if your character has more than one AB).",
+ "powers-section-config-paragraph3": "If you have more than one arcane background and need to delete one, click the red trashcan icon under the list of ABs. The bottom most AB will be hidden.",
+ "powers-section-config-paragraph4": "The sheet only allows a maximum of five (5) different Arcane Backgrounds.",
+ "combat-options-paragraph1": "This page contains a cheat sheet of things to try in combat to mix things up. It explains any bonuses or negative modifiers associated with the option.",
+ "combat-options-paragraph2": "It also contains information on situational rules (such as Unstable platform). It’s a handy place to look if you want quick access to rules without having to jump to the rule book.",
+ "miscellaneous-abbr-trait-modifier-plural-singular": "Misc. Trait Modifier(s)",
+ "miscellaneous-abbr-damage-modifier-plural-singular": "Misc. Damage Modifier(s)",
+ "initial-release": "Initial Release",
+ "initial-release-info": "This is the intial release of the Official Savage Worlds Character Sheet for Roll20. This sheet includes a lot of automation for things like Pace, Parry, and Toughness. It also keeps track of the weight carried by your character, etc.",
+ "highlights": "Highlights",
+ "single-click-trait-assignmet": "A single click will set a Trait's rank; for skills, just hover over the Rank die type to auto-expand the selection.",
+ "dice-rolling": "All Traits can be rolled directly from the character sheet.",
+ "bonus-dice-control": "Control over whether the sheet automatically rolls bonus dice or not.",
+ "condensed-view-of-derived-stats": "A condensed view of the Derived stats (Pace, Parry, Toughness) shows only the relevant info with the ability to configure and fine-tune them.",
+ "encumbrance-tracking": "Auto-calculate Encumbrance penalties with the ability to turn Encumbrance off.",
+ "setting-rules-info": "The ability to handle various setting rules, like Gritty Damage.",
+ "temporary-boost-lower-traits": "The ability to temporarily boost or lower traits. This is useful for things like Jack-of-All-Trades or the Boost/Lower Trait power.",
+ "things-to-be-aware-of": "Things to be aware of",
+ "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.",
+ "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.",
+ "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.",
+ "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
+ "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).",
+ "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:",
+ "planned-enhancements": "Planned Enhancements",
+ "trademark-weapon": "Trademark Weapon",
+ "variable-base-damage": "Support for variable base damage for things such as Shotguns.",
+ "multiple-vehicles": "Ability to have multiple vehicles.",
+ "character-update-via-json": "Ability to update character progession via the JSON importer.",
+ "condensed-view-and-skill-specialization": "The condensed view of the character sheet has problems if you are using skill specialization. In most situations it should be fine, however, you may experience odd display issues if specializations are used.",
+ "statblock-to-chat-log": "The stat block to chat output currently doesn't support custom/additional Derived Stats, or the Special Abilities container.",
+ "manually-set-advances": "Manually set Advances",
+ "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons",
+ "minor-release": "Minor Release",
+ "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.",
+ "enhancements": "Enhancements",
+ "bugs-fixed": "Bugs Fixed",
+ "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.",
+ "weird-science-now-appears-in-powers-skill-drop-down": "Weird Science didn't always show as an available skill to use for casting spells when Weird Science was selected as a skill on th character sheet. This has been corrected, so if Weird Science is selected in the skills section, it will show as an option for casting powers.",
+ "option-to-for-alphanumeric-rank-display-for-traits": "An option has been added under Other Sheet Tweaks to allow one to use the alphanumeric rank designation (e.g. d4, d6, d8, etc.) instead of the die type icons.",
+ "manual-tracking-advances": "Previously one couldn't manually enter the number of Advances; an option has been added to the Other Sheet Tweaks section to allow one to 'Manually set Advances'.",
+ "use-alphanumeric-rank-designation": "Use alphanumeric Rank Designation",
+ "set-alphanumeric-designation-instead-of-dice-icons": "Sets Traits to show an alphanumeric designation for Trait Ranks (e.g. d4, d6, d8, etc) instead of the dice icons",
+ "plus-the-next": "Plus the next ",
+ "fear-roll": "Fear Roll",
+ "show-fear-roll-button": "Show Fear Roll button",
+ "show-fighting-by-default": "Show Fighting by default",
+ "show-fighting-skill-by-default": "Checking this box will show the Fighting skill by default.",
+ "attack-abbr-roll-query-sorted-high-to-low": "Atk^ roll query sorted High to Low",
+ "attack-abbr-roll-query-sorted-low-to-high": "Atk^ roll query sorted Low to High",
+ "attack-abbr-always-roll-max-no-roll-query": "Atk^ always roll max (no roll query)",
+ "fear-table-adrenaline-surge-description": "Adrenaline Surge ({{0}}): The hero’s \"fight\" response takes over. He acts as if he had a Joker this action!",
+ "fear-table-distracted-description": "Distracted ({{0}}): The hero is Distracted until the end of his next turn.",
+ "fear-table-vulnerable-description": "Vulnerable ({{0}}): The target is Vulnerable until the end of his next turn.",
+ "fear-table-shaken-description": "Shaken ({{0}}): The character is Shaken.",
+ "fear-table-mark-of-fear-description": "The Mark of Fear ({{0}}): The hero is Stunned and suffers some cosmetic physical alteration—a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests.",
+ "fear-table-frightened-description": "Frightened ({{0}}): The character gains the Hesitant Hindrance for the remainder of the encounter. If he already has it, he’s Panicked instead.",
+ "fear-table-panicked-description": "Panicked ({{0}}): The character immediately moves his full Pace plus running die away from the danger and is Shaken.",
+ "fear-table-minor-phobia-description": "Minor Phobia ({{0}}): The character gains a Minor Phobia Hindrance somehow associated with the trauma.",
+ "fear-table-major-phobia-description": "Major Phobia ({{0}}): The character gains the Major Phobia Hindrance.",
+ "fear-table-heart-attack-description": "Heart Attack ({{0}}): The hero is so overwhelmed with fear that his heart stutters. He must make an immediate Vigor roll at –2. If successful, he's Stunned. If he fails, he's Incapacitated and dies in {{1}} rounds. In the latter case, a Healing roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter.",
+ "fear-table-support": "Added a button to roll on the Fear Table. If you don't want this button showing, it can be hidden by unchecking the box on the Configuration page, under the 'Other Sheet Tweaks' setion.",
+ "armor-expansion-icon": "Armor expansion (unhide) icon - this icon was misplaced and overlapped with the Armor heading. This has been corrected.",
+ "toughness-going-lower-than-1": "Toughness going lower than 1 - if Size (or other modifiers) could cause Toughness to go lower than one (1). This has been corrected and the lowest Toughness will go is 1.",
+ "variable-bonus-damage-die-type-not-working": "Variable bonus damage die type not working - while not strictly a bug, it was confusing, because the die type selection was always visible. Using the variable bonus die type is now selected by default so that field will always work.",
+ "fighting-skill-visibility": "Fighting skill always showing - having this skill always showing was causing confusion, the skill is now hidden by default. The character sheet has an Sheet Settings option to show this skill by default.",
+ "rof-greater-than-six": "Rate of Fire 6+ - when using the Atk^x button option with a ROF greater than 6 odd things were being displayed. This has been corrected.",
+ "unskilled-rolls-missing-misc-modifiers": "Unskilled Wild Die Rolls missing the Misc. Modifiers - when making an unskilled roll with additional modifiers, those modifiers were not being applied to the Wild Die roll. This has been corrected.",
+ "bonus-damage-roll-not-exploding": "Bonus damage not exploding - the additional d6 bonus damage was not exploding if a 6 was rolled. This has been corrected.",
+ "savage-worlds": "Savage Worlds",
+ "deadlands": "Deadlands",
+ "logo-to-show": "Logo to show",
+ "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
+ "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.",
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
+}
diff --git a/Official Savage Worlds/translations/cs.json b/Official Savage Worlds/translations/cs.json
index 3422bd98eb..bd400a2d09 100644
--- a/Official Savage Worlds/translations/cs.json
+++ b/Official Savage Worlds/translations/cs.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/da.json b/Official Savage Worlds/translations/da.json
index 213504fc01..c71d6911b6 100644
--- a/Official Savage Worlds/translations/da.json
+++ b/Official Savage Worlds/translations/da.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/de.json b/Official Savage Worlds/translations/de.json
index 75784e59ce..e2b51ab68f 100644
--- a/Official Savage Worlds/translations/de.json
+++ b/Official Savage Worlds/translations/de.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/el.json b/Official Savage Worlds/translations/el.json
index 42474654d0..c5eaca7033 100644
--- a/Official Savage Worlds/translations/el.json
+++ b/Official Savage Worlds/translations/el.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/en.json b/Official Savage Worlds/translations/en.json
index 6641489131..88f264f06d 100644
--- a/Official Savage Worlds/translations/en.json
+++ b/Official Savage Worlds/translations/en.json
@@ -736,7 +736,7 @@
"atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.",
"atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.",
"atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.",
- "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can",
+ "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:",
"api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.",
"api-initiative-edges": "API Initiative Edges",
"api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us",
@@ -753,7 +753,7 @@
"edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.",
"roll-button": "Roll Button",
"roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).",
- "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.",
+ "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.",
"pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF",
"damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.",
"pro-tip-punches": "Pro Tip for setting up Punches",
@@ -784,11 +784,11 @@
"json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.",
"combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.",
"condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.",
- "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
+ "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
"be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).",
"be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:",
"planned-enhancements": "Planned Enhancements",
- "trademark-weapon": "Support for Trademark Weapon.",
+ "trademark-weapon": "Trademark Weapon",
"variable-base-damage": "Support for variable base damage for things such as Shotguns.",
"multiple-vehicles": "Ability to have multiple vehicles.",
"character-update-via-json": "Ability to update character progession via the JSON importer.",
@@ -797,7 +797,7 @@
"manually-set-advances": "Manually set Advances",
"use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons",
"minor-release": "Minor Release",
- "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.",
+ "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.",
"enhancements": "Enhancements",
"bugs-fixed": "Bugs Fixed",
"documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.",
@@ -836,6 +836,23 @@
"deadlands": "Deadlands",
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
- "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.",
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/es.json b/Official Savage Worlds/translations/es.json
index 52338482df..911840e408 100644
--- a/Official Savage Worlds/translations/es.json
+++ b/Official Savage Worlds/translations/es.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo a mostrar",
"swap-swade-logo-for-deadlands-logo": "Añadida la capacidad de cambiar el logo de Savage Worlds por el de Deadlands.",
"fighting-skill-on-older-sheets": "La habilidad de Pelear debería mostrarse automáticamente para versiones de hoja menores que la 1.00.03",
- "skill-selection-list-firefox": "Arreglado un fallo por el que la lista de selección de habilidades desbordaba en una tercera columna en el Firefox."
+ "skill-selection-list-firefox": "Arreglado un fallo por el que la lista de selección de habilidades desbordaba en una tercera columna en el Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/fr.json b/Official Savage Worlds/translations/fr.json
index a3200d8ee4..8828dfebe3 100644
--- a/Official Savage Worlds/translations/fr.json
+++ b/Official Savage Worlds/translations/fr.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/he.json b/Official Savage Worlds/translations/he.json
index 61bc98b296..9d1f6bdf43 100644
--- a/Official Savage Worlds/translations/he.json
+++ b/Official Savage Worlds/translations/he.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/hu.json b/Official Savage Worlds/translations/hu.json
new file mode 100644
index 0000000000..b77be8dd7f
--- /dev/null
+++ b/Official Savage Worlds/translations/hu.json
@@ -0,0 +1,858 @@
+{
+ "wild-card": "Wild Card",
+ "mook": "Mook",
+ "character-name": "Name",
+ "skill": "Skill",
+ "skills": "Skills",
+ "skills-u": "SKILLS",
+ "equipment": "Equipment",
+ "equipment-u": "EQUIPMENT",
+ "vehicles": "Vehicles",
+ "configuration": "Configuration",
+ "attributes": "Attributes",
+ "attributes-u": "ATTRIBUTES",
+ "race": "Race",
+ "gender": "Gender",
+ "agility": "Agility",
+ "smarts": "Smarts",
+ "spirit": "Spirit",
+ "strength": "Strength",
+ "vigor": "Vigor",
+ "agl-u": "(AGL)",
+ "sma-u": "(SMA)",
+ "spi-u": "(SPI)",
+ "str-u": "(STR)",
+ "vig-u": "(VIG)",
+ "agility-die-type-d4": "Agility d4",
+ "agility-die-type-d6": "Agility d6",
+ "agility-die-type-d8": "Agility d8",
+ "agility-die-type-d10": "Agility d10",
+ "agility-die-type-d12": "Agility d12",
+ "smarts-die-type-d4": "Smarts d4",
+ "smarts-die-type-d6": "Smarts d6",
+ "smarts-die-type-d8": "Smarts d8",
+ "smarts-die-type-d10": "Smarts d10",
+ "smarts-die-type-d12": "Smarts d12",
+ "spirit-die-type-d4": "Spirit d4",
+ "spirit-die-type-d6": "Spirit d6",
+ "spirit-die-type-d8": "Spirit d8",
+ "spirit-die-type-d10": "Spirit d10",
+ "spirit-die-type-d12": "Spirit d12",
+ "strength-die-type-d4": "Strength d4",
+ "strength-die-type-d6": "Strength d6",
+ "strength-die-type-d8": "Strength d8",
+ "strength-die-type-d10": "Strength d10",
+ "strength-die-type-d12": "Strength d12",
+ "vigor-die-type-d4": "Vigor d4",
+ "vigor-die-type-d6": "Vigor d6",
+ "vigor-die-type-d8": "Vigor d8",
+ "vigor-die-type-d10": "Vigor d10",
+ "vigor-die-type-d12": "Vigor d12",
+ "whisper-roll-to-gm": "Whisper roll to GM",
+ "die-step-delta": "steps boosted/lowered from Base",
+ "wild-die": "Wild Die",
+ "animal-intelligence": "Animal Intelligence",
+ "no-modifying-edges": "No modifying eges",
+ "age": "Age",
+ "character-height": "Height",
+ "weight": "Weight",
+ "advances": "Advances",
+ "rank": "Rank",
+ "novice": "Novice",
+ "seasoned": "Seasoned",
+ "veteran": "Veteran",
+ "heroic": "Heroic",
+ "legendary": "Legendary",
+ "use-skill-specialization": "Use skill specialization",
+ "all": "All",
+ "core-skills": "Core Skills",
+ "__skill-select-list-COMMENT": "This is the order skills should appear in the skills configuration window",
+ "skill-select-list": "all-skills,core-skills,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,focus,gambling,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other",
+ "__character-skills-COMMENT": "This is the order skills should appear once skill have been selected to be used/displayed",
+ "character-skills": "unskilled,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,fighting,focus,gambling,guts,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other",
+ "fighting": "Fighting",
+ "fighting-die-type-d4": "Fighting d4",
+ "fighting-die-type-d6": "Fighting d6",
+ "fighting-die-type-d8": "Fighting d8",
+ "fighting-die-type-d10": "Fighting d10",
+ "fighting-die-type-d12": "Fighting d12",
+ "unskilled": "Unskilled",
+ "unskilled-d4-2": "Unskilled (d4-2)",
+ "jack-of-all-trades": "Jack-of-All-Trades",
+ "apply-encumbrance": "Apply Encumbrance",
+ "academics": "Academics",
+ "academics-die-type-d4": "Academics d4",
+ "academics-die-type-d6": "Academics d6",
+ "academics-die-type-d8": "Academics d8",
+ "academics-die-type-d10": "Academics d10",
+ "academics-die-type-d12": "Academics d12",
+ "athletics": "Athletics",
+ "athletics-die-type-d4": "Athletics d4",
+ "athletics-die-type-d6": "Athletics d6",
+ "athletics-die-type-d8": "Athletics d8",
+ "athletics-die-type-d10": "Athletics d10",
+ "athletics-die-type-d12": "Athletics d12",
+ "battle": "Battle",
+ "battle-die-type-d4": "Battle d4",
+ "battle-die-type-d6": "Battle d6",
+ "battle-die-type-d8": "Battle d8",
+ "battle-die-type-d10": "Battle d10",
+ "battle-die-type-d12": "Battle d12",
+ "boating": "Boating",
+ "boating-die-type-d4": "Boating d4",
+ "boating-die-type-d6": "Boating d6",
+ "boating-die-type-d8": "Boating d8",
+ "boating-die-type-d10": "Boating d10",
+ "boating-die-type-d12": "Boating d12",
+ "commonknowledge": "Common Knowledge",
+ "commonknowledge-die-type-d4": "Common Knowledge d4",
+ "commonknowledge-die-type-d6": "Common Knowledge d6",
+ "commonknowledge-die-type-d8": "Common Knowledge d8",
+ "commonknowledge-die-type-d10": "Common Knowledge d10",
+ "commonknowledge-die-type-d12": "Common Knowledge d12",
+ "driving": "Driving",
+ "driving-die-type-d4": "Driving d4",
+ "driving-die-type-d6": "Driving d6",
+ "driving-die-type-d8": "Driving d8",
+ "driving-die-type-d10": "Driving d10",
+ "driving-die-type-d12": "Driving d12",
+ "electronics": "Electronics",
+ "electronics-die-type-d4": "Electronics d4",
+ "electronics-die-type-d6": "Electronics d6",
+ "electronics-die-type-d8": "Electronics d8",
+ "electronics-die-type-d10": "Electronics d10",
+ "electronics-die-type-d12": "Electronics d12",
+ "faith": "Faith",
+ "faith-die-type-d4": "Faith d4",
+ "faith-die-type-d6": "Faith d6",
+ "faith-die-type-d8": "Faith d8",
+ "faith-die-type-d10": "Faith d10",
+ "faith-die-type-d12": "Faith d12",
+ "focus": "Focus",
+ "focus-die-type-d4": "Focus d4",
+ "focus-die-type-d6": "Focus d6",
+ "focus-die-type-d8": "Focus d8",
+ "focus-die-type-d10": "Focus d10",
+ "focus-die-type-d12": "Focus d12",
+ "gambling": "Gambling",
+ "gambling-die-type-d4": "Gambling d4",
+ "gambling-die-type-d6": "Gambling d6",
+ "gambling-die-type-d8": "Gambling d8",
+ "gambling-die-type-d10": "Gambling d10",
+ "gambling-die-type-d12": "Gambling d12",
+ "guts": "Guts",
+ "guts-die-type-d4": "Gambling d4",
+ "guts-die-type-d6": "Gambling d6",
+ "guts-die-type-d8": "Gambling d8",
+ "guts-die-type-d10": "Gambling d10",
+ "guts-die-type-d12": "Gambling d12",
+ "hacking": "Hacking",
+ "hacking-die-type-d4": "Hacking d4",
+ "hacking-die-type-d6": "Hacking d6",
+ "hacking-die-type-d8": "Hacking d8",
+ "hacking-die-type-d10": "Hacking d10",
+ "hacking-die-type-d12": "Hacking d12",
+ "healing": "Healing",
+ "healing-die-type-d4": "Healing d4",
+ "healing-die-type-d6": "Healing d6",
+ "healing-die-type-d8": "Healing d8",
+ "healing-die-type-d10": "Healing d10",
+ "healing-die-type-d12": "Healing d12",
+ "intimidation": "Intimidation",
+ "intimidation-die-type-d4": "Intimidation d4",
+ "intimidation-die-type-d6": "Intimidation d6",
+ "intimidation-die-type-d8": "Intimidation d8",
+ "intimidation-die-type-d10": "Intimidation d10",
+ "intimidation-die-type-d12": "Intimidation d12",
+ "language": "Language",
+ "language-die-type-d4": "Language d4",
+ "language-die-type-d6": "Language d6",
+ "language-die-type-d8": "Language d8",
+ "language-die-type-d10": "Language d10",
+ "language-die-type-d12": "Language d12",
+ "notice": "Notice",
+ "notice-die-type-d4": "Notice d4",
+ "notice-die-type-d6": "Notice d6",
+ "notice-die-type-d8": "Notice d8",
+ "notice-die-type-d10": "Notice d10",
+ "notice-die-type-d12": "Notice d12",
+ "occult": "Occult",
+ "occult-die-type-d4": "Occult d4",
+ "occult-die-type-d6": "Occult d6",
+ "occult-die-type-d8": "Occult d8",
+ "occult-die-type-d10": "Occult d10",
+ "occult-die-type-d12": "Occult d12",
+ "performance": "Performance",
+ "performance-die-type-d4": "Performance d4",
+ "performance-die-type-d6": "Performance d6",
+ "performance-die-type-d8": "Performance d8",
+ "performance-die-type-d10": "Performance d10",
+ "performance-die-type-d12": "Performance d12",
+ "persuasion": "Persuasion",
+ "persuasion-die-type-d4": "Persuasion d4",
+ "persuasion-die-type-d6": "Persuasion d6",
+ "persuasion-die-type-d8": "Persuasion d8",
+ "persuasion-die-type-d10": "Persuasion d10",
+ "persuasion-die-type-d12": "Persuasion d12",
+ "piloting": "Piloting",
+ "piloting-die-type-d4": "Piloting d4",
+ "piloting-die-type-d6": "Piloting d6",
+ "piloting-die-type-d8": "Piloting d8",
+ "piloting-die-type-d10": "Piloting d10",
+ "piloting-die-type-d12": "Piloting d12",
+ "psionics": "Psionics",
+ "psionics-die-type-d4": "Psionics d4",
+ "psionics-die-type-d6": "Psionics d6",
+ "psionics-die-type-d8": "Psionics d8",
+ "psionics-die-type-d10": "Psionics d10",
+ "psionics-die-type-d12": "Psionics d12",
+ "research": "Research",
+ "research-die-type-d4": "Research d4",
+ "research-die-type-d6": "Research d6",
+ "research-die-type-d8": "Research d8",
+ "research-die-type-d10": "Research d10",
+ "research-die-type-d12": "Research d12",
+ "repair": "Repair",
+ "repair-die-type-d4": "Repair d4",
+ "repair-die-type-d6": "Repair d6",
+ "repair-die-type-d8": "Repair d8",
+ "repair-die-type-d10": "Repair d10",
+ "repair-die-type-d12": "Repair d12",
+ "riding": "Riding",
+ "riding-die-type-d4": "Riding d4",
+ "riding-die-type-d6": "Riding d6",
+ "riding-die-type-d8": "Riding d8",
+ "riding-die-type-d10": "Riding d10",
+ "riding-die-type-d12": "Riding d12",
+ "science": "Science",
+ "science-die-type-d4": "Science d4",
+ "science-die-type-d6": "Science d6",
+ "science-die-type-d8": "Science d8",
+ "science-die-type-d10": "Science d10",
+ "science-die-type-d12": "Science d12",
+ "shooting": "Shooting",
+ "shooting-die-type-d4": "Shooting d4",
+ "shooting-die-type-d6": "Shooting d6",
+ "shooting-die-type-d8": "Shooting d8",
+ "shooting-die-type-d10": "Shooting d10",
+ "shooting-die-type-d12": "Shooting d12",
+ "spellcasting": "Spellcasting",
+ "spellcasting-die-type-d4": "Spellcasting d4",
+ "spellcasting-die-type-d6": "Spellcasting d6",
+ "spellcasting-die-type-d8": "Spellcasting d8",
+ "spellcasting-die-type-d10": "Spellcasting d10",
+ "spellcasting-die-type-d12": "Spellcasting d12",
+ "stealth": "Stealth",
+ "stealth-die-type-d4": "Stealth d4",
+ "stealth-die-type-d6": "Stealth d6",
+ "stealth-die-type-d8": "Stealth d8",
+ "stealth-die-type-d10": "Stealth d10",
+ "stealth-die-type-d12": "Stealth d12",
+ "survival": "Survival",
+ "survival-die-type-d4": "Survival d4",
+ "survival-die-type-d6": "Survival d6",
+ "survival-die-type-d8": "Survival d8",
+ "survival-die-type-d10": "Survival d10",
+ "survival-die-type-d12": "Survival d12",
+ "taunt": "Taunt",
+ "taunt-die-type-d4": "Taunt d4",
+ "taunt-die-type-d6": "Taunt d6",
+ "taunt-die-type-d8": "Taunt d8",
+ "taunt-die-type-d10": "Taunt d10",
+ "taunt-die-type-d12": "Taunt d12",
+ "thievery": "Thievery",
+ "thievery-die-type-d4": "Thievery d4",
+ "thievery-die-type-d6": "Thievery d6",
+ "thievery-die-type-d8": "Thievery d8",
+ "thievery-die-type-d10": "Thievery d10",
+ "thievery-die-type-d12": "Thievery d12",
+ "weird-science": "Weird Science",
+ "weirdscience": "Weird Science",
+ "weird-science-die-type-d4": "Weird Science d4",
+ "weird-science-die-type-d6": "Weird Science d6",
+ "weird-science-die-type-d8": "Weird Science d8",
+ "weird-science-die-type-d10": "Weird Science d10",
+ "weird-science-die-type-d12": "Weird Science d12",
+ "knowledge-other": "Knowledge/Other",
+ "linked-attribute": "Linked Attribute",
+ "knowledge-other-die-type-d4": "Knowledge/Other d4",
+ "knowledge-other-die-type-d6": "Knowledge/Other d6",
+ "knowledge-other-die-type-d8": "Knowledge/Other d8",
+ "knowledge-other-die-type-d10": "Knowledge/Other d10",
+ "knowledge-other-die-type-d12": "Knowledge/Other d12",
+ "skill-name": "Skill Name",
+ "att-mod-description": "Edges/Hindrances for Modifier",
+ "size": "Size",
+ "size-category": "Size Category",
+ "tiny": "Tiny",
+ "very-small": "Very Small",
+ "small": "Small",
+ "normal": "Normal",
+ "large": "Large",
+ "huge": "Huge",
+ "gargantuan": "Gargantuan",
+ "base": "Base",
+ "edge-hindrance-modifier-abbr": "Edge/Hindrance Mod",
+ "running-die-type": "Running Die Type",
+ "pace-configuration": "Pace Configuration",
+ "running-text-before-number": "runs ",
+ "running-text-after-number": "inches",
+ "pace": "Pace",
+ "parry": "Parry",
+ "parry-configuration": "Parry Configuration",
+ "toughness": "Toughness",
+ "toughness-configuration": "Toughness Configuration",
+ "armor": "Armor",
+ "wounds": "Wounds",
+ "wounds-configuration": "Wounds Configuration",
+ "reduce-wound-modifiers": "Reduce Wound Modifiers",
+ "increase-wound-modifiers": "Increase Wound Modifiers",
+ "maximum-wound-modifiers": "Maximum Wound Modifiers",
+ "wound-modifiers": "Wound Modifiers",
+ "fatigue-modifiers": "Fatigue Modifiers",
+ "reduce": "Reduce",
+ "increase": "Increase",
+ "maximum": "Maximum",
+ "fatigue": "Fatigue",
+ "fatigue-configuration": "Fatigue Configuration",
+ "shaken": "Shaken",
+ "incapacitated-abbr": "Inc",
+ "incapacitated": "Incapacitated",
+ "whisper-to-gm": "Whisper to GM",
+ "unshake": "Unshake",
+ "soak": "Soak",
+ "unshake-desc1": "attempts to unshake (Spi",
+ "unshake-desc2": "Wild",
+ "unshake-desc3": "and",
+ "unshake-desc4": "succeeds",
+ "unshake-desc5": "can now act",
+ "unshake-desc6": "fails",
+ "distracted": "Distracted",
+ "vulnerable": "Vulnerable",
+ "stunned": "Stunned",
+ "conviction": "Conviction",
+ "additional-derived-stats": "Additional Derived Stats",
+ "stat-abbr": "Stat",
+ "modifier-abbr": "Mod",
+ "current": "Current",
+ "maximum-abbr": "Max",
+ "derived-stat-name": "Derived Stat Name",
+ "load": "Load",
+ "load-limit-multiplier": "Load Limit Multiplier",
+ "load-limit": "Load Limit",
+ "limit": "Limit",
+ "max-load-modifier": "Max Load Modifier",
+ "carried": "Carried",
+ "total-load-carried": "Total Load Carried",
+ "encumbrance-penalty": "Encumbrance Penalty",
+ "penalty": "Penalty",
+ "ignore-encumbrance": "Ignore Encumbrance",
+ "use-savage-worlds-adventure-edition-abbr-u-encumbrance": "Use SWADE Encumbrance",
+ "dice-singular-type-delta": "Die Type Delta",
+ "money": "Money",
+ "hindrances": "Hindrances",
+ "edges-and-advances": "Edges & Advances",
+ "edge": "Edge",
+ "whisper-hindrance": "Whisper Hindrance",
+ "hindrance": "Hindrance",
+ "hindrance-type": "Hindrance Type",
+ "hindrance-desc": "Hindrance Description",
+ "racial": "Racial",
+ "creation": "Creation",
+ "advance": "Advance",
+ "gm-fiat-slash-other": "GM Fiat/Other",
+ "whisper-edge": "Whisper Edge",
+ "edge-acquired-from": "Edge Acquired From",
+ "edge-desc": "Edge Description",
+ "weapons": "Weapons",
+ "weapon": "Weapon",
+ "range": "Range",
+ "rate-of-fire-abbr": "ROF",
+ "weight-abbr": "Wt",
+ "number-of-shots-shortened": "Shots",
+ "attack-and-damage-abbr": "Atk + Dmg",
+ "multi-attack-and-damage-abbr": "Atkx+Dmg",
+ "damage-only": "Damage Only",
+ "damage": "Damage",
+ "total-weapon-weight-carried": "Total Weapon Weight Carried",
+ "total-gear-weight-carried": "Total Gear Weight Carried",
+ "armor-piercing-abbr-u": "AP",
+ "notes": "Notes",
+ "button-behavior": "Button Behavior",
+ "bonus-damage-die-type": "Bonus Damage Die Type",
+ "strength-abbr": "Str",
+ "agility-abbr": "Agl",
+ "smarts-abbr": "Sma",
+ "spirit-abbr": "Spi",
+ "vigor-abbr": "Vig",
+ "gear": "Gear",
+ "item": "Item",
+ "quantity-abbr": "Qty",
+ "power": "Power",
+ "ab-section-header": "Section Header: ",
+ "ab-column-header": "Column Header: ",
+ "ab-pp": "Power Points Abbreviation: ",
+ "ab-name": "Arcane Background: ",
+ "ab-pp-name": "Power Points Label: ",
+ "ab-color-indicator": "Arcane Background Indicator: ",
+ "skill-only": "Skill Only",
+ "duration": "Duration",
+ "of": "of",
+ "power-point-abbr-u": "PP",
+ "power-point-abbr-u-invested": "PP Invested",
+ "trappings": "Trappings",
+ "show-notes-with-roll": "Show notes with roll",
+ "worn": "Worn",
+ "total-armor-weight-carried": "Total Armor Weight Carried",
+ "armor-type": "Armor Type",
+ "area-protected": "Area Protected",
+ "protection": "Protection",
+ "protection-stacks": "Stacks",
+ "description-notes": "Description/Notes",
+ "leather": "Leather",
+ "torso": "Torso",
+ "head": "Head",
+ "torso-plus-arms": "Torso+Arms",
+ "torso-plus-legs": "Torso+Legs",
+ "torso-plus-arms-plus-legs": "Torso+Arms+Legs",
+ "arms": "Arms",
+ "legs": "Legs",
+ "full-body": "Full Body",
+ "yes": "Yes",
+ "no": "No",
+ "permanent-injuries": "Permanent Injuries",
+ "worst-nightmare": "Worst Nightmare",
+ "physical-appearance-personal-history": "Physical Appearance + Personal History",
+ "physical-appearance-personal-history-parahuman-origin": "Physical Appearance + Personal History + Origins of Parahuman Abilities",
+ "show-quest-log": "Show Quest Log",
+ "quest-log": "Quest Log",
+ "quest-title": "Quest Title",
+ "boss": "Boss",
+ "goal": "Goal",
+ "who-hired-you": "Who Hired You?",
+ "whats-the-goal-of-the-quest": "What's the goal of the quest?",
+ "notes-about-the-quest": "Notes about the quest...",
+ "attributes-start-at-d6": "Attributes start at d6",
+ "hide-powers-section": "Hide Powers Section",
+ "prompt-modifiers-text": "Prompt for Misc. Modifiers",
+ "show-background-description": "Show Background and Description",
+ "show-load-and-encumbrance": "Show Load and Encumbrance",
+ "show-modifiers": "Show Modifiers",
+ "show-soak-button": "Show Soak Button",
+ "show-unshake-button": "Show Unshake Button",
+ "show-the-vehicles-tab": "Show the Vehicles Tab",
+ "whisper-stat-block": "Whisper Stat Block",
+ "wild-card-icon": "Wild Card Icon",
+ "api-initiative-edge": "API: Initiative Edges",
+ "change-slash-modify-skill-names": "Change/Modify Skill Names",
+ "native-language": "Native Language",
+ "setting-rules": "Setting Rules",
+ "variable-bonus-damage-raise-based": "Variable Bonus Damage (Raise Based)",
+ "variable-bonus-damage-edge-based": "Variable Bonus Damage (Edge Based)",
+ "no-power-points": "No Power Points",
+ "manually-set-rank": "Manually set Rank",
+ "use-gritty-damage": "Use Gritty Damage",
+ "use-the-wealth-system": "Use the Wealth System",
+ "other-sheet-tweaks": "Other Sheet Tweaks",
+ "pace-ignores-wounds": "Pace ignores wounds",
+ "wealth-wild-die-type": "Wealth Wild Die die type",
+ "use-wealth-modifier-field": "Use the Wealth Modifier Field",
+ "wealth": "Wealth:",
+ "vehicle-type": "Vehicle Type",
+ "handling": "Handling",
+ "top-speed": "Top Speed (MPH)",
+ "crew": "Crew",
+ "armaments": "Armaments",
+ "placement": "Placement",
+ "cargo": "Cargo",
+ "notes-and-upgrades": "Notes and Upgrades",
+ "auto-roll-bonus-damage": "Auto-roll bonus damage",
+ "roll-bonus-damage": "Roll Bonus Damage",
+ "not-applicable-abbr-u": "N/A",
+ "bonus-damage": "Bonus Damage",
+ "d4": "d4",
+ "d6": "d6",
+ "d8": "d8",
+ "d10": "d10",
+ "d12": "d12",
+ "d20": "d20",
+ "dice-abbreviation": "d",
+ "roll-injury": "Roll Injury",
+ "roll-unshake-button": "Roll to Unshake",
+ "reduced-by-wounds": "Reduced by wounds",
+ "minimum-strength": "Minimum Strength",
+ "minimum-strength-abbr": "Min. Str.",
+ "combat-options-and-situational-rules": "Combat Options & Situational Rules",
+ "aim": "Aim",
+ "aim-description": "Ignore up to 4 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +2 to the roll. Character may not move or take other actions.",
+ "area-of-effect": "Area of Effect",
+ "without-miniatures-abbr": "Without Minis",
+ "bound-and-entangled": "Bound & Entangled",
+ "breaking-free": "Breaking Free",
+ "breaking-things": "Breaking Things",
+ "called-shots": "Called Shots",
+ "cover": "Cover",
+ "obstacles": "Obstacles",
+ "defend": "Defend",
+ "disarm": "Disarm",
+ "the-drop": "The Drop",
+ "evasion": "Evasion",
+ "finishing-move": "Finishing Move",
+ "free-attacks": "Free Attacks",
+ "ganging-up": "Ganging Up",
+ "grappling": "Grappling",
+ "crush": "Crush",
+ "hold": "Hold",
+ "illumination": "Illumination",
+ "improvised-weapons": "Improvised Weapons",
+ "light": "Light",
+ "medium": "Medium",
+ "heavy": "Heavy",
+ "innocent-bystanders": "Innocent Bystanders",
+ "mounted-combat": "Mounted Combat",
+ "multi-actions": "Multi-Actions",
+ "natural-weapons": "Natural Weapons",
+ "nonlethal-damage": "Nonlethal Damage",
+ "off-hand-attack": "Off Hand Attack",
+ "prone": "Prone",
+ "push": "Push",
+ "ranged-attacks-in-melee": "Ranged Attacks in Melee",
+ "readying-weapons": "Readying Weapons",
+ "recoil": "Recoil",
+ "reload": "Reload",
+ "shotguns": "Shotguns",
+ "size-scale": "Size/Scale",
+ "speed": "Speed",
+ "support": "Support",
+ "suppressive-fire": "Suppressive Fire",
+ "surprise": "Surprise",
+ "tests": " Tests",
+ "touch-attack": "Touch Attack",
+ "two-weapons": "Two Weapons",
+ "unstable-platform": "Unstable Platform",
+ "wild-attack": "Wild Attack",
+ "withdrawing-from-combat": "Withdrawing from Combat",
+ "area-of-effect-desciption": "Targets touching template suffer damage. Treat cover as Armor. Missed attack rolls may deviate.",
+ "without-miniatures-description": "SBT affects 2 targets, MBT or Cone 3, LBT 4.",
+ "bound-and-entangled-description": "Entangled characters can’t move and are Distracted until free. Bound characters are also Vulnerable, and cannot take physical actions other than trying to break free.",
+ "breaking-free-description": "Victim makes Athletics (or Str–2) roll as an action (an opposed roll if held by a foe). Success improves Bound to Entangled, or Entangled to free. A raise frees the victim. Either may roll Str–2 instead.",
+ "breaking-things-description": "See Obstacle Hardness Table; Stationary items are Parry 2. No bonus damage or Aces are possible.",
+ "called-shots-description": "Limb is −2 / Hand –4 and may disarm. Head or vitals is −4 and +4 Damage.",
+ "cover-description": "Light −2, Medium −4, Heavy −6, Near Total −8.",
+ "obstacles-description": "Obstacles add to Armor if attack misses by cover penalty. Sample values",
+ "defend-description": "+4 Parry. Takes entire turn and character may not run.",
+ "disarm-description": "Called shot to limb or weapon. If weapon, roll as object and target must make a Str roll ≥ than the damage or drop it. If a limb, a Shaken or Wounded defender must make a Str roll at –2 (limb) or (–4) hand or drop the item.",
+ "distracted-description": "–2 to all Trait rolls until the end of the character’s next turn.",
+ "the-drop-description": "+4 to attack and damage if target is defenseless. If Shaken or Wounded, victim must make a Vigor roll (at –2 versus attacks to the head) or be KO’ed.",
+ "evasion-description": "Characters may avoid attacks that specifically say they may be evaded, by making an Agility roll at –2.",
+ "fatigue-description": "–1 to all actions (–2 if Exhausted). Fatigue improves one level every hour unless the source says otherwise. Incapacitated victims fall unconscious for 2d6 hours.",
+ "finishing-move-description": "Instant kill to helpless foe with a lethal weapon.",
+ "free-attacks-description": "The character gets to make an attack with no special maneuvers or optional combat Edges such as Frenzy or Sweep.",
+ "ganging-up-description": "+1 Fighting per additional adjacent attacker to a maximum of +4.",
+ "grappling-description": "If the attacker succeeds at an opposed Athletics roll, the victim is Entangled if successful, or Bound with a raise and the grappler is also Vulnerable.",
+ "crush-description": "Once grappled, the attacker may take an action to make an opposed Strength roll, causing his Strength in damage if successful (those with the Bite Special Ability may bite instead).",
+ "hold-description": "The character “Holds” her Action Card to go later in the current or later round. She loses her Hold status if Shaken or Stunned. She may interrupt foe’s actions with an opposed Athletics roll.",
+ "illumination-description": "Dim –2; Dark –4; Pitch Darkness –6.",
+ "improvised-weapons-description": "–2 to attacks.",
+ "light-description": "Range 3/6/12, Damage Str+d4, Min Str d4;",
+ "medium-description": "Range 2/4/8, Damage Str+d6, Min Str d6;",
+ "heavy-description": "Range 1/2/4, Damage Str+d8, Min Str d8;",
+ "innocent-bystanders-description": "Missed Athletics (throwing) / Shooting rolls with a 1 (1 or 2 for shotgun or automatic fire) on the skill die hits a random adjacent target.",
+ "mounted-combat-description": "Mount and rider act on same Action Card; Rider attacks with lower of Fighting or Riding; Shooting incurs –2 Unstable Platform penalty; Charging is +4 Damage but requires 6′′ of straight movement.",
+ "multi-actions-description": "Subtract 2 from all actions for each additional action attempted beyond the first (maximum of 3).",
+ "natural-weapons-description": "Creatures with fangs, claws, horns, etc, are considered armed. Bite can be performed while grappling, claws add +2 to Athletics (climbing), and horns add +4 damage if the creature Runs at least 5′′.",
+ "nonlethal-damage-description": "Declare prior to making an attack roll; Targets are knocked out for 1d6 hours instead of potentially killed when Incapacitated. Edged weapons suffer −1 to attack rolls.",
+ "off-hand-attack-description": "−2 to attack rolls with off hand.",
+ "prone-description": "Medium Cover from ranged attacks 3′′ or greater; −2 Fighting and −2 Parry. Standing cost 2” of movement.",
+ "push-description": "Attacker and defender make opposed Strength rolls (+2 if attacker moved more than 2′′). Defender is knocked back 1′′ (2′′ with raise). Pushed victims make Athletics test (−2 if Pushed with raise) or be knocked prone. Both add their shield’s Parry bonus.",
+ "range-description": "Short 0, Medium −2, Long −4, Extreme –8.",
+ "ranged-attacks-in-melee-description": "Attacker may use power or weapon no larger than a pistol; Target Number is defender’s Parry.",
+ "readying-weapons-description": "May ready up to two easily available items per turn as a free action. Additional items are actions.",
+ "recoil-description": "−2 Shooting if RoF is 2 or higher.",
+ "reload-description": "Nocking arrow or loading sling stone is a free action once per action. Loading bolts, clips, magazine, or single bullets is an action.",
+ "shotguns-description": "+2 to Shooting. Damage is 3d6 at Short Range, 2d6 at Medium, and 1d6 at Long.",
+ "size-scale-description": "Tiny –6, Very Small –4, Small –2, Large +2, Huge +4, Gargantuan +6. Add difference vs larger targets; Subtract difference against smaller targets.",
+ "speed-description": "–1 (60 MPH+), –2 (120 MPH+), –4 (240 MPH+), –6 (Mach 1+), –8 (Mach 2+), –10 (near light speed)",
+ "stunned-description": "Victims are Distracted until they recover, fall prone, can’t move or take actions, don’t count toward the Gang Up bonus, and are subject to the Drop.",
+ "support-description": "Character describes using a skill in some way that helps an ally and adds +1 to his total with success and +2 with a raise. Critical Failure subtracts 2.",
+ "suppressive-fire-description": "Attacker places Medium Blast Template and makes Shooting roll. Each target hit by the attack total is Distracted, or hit for damage with a raise (up to the weapon’s Rate of Fire).",
+ "surprise-description": "Ambushers start on Hold, victims make Notice roll or get no Action Card on first round.",
+ "tests-description": "Describe action and make opposed skill test versus foe’s linked attribute. If successful, foe is Distracted or Vulnerable (attacker’s choice), and Shaken with a raise.",
+ "touch-attack-description": "+2 to Fighting roll.",
+ "two-weapons-description": "+1 to Fighting if foe has a single weapon, no shield, or is unarmed.",
+ "unstable-platform-description": "−2 Shooting from a moving vehicle, animal, or other unstable surface.",
+ "vulnerable-description": "Actions against the character are made at +2 until the end of their next turn. (Does not stack with The Drop.)",
+ "wild-attack-description": "+2 Fighting, +2 Damage, but Vulnerable until the end of the attacker’s next turn.",
+ "withdrawing-from-combat-description": "Adjacent foes get one free attack at retreating character as long as they are not Shaken or Stunned.",
+ "documentation": "Documentation",
+ "reroll": "[Re-Roll]",
+ "roll-damage": "[Roll Damage]",
+ "reroll-damage": "[Re-Roll Damage]",
+ "standard-wild-die-type": "Standard Wild Die",
+ "type": "Type",
+ "edges": "Edges",
+ "reduce-wound-penalty": "Reduce Wound Penalty",
+ "edges-abilities-that-reduce-wound-penalties": "Edges or Abilities That Reduce Wound Penalties",
+ "edges-abilities-that-increase-wound-penalties": "Edges or Abilities That Increase Wound Penalties",
+ "edges-or-abilities": "Edges/Abilities",
+ "increase-wound-penalty": "Increase Wound Penalty",
+ "edges-abilities-that-cap-maximum-wound-penalties": "Edges or Abilities That Cap Wound Penalties",
+ "maximum-wound-penalty": "Maximum Wound Penalty",
+ "reduce-fatigue-penalty": "Reduce Fatigue Penalty",
+ "increase-fatigue-penalty": "Increase Fatigue Penalty",
+ "maximum-fatigue-penalty": "Maximum Fatigue Penalty",
+ "edges-abilities-that-reduce-fatigue-penalties": "Edges or Abilities That Reduce Fatigue Penalties",
+ "edges-abilities-that-increase-fatigue-penalties": "Edges or Abilities That Increase Fatigue Penalties",
+ "edges-abilities-that-cap-maximum-fatigue-penalties": "Edges or Abilities That Cap Fatigue Penalties",
+ "amount-to-reduce-penalty-by": "Amount to reduce Penalty by...",
+ "amount-to-increase-penalty-by": "Amount to Increase Penalty by...",
+ "maximum-wound-penalty-suffered": "Maximum Wound Penalty Suffered",
+ "maximum-fatigue-penalty-suffered": "Maximum Fatigue Penalty Suffered",
+ "specialization": "Specialization",
+ "unread-releasenotes": "Unread Release Notes",
+ "read-releasenotes": "Read Release Notes",
+ "on-character-profile-tab": "On the character profile tab",
+ "go-to-statblock-view": "Go to stat block view",
+ "go-to-full-edit-view": "Go to full edit view",
+ "jump-to-character-profile-tab": "Jump to the Character Profile Tab",
+ "jump-to-vehicle-tab": "Jump to Vehicle Tab",
+ "on-vehicle-tab": "On Vehicle Tab",
+ "jump-to-journal-tab": "Jump to Journal Tab",
+ "on-journal-tab": "On Journal Tab",
+ "jump-to-sheet-configuration-tab": "Jump to Sheet Configuration Tab",
+ "on-sheet-configuration-tab": "On Sheet Configuration Tab",
+ "send-statblock-chatlog": "Send stat block to chat log",
+ "go-to-combat-options-and-situational-rules": "Go to Combat Options & Situational Rules tab",
+ "jump-to-combat-options-tab": "Jump to Combat Options & Situational Rules tab",
+ "on-combat-options-tab": "On Combat Options & Situational Rules tab",
+ "unstun-roll": "Rolling to remove Stunned: A success removes the Stunned, but leaves the character Distracted and Vulnerable; a raise removes Stunned and Distracted.",
+ "special-abilities": "Special Abilities",
+ "special-ability": "Special Ability",
+ "whisper-special-ability-description": "Whisper Special Ability Description",
+ "special-ability-description": "Special Ability Description",
+ "show-special-abilities": "Show Special Abilities",
+ "details": "Details",
+ "extra": "Extra",
+ "extra-config": "This option sets new characters to default as Extras, instead of Wild Cards.",
+ "show-core-skills": "Show Core Skills",
+ "show-core-skills-by-default": "Checking this box will show the Five Core skills (Athletics, Common Knowledge, Notice, Persuastion, and Stealth) by default.",
+ "start-attributes-at-d6": "Start Attributes at d6",
+ "start-attributes-at-d6-by-default": "Check this box to automatically set the Attributes (Agility, Smarts, Spirit, Strength, and Vigor) to d6 by default.",
+ "automatically-roll-bonus-damage": "Auto-roll Bonus Damage",
+ "roll-extra-d6-with-all-damage-rolls": "Check this box to automatically roll an extra d6 for bonus damage when damage is rolled. This will roll whether the bonus damage should apply or not.",
+ "hide-power-section": "Hide Power Section",
+ "hides-power-section-for-characters-without-powers": "Check this box if most of your characters are not going to have Arcane Backgrounds or need Powers.",
+ "show-vehicle-tab": "Show the Vehicle Tab",
+ "check-to-show-vehicle-tab": "Vehicle tab is hidden by default, check this to show the vehicle",
+ "prompt-for-roll-modifiers": "Prompt for roll modifiers",
+ "will-display-popup-on-all-rolls": "Checking this will display a pop-up asking for any modifiers for all rolls made from the character sheet.",
+ "wild-card-symbol": "Wild Card Symbol",
+ "set-default-icon-for-wild-card-characters": "Set the default icon to designate a Wild Card. Will accept most unicode characters (including emojis--though these may make it difficult to tell a Wild Card from an Extra, because they don't gray out).",
+ "show-modifiers-in-roll-templates": "Show modifiers in roll template rolls",
+ "shows-any-modifiers-to-a-roll-in-roll-templates": "Checking this will show any modifiers to a roll at the bottom of the roll template.",
+ "additiona-derived-stats": "Additional Derived Stats",
+ "all-custom-derived-stats": "Checking this will display a place on the character sheet for custom derived stats.",
+ "setting-rule-no-power-points": "Setting Rule: No Power Points",
+ "no-power-points-setting-rule": "Checking this will enable the No Power Points Setting Rule",
+ "setting-rule-gritty-damage": "Setting Rule: Gritty Damage",
+ "use-the-gritty-damage-setting-rule": "Check this to use the Gritty Damage setting rule.",
+ "setting-rule-wealth-system": "Setting Rule: Use abstract wealth system",
+ "use-die-based-wealth-instead-of-money": "Use the die-based wealth system instead of money.",
+ "injury-table-name": "Injury Table Name",
+ "only-need-if-using-gritty-damage-rule": "If using the Gritty Damage setting rule, this table name is needed and should the name of the rollable table for the Gritty Damage rolls. You will need to be sure to set this up.",
+ "rename-faith": "Rename Faith",
+ "change-skill-name-of-faith": "Change the name of the Faith skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-focus": "Rename Focus",
+ "change-skill-name-of-focus": "Change the name of the Focus skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-performance": "Rename Performance",
+ "change-skill-name-of-performance": "Change the name of the Performance skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-psionics": "Rename Psionics",
+ "change-skill-name-of-psionics": "Change the name of the Psionics skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-spellcasting": "Rename Spellcasting",
+ "change-skill-name-of-spellcasting": "Change the name of the Spellcasting skill. This will change the name only, it won't change it's order in the list, etc.",
+ "rename-weird-science": "Rename Weird Science",
+ "change-skill-name-of-weird-science": "Change the name of the Weird Science skill. This will change the name only, it won't change it's order in the list, etc.",
+ "start-fighting-as-unskilled": "Start Fighting as Unskilled",
+ "avoid-confusion-about-fighting": "Avoids confusion around Fighting costing a skill point to get to d4",
+ "savaged-us-json-format": "This importer is based off the generic VTT json format from savaged.us",
+ "introduction-shortened-u": "INTRO",
+ "top-bar-u": "TOP BAR",
+ "configuration-u": "CONFIGURATION",
+ "json-importer": "JSON Importer",
+ "character-profile-u": "CHARACTER PROFILE",
+ "top-bar": "Top Bar",
+ "powers": "Powers",
+ "combat-options-page-u": "COMBAT OPTIONS PAGE",
+ "roll20-wiki-link": "Roll20 Character Sheet documentation wiki",
+ "intro-paragraph": "This “in-sheet” documentation is not meant to be comprehensive, but rather highlight some features that may be less understood, but play a bigger part during a game session. For full documentation you should visit the",
+ "top-bar-paragraph": "This contains the buttons that allow you to navigate to different aspects/views of the character sheet. The buttons are (from left to right):",
+ "edit-mode-character-profile": "Edit Mode of Character Profile (not always visible)",
+ "character-profile": "Character Profile",
+ "vehicle-page": "Vehicle Page (not always visible)",
+ "character-journal-notes": "Character Journal/Notes",
+ "configuration-page": "Configuration Page",
+ "stat-block-ouput": "Stat Block output to Chat",
+ "release-notes": "Release Notes",
+ "version": "Version",
+ "documentation-this-page": "Documentation (this page)",
+ "setting-rules-paragraph": "This section has options for various setting rules (such as Gritty Damage, No Power Points, etc).",
+ "gritty-damage": "Gritty Damage",
+ "gritty-damage-paragraph": "If Gritty Damage is turned on, the GM must create a Rollable table for the Injury rolls. If this rollable table is not created and the exact name of the table entered in the Gritting Damage field for the table name, this functionality will not work.",
+ "variable-bonus-damage": "Variable Bonus Damage",
+ "variable-bonus-damage-paragraph": "If a character has an Edge that alters the bonus damage die when a Raise is scored, you’ll want to select one of the Variable Bonus Damage check boxes. The Raise Based check box will have a pop-up appear asking what Bonus Die Type to use. If you select the Edge based one, the weapon will have a drop down for you to select the appropriate die type for that given weapon.",
+ "injury-table": "Injury Table",
+ "rollable-table-configuration": "Rollable Table Configuration",
+ "result-2d6": "Result (2d6)",
+ "description": "Description",
+ "sub-effect": "Sub-effect",
+ "table-entry-name": "Table Entry Name",
+ "table-entry-weight": "Table Entry Weight",
+ "unmentionables": "Unmentionables",
+ "arm": "Arm",
+ "left-arm": "Left Arm",
+ "right-arm": "Right Arm",
+ "broken": "Broken",
+ "battered": "Battered",
+ "busted": "Busted",
+ "leg": "Leg",
+ "left-leg": "Left Leg",
+ "right-leg": "Right Leg",
+ "hideous-scar": "Hideous Scar",
+ "blinded": "Blinded",
+ "brain-damage": "Brain Damage",
+ "unmentionables-description": "If the injury is permanent, reproduction is out of the question without miracle surgery or magic. There is no other effect from this result.",
+ "left-arm-description": "The victim can no longer use his left arm.",
+ "right-arm-description": "The victim can no longer use his right arm.",
+ "broken-description": "Your hero catches one in the core. Agility reduced a die type (minimum d4).",
+ "battered-description": "Your hero catches one in the core. Vigor reduced a die type (minimum d4).",
+ "busted-description": "Your hero catches one in the core. Strength reduced a die type (minimum d4).",
+ "left-leg-description": "Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.",
+ "right-leg-description": "Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.",
+ "hideous-scar-description": "A grievous injury to the head. Your hero now has the Ugly (Major) Hindrance.",
+ "blinded-description": "A grievous injury to the head. An eye is damaged. Gain the One Eye Hindrance (or the Blind Hindrance if he only had one good eye).",
+ "brain-damage-description": "A grievous injury to the head. Massive trauma to the head. Smarts reduced one die type (min d4).",
+ "other-tweaks-paragraph": "This section has options for changing how the sheet works and some of its capabilities.",
+ "atk-roll-query": "Atk^ roll query",
+ "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.",
+ "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.",
+ "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.",
+ "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:",
+ "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.",
+ "api-initiative-edges": "API Initiative Edges",
+ "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us",
+ "api-edges-paragraph2": "To import your character copy the JSON text and paste it in the JSON Importer field. Once you click out of the field, the importer will begin working. When the text disappears from the input box, the import is complete.",
+ "api-edges-paragraph3": "Currently, the sheet only supports an initial import. If you import a second JSON (even for the same character) you will get duplication of any data in repeating sections (e.g. Hindrances, Edges, Weapons, etc).",
+ "note-u": "NOTE",
+ "character-profile-paragraph": "This page contains all the core stats for your character, including your character’s health.",
+ "edit-mode": "Edit Mode",
+ "edit-mode-paragraph": "While in 'Edit' mode, the paper + pencil icon will turn to a green document icon with no pencil, and all character sections are displayed so Ranks can be set, weapons and Spells configured, etc. While in this mode, each item can be expanded for customization and configuration (more on this below).",
+ "stat-block-mode-paragraph": "Conversely, while in “Stat Block” mode, Attributes, Skills, Weapons, and Powers/Spells are collapsed and visible in the Left-hand column of the sheet. Each of these sections becomes a series of buttons that can be pressed to make the various rolls without all the extra space required if these sections were show in their full, editable state.",
+ "stat-block-mode": "Stat Block Mode",
+ "edit-stat-block-paragraph1": "The “Edit/Stat Block” button is only visible while the Character Profile tab is active.",
+ "important-note": "Important Note",
+ "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.",
+ "roll-button": "Roll Button",
+ "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).",
+ "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.",
+ "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF",
+ "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.",
+ "pro-tip-punches": "Pro Tip for setting up Punches",
+ "pro-tip-punches-paragraph": "Since punches only do Strength damage and do not get the Wild Die, you can set up a Fist as a weapon and configure the damage to do Strength + 0 d6 + 0. This will roll a Strength die only.",
+ "pro-tip-complex-damage-paragraph": "Some settings like Rifts do odd types of damage like 2d6 + d8. To accomplish this you would have N/A + 2d6 + 1d8! The exclamation mark tells the Roll20 dice engine to explode the die roll if the maximum number is rolled on the die. Because that field is a text field you can do any formula notation including notes for the roll. For example, the 1d8! could be written as: 1d8! [magic enchantment to do an addition d8 damage against vampires], and while that won’t all be visible, the tool tip on the roll itself would indicate what that additional d8 damage was for.",
+ "pro-tip-complex-damage": "Pro Tip for setting up Complex Damage",
+ "powers-paragraph": "This sheet allows more than Arcane Background to be configured (see below), you may have more than one set of Power Points displayed. If you are using the No Power Points setting rule (and that option is checked on the Configuration Page), these power point fields will be hidden.",
+ "powers-section-config-paragraph1": "The section configuration pane is accessed by clicking the crossed hammer + wrench icon (which will turn into a checkmark, and clicking the checkmark will close the configuration pane).",
+ "powers-section-configuration-pane": "Powers Section Configuration Pane",
+ "powers-section-config-paragraph2": "This pane has two types of sections; the first configures the section headers and labels, and the second configures arcane background labels (and distinguishing colors if your character has more than one AB).",
+ "powers-section-config-paragraph3": "If you have more than one arcane background and need to delete one, click the red trashcan icon under the list of ABs. The bottom most AB will be hidden.",
+ "powers-section-config-paragraph4": "The sheet only allows a maximum of five (5) different Arcane Backgrounds.",
+ "combat-options-paragraph1": "This page contains a cheat sheet of things to try in combat to mix things up. It explains any bonuses or negative modifiers associated with the option.",
+ "combat-options-paragraph2": "It also contains information on situational rules (such as Unstable platform). It’s a handy place to look if you want quick access to rules without having to jump to the rule book.",
+ "miscellaneous-abbr-trait-modifier-plural-singular": "Misc. Trait Modifier(s)",
+ "miscellaneous-abbr-damage-modifier-plural-singular": "Misc. Damage Modifier(s)",
+ "initial-release": "Initial Release",
+ "initial-release-info": "This is the intial release of the Official Savage Worlds Character Sheet for Roll20. This sheet includes a lot of automation for things like Pace, Parry, and Toughness. It also keeps track of the weight carried by your character, etc.",
+ "highlights": "Highlights",
+ "single-click-trait-assignmet": "A single click will set a Trait's rank; for skills, just hover over the Rank die type to auto-expand the selection.",
+ "dice-rolling": "All Traits can be rolled directly from the character sheet.",
+ "bonus-dice-control": "Control over whether the sheet automatically rolls bonus dice or not.",
+ "condensed-view-of-derived-stats": "A condensed view of the Derived stats (Pace, Parry, Toughness) shows only the relevant info with the ability to configure and fine-tune them.",
+ "encumbrance-tracking": "Auto-calculate Encumbrance penalties with the ability to turn Encumbrance off.",
+ "setting-rules-info": "The ability to handle various setting rules, like Gritty Damage.",
+ "temporary-boost-lower-traits": "The ability to temporarily boost or lower traits. This is useful for things like Jack-of-All-Trades or the Boost/Lower Trait power.",
+ "things-to-be-aware-of": "Things to be aware of",
+ "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.",
+ "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.",
+ "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.",
+ "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
+ "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).",
+ "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:",
+ "planned-enhancements": "Planned Enhancements",
+ "trademark-weapon": "Trademark Weapon",
+ "variable-base-damage": "Support for variable base damage for things such as Shotguns.",
+ "multiple-vehicles": "Ability to have multiple vehicles.",
+ "character-update-via-json": "Ability to update character progession via the JSON importer.",
+ "condensed-view-and-skill-specialization": "The condensed view of the character sheet has problems if you are using skill specialization. In most situations it should be fine, however, you may experience odd display issues if specializations are used.",
+ "statblock-to-chat-log": "The stat block to chat output currently doesn't support custom/additional Derived Stats, or the Special Abilities container.",
+ "manually-set-advances": "Manually set Advances",
+ "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons",
+ "minor-release": "Minor Release",
+ "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.",
+ "enhancements": "Enhancements",
+ "bugs-fixed": "Bugs Fixed",
+ "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.",
+ "weird-science-now-appears-in-powers-skill-drop-down": "Weird Science didn't always show as an available skill to use for casting spells when Weird Science was selected as a skill on th character sheet. This has been corrected, so if Weird Science is selected in the skills section, it will show as an option for casting powers.",
+ "option-to-for-alphanumeric-rank-display-for-traits": "An option has been added under Other Sheet Tweaks to allow one to use the alphanumeric rank designation (e.g. d4, d6, d8, etc.) instead of the die type icons.",
+ "manual-tracking-advances": "Previously one couldn't manually enter the number of Advances; an option has been added to the Other Sheet Tweaks section to allow one to 'Manually set Advances'.",
+ "use-alphanumeric-rank-designation": "Use alphanumeric Rank Designation",
+ "set-alphanumeric-designation-instead-of-dice-icons": "Sets Traits to show an alphanumeric designation for Trait Ranks (e.g. d4, d6, d8, etc) instead of the dice icons",
+ "plus-the-next": "Plus the next ",
+ "fear-roll": "Fear Roll",
+ "show-fear-roll-button": "Show Fear Roll button",
+ "show-fighting-by-default": "Show Fighting by default",
+ "show-fighting-skill-by-default": "Checking this box will show the Fighting skill by default.",
+ "attack-abbr-roll-query-sorted-high-to-low": "Atk^ roll query sorted High to Low",
+ "attack-abbr-roll-query-sorted-low-to-high": "Atk^ roll query sorted Low to High",
+ "attack-abbr-always-roll-max-no-roll-query": "Atk^ always roll max (no roll query)",
+ "fear-table-adrenaline-surge-description": "Adrenaline Surge ({{0}}): The hero’s \"fight\" response takes over. He acts as if he had a Joker this action!",
+ "fear-table-distracted-description": "Distracted ({{0}}): The hero is Distracted until the end of his next turn.",
+ "fear-table-vulnerable-description": "Vulnerable ({{0}}): The target is Vulnerable until the end of his next turn.",
+ "fear-table-shaken-description": "Shaken ({{0}}): The character is Shaken.",
+ "fear-table-mark-of-fear-description": "The Mark of Fear ({{0}}): The hero is Stunned and suffers some cosmetic physical alteration—a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests.",
+ "fear-table-frightened-description": "Frightened ({{0}}): The character gains the Hesitant Hindrance for the remainder of the encounter. If he already has it, he’s Panicked instead.",
+ "fear-table-panicked-description": "Panicked ({{0}}): The character immediately moves his full Pace plus running die away from the danger and is Shaken.",
+ "fear-table-minor-phobia-description": "Minor Phobia ({{0}}): The character gains a Minor Phobia Hindrance somehow associated with the trauma.",
+ "fear-table-major-phobia-description": "Major Phobia ({{0}}): The character gains the Major Phobia Hindrance.",
+ "fear-table-heart-attack-description": "Heart Attack ({{0}}): The hero is so overwhelmed with fear that his heart stutters. He must make an immediate Vigor roll at –2. If successful, he's Stunned. If he fails, he's Incapacitated and dies in {{1}} rounds. In the latter case, a Healing roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter.",
+ "fear-table-support": "Added a button to roll on the Fear Table. If you don't want this button showing, it can be hidden by unchecking the box on the Configuration page, under the 'Other Sheet Tweaks' setion.",
+ "armor-expansion-icon": "Armor expansion (unhide) icon - this icon was misplaced and overlapped with the Armor heading. This has been corrected.",
+ "toughness-going-lower-than-1": "Toughness going lower than 1 - if Size (or other modifiers) could cause Toughness to go lower than one (1). This has been corrected and the lowest Toughness will go is 1.",
+ "variable-bonus-damage-die-type-not-working": "Variable bonus damage die type not working - while not strictly a bug, it was confusing, because the die type selection was always visible. Using the variable bonus die type is now selected by default so that field will always work.",
+ "fighting-skill-visibility": "Fighting skill always showing - having this skill always showing was causing confusion, the skill is now hidden by default. The character sheet has an Sheet Settings option to show this skill by default.",
+ "rof-greater-than-six": "Rate of Fire 6+ - when using the Atk^x button option with a ROF greater than 6 odd things were being displayed. This has been corrected.",
+ "unskilled-rolls-missing-misc-modifiers": "Unskilled Wild Die Rolls missing the Misc. Modifiers - when making an unskilled roll with additional modifiers, those modifiers were not being applied to the Wild Die roll. This has been corrected.",
+ "bonus-damage-roll-not-exploding": "Bonus damage not exploding - the additional d6 bonus damage was not exploding if a 6 was rolled. This has been corrected.",
+ "savage-worlds": "Savage Worlds",
+ "deadlands": "Deadlands",
+ "logo-to-show": "Logo to show",
+ "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
+ "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.",
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
+}
diff --git a/Official Savage Worlds/translations/it.json b/Official Savage Worlds/translations/it.json
index 17b3312fde..f9ed1cb5d0 100644
--- a/Official Savage Worlds/translations/it.json
+++ b/Official Savage Worlds/translations/it.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/ja.json b/Official Savage Worlds/translations/ja.json
index 7e80b1b2ca..0e2a159e6e 100644
--- a/Official Savage Worlds/translations/ja.json
+++ b/Official Savage Worlds/translations/ja.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/ko.json b/Official Savage Worlds/translations/ko.json
index 97727b7b6c..c13e1a6c27 100644
--- a/Official Savage Worlds/translations/ko.json
+++ b/Official Savage Worlds/translations/ko.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/nl.json b/Official Savage Worlds/translations/nl.json
index 43e597fb4e..820b52444f 100644
--- a/Official Savage Worlds/translations/nl.json
+++ b/Official Savage Worlds/translations/nl.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/pl.json b/Official Savage Worlds/translations/pl.json
index 22f0b8b0ed..eaf50354bd 100644
--- a/Official Savage Worlds/translations/pl.json
+++ b/Official Savage Worlds/translations/pl.json
@@ -837,5 +837,22 @@
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
"fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/pt.json b/Official Savage Worlds/translations/pt.json
index 5d087d536a..823c226720 100644
--- a/Official Savage Worlds/translations/pt.json
+++ b/Official Savage Worlds/translations/pt.json
@@ -736,7 +736,7 @@
"atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.",
"atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.",
"atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.",
- "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can",
+ "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:",
"api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.",
"api-initiative-edges": "API Initiative Edges",
"api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us",
@@ -753,7 +753,7 @@
"edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.",
"roll-button": "Botão de Rolagem",
"roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).",
- "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.",
+ "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.",
"pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF",
"damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.",
"pro-tip-punches": "Pro Tip for setting up Punches",
@@ -784,11 +784,11 @@
"json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.",
"combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.",
"condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.",
- "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
+ "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
"be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).",
"be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:",
"planned-enhancements": "Planned Enhancements",
- "trademark-weapon": "Support for Trademark Weapon.",
+ "trademark-weapon": "Trademark Weapon",
"variable-base-damage": "Support for variable base damage for things such as Shotguns.",
"multiple-vehicles": "Ability to have multiple vehicles.",
"character-update-via-json": "Ability to update character progession via the JSON importer.",
@@ -797,7 +797,7 @@
"manually-set-advances": "Configurar Progressos Manualmente",
"use-alphanumeric-for-traits": "Usar alfanuméricos para graduações de Características em vez de ícones de dados",
"minor-release": "Versão Menor",
- "minor-release-info": "Essa versão foca em Correções de Bugs e uma melhoria pequena.",
+ "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.",
"enhancements": "Enhancements",
"bugs-fixed": "Correções de Erros",
"documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.",
@@ -836,6 +836,23 @@
"deadlands": "Deadlands",
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
- "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.",
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/ru.json b/Official Savage Worlds/translations/ru.json
index 2e6b23e973..86a43b1b8c 100644
--- a/Official Savage Worlds/translations/ru.json
+++ b/Official Savage Worlds/translations/ru.json
@@ -736,7 +736,7 @@
"atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.",
"atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.",
"atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.",
- "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can",
+ "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:",
"api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.",
"api-initiative-edges": "API Initiative Edges",
"api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us",
@@ -753,7 +753,7 @@
"edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.",
"roll-button": "Roll Button",
"roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).",
- "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.",
+ "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.",
"pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF",
"damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.",
"pro-tip-punches": "Pro Tip for setting up Punches",
@@ -784,11 +784,11 @@
"json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.",
"combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.",
"condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.",
- "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
+ "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
"be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).",
"be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:",
"planned-enhancements": "Planned Enhancements",
- "trademark-weapon": "Support for Trademark Weapon.",
+ "trademark-weapon": "Trademark Weapon",
"variable-base-damage": "Support for variable base damage for things such as Shotguns.",
"multiple-vehicles": "Ability to have multiple vehicles.",
"character-update-via-json": "Ability to update character progession via the JSON importer.",
@@ -797,7 +797,7 @@
"manually-set-advances": "Manually set Advances",
"use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons",
"minor-release": "Minor Release",
- "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.",
+ "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.",
"enhancements": "Enhancements",
"bugs-fixed": "Bugs Fixed",
"documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.",
@@ -836,6 +836,23 @@
"deadlands": "Deadlands",
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
- "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.",
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/sv.json b/Official Savage Worlds/translations/sv.json
index 4fa0aca52d..8319b0000e 100644
--- a/Official Savage Worlds/translations/sv.json
+++ b/Official Savage Worlds/translations/sv.json
@@ -736,7 +736,7 @@
"atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.",
"atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.",
"atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.",
- "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can",
+ "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:",
"api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.",
"api-initiative-edges": "API Initiative Edges",
"api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us",
@@ -753,7 +753,7 @@
"edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.",
"roll-button": "Roll Button",
"roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).",
- "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.",
+ "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.",
"pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF",
"damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.",
"pro-tip-punches": "Pro Tip for setting up Punches",
@@ -784,11 +784,11 @@
"json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.",
"combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.",
"condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.",
- "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
+ "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
"be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).",
"be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:",
"planned-enhancements": "Planned Enhancements",
- "trademark-weapon": "Support for Trademark Weapon.",
+ "trademark-weapon": "Trademark Weapon",
"variable-base-damage": "Support for variable base damage for things such as Shotguns.",
"multiple-vehicles": "Ability to have multiple vehicles.",
"character-update-via-json": "Ability to update character progession via the JSON importer.",
@@ -797,7 +797,7 @@
"manually-set-advances": "Manually set Advances",
"use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons",
"minor-release": "Minor Release",
- "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.",
+ "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.",
"enhancements": "Enhancements",
"bugs-fixed": "Bugs Fixed",
"documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.",
@@ -836,6 +836,23 @@
"deadlands": "Deadlands",
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
- "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.",
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/tr.json b/Official Savage Worlds/translations/tr.json
index c16b1cabbc..a8b584c250 100644
--- a/Official Savage Worlds/translations/tr.json
+++ b/Official Savage Worlds/translations/tr.json
@@ -736,7 +736,7 @@
"atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.",
"atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.",
"atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.",
- "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can",
+ "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:",
"api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.",
"api-initiative-edges": "API Initiative Edges",
"api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us",
@@ -753,7 +753,7 @@
"edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.",
"roll-button": "Roll Button",
"roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).",
- "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.",
+ "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.",
"pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF",
"damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.",
"pro-tip-punches": "Pro Tip for setting up Punches",
@@ -784,11 +784,11 @@
"json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.",
"combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.",
"condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.",
- "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
+ "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
"be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).",
"be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:",
"planned-enhancements": "Planned Enhancements",
- "trademark-weapon": "Support for Trademark Weapon.",
+ "trademark-weapon": "Trademark Weapon",
"variable-base-damage": "Support for variable base damage for things such as Shotguns.",
"multiple-vehicles": "Ability to have multiple vehicles.",
"character-update-via-json": "Ability to update character progession via the JSON importer.",
@@ -797,7 +797,7 @@
"manually-set-advances": "Manually set Advances",
"use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons",
"minor-release": "Minor Release",
- "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.",
+ "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.",
"enhancements": "Enhancements",
"bugs-fixed": "Bugs Fixed",
"documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.",
@@ -836,6 +836,23 @@
"deadlands": "Deadlands",
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
- "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.",
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/uk.json b/Official Savage Worlds/translations/uk.json
index d46f5b35c2..b77be8dd7f 100644
--- a/Official Savage Worlds/translations/uk.json
+++ b/Official Savage Worlds/translations/uk.json
@@ -736,7 +736,7 @@
"atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.",
"atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.",
"atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.",
- "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can",
+ "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:",
"api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.",
"api-initiative-edges": "API Initiative Edges",
"api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us",
@@ -753,7 +753,7 @@
"edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.",
"roll-button": "Roll Button",
"roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).",
- "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.",
+ "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.",
"pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF",
"damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.",
"pro-tip-punches": "Pro Tip for setting up Punches",
@@ -784,11 +784,11 @@
"json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.",
"combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.",
"condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.",
- "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
+ "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
"be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).",
"be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:",
"planned-enhancements": "Planned Enhancements",
- "trademark-weapon": "Support for Trademark Weapon.",
+ "trademark-weapon": "Trademark Weapon",
"variable-base-damage": "Support for variable base damage for things such as Shotguns.",
"multiple-vehicles": "Ability to have multiple vehicles.",
"character-update-via-json": "Ability to update character progession via the JSON importer.",
@@ -797,7 +797,7 @@
"manually-set-advances": "Manually set Advances",
"use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons",
"minor-release": "Minor Release",
- "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.",
+ "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.",
"enhancements": "Enhancements",
"bugs-fixed": "Bugs Fixed",
"documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.",
@@ -836,6 +836,23 @@
"deadlands": "Deadlands",
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
- "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.",
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Official Savage Worlds/translations/zh.json b/Official Savage Worlds/translations/zh.json
index 145eb874a2..82d0aeb529 100644
--- a/Official Savage Worlds/translations/zh.json
+++ b/Official Savage Worlds/translations/zh.json
@@ -736,7 +736,7 @@
"atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.",
"atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.",
"atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.",
- "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can",
+ "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:",
"api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.",
"api-initiative-edges": "API Initiative Edges",
"api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us",
@@ -753,7 +753,7 @@
"edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.",
"roll-button": "Roll Button",
"roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).",
- "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.",
+ "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.",
"pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF",
"damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.",
"pro-tip-punches": "Pro Tip for setting up Punches",
@@ -784,11 +784,11 @@
"json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.",
"combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.",
"condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.",
- "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
+ "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.",
"be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).",
"be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:",
"planned-enhancements": "Planned Enhancements",
- "trademark-weapon": "Support for Trademark Weapon.",
+ "trademark-weapon": "Trademark Weapon",
"variable-base-damage": "Support for variable base damage for things such as Shotguns.",
"multiple-vehicles": "Ability to have multiple vehicles.",
"character-update-via-json": "Ability to update character progession via the JSON importer.",
@@ -797,7 +797,7 @@
"manually-set-advances": "Manually set Advances",
"use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons",
"minor-release": "Minor Release",
- "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.",
+ "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.",
"enhancements": "Enhancements",
"bugs-fixed": "Bugs Fixed",
"documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.",
@@ -836,6 +836,23 @@
"deadlands": "Deadlands",
"logo-to-show": "Logo to show",
"swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.",
- "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.",
- "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox."
+ "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.",
+ "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.",
+ "consumable-roll-text": "rolls for {{0}} consumption and gets a",
+ "consumables": "Consumables",
+ "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.",
+ "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".",
+ "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".",
+ "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.",
+ "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.",
+ "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.",
+ "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.",
+ "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.",
+ "fear-button": "Fear button",
+ "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities",
+ "output-buttons": "Output Buttons",
+ "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.",
+ "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.",
+ "skill-modifier": "Skill Modifier",
+ "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc."
}
diff --git a/Old School Essentials - AAC/translations/ca.json b/Old School Essentials - AAC/translations/ca.json
new file mode 100644
index 0000000000..48e14e7536
--- /dev/null
+++ b/Old School Essentials - AAC/translations/ca.json
@@ -0,0 +1,174 @@
+{
+ "abbr-versus": "vs",
+ "abilities-and-skills": "Abilities & Skills",
+ "ability-scores": "Ability Scores",
+ "alignment-abbr": "AL",
+ "alignment": "Alignment",
+ "armor-benefit": "AC Benefit",
+ "armor-class-abbr": "AC",
+ "armor-class-type": "Armor Class Type",
+ "armor-class": "Armor Class",
+ "armor-name-placeholder": "Armor Name",
+ "armor-weight": "Armor Weight",
+ "ascending-armor-class": "Ascending Armor Class",
+ "attack-modifier": "+Attack",
+ "attack": "Damage",
+ "attacks": "Attacks",
+ "attribute": "Attribute",
+ "base-attack-bonus": "Base Attack Bonus",
+ "base-attack-bonus-abbr": "BAB",
+ "breath-attacks-full": "Breath attacks",
+ "breath-attacks": "Breath attacks",
+ "character-name": "Character name",
+ "character": "Character",
+ "charisma-abbr": "CHA",
+ "charisma": "Charisma",
+ "class": "Class",
+ "combat": "Combat",
+ "constitution-abbr-mod": "± CON",
+ "constitution-abbr": "CON",
+ "constitution": "Constitution",
+ "copper-piece-abbr": "CP",
+ "damage-die": "Damage Die",
+ "damage-modifier": "+Damage",
+ "damage": "Damage",
+ "death-poison-full": "Death or poison",
+ "death-poison": "Death, Poison",
+ "descending-armor-class": "Descending Armor Class",
+ "description": "Description",
+ "dexterity-abbr-mod": "± DEX",
+ "dexterity-abbr": "DEX",
+ "dexterity": "Dexterity",
+ "duration": "Duration",
+ "effect-roll": "Effect Roll",
+ "electrum-piece-abbr": "EP",
+ "encumbrance": "Encumbrance",
+ "expand-collapse": "Expand/Collapse",
+ "experience-abbr": "XP",
+ "experience-next": "Experience to Next Level",
+ "experience-points-to-next-level": "Experience to Next Level",
+ "exploration": "Exploration",
+ "fail": "Fail",
+ "find-room-trap-full": "Find room trap",
+ "find-room-trap": "Find room trap",
+ "find-secret-door": "Find secret door",
+ "find-secret-door-full": "Find secret door",
+ "gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
+ "hit-dice-abbr": "HD",
+ "hit-dice": "Hit Dice",
+ "hit-points-abbr": "HP",
+ "hit-points-average": "Average HP",
+ "hit-points-max-abbr": "Max",
+ "hitdice-modifier": "HP Modifier",
+ "initiative-init": "Init.",
+ "initiative": "Initiative",
+ "intelligence-abbr": "INT",
+ "intelligence": "Intelligence",
+ "item-description": "Item description",
+ "item-name": "Item name",
+ "items-equipment": "Items & Equipment",
+ "level": "Level",
+ "listen-at-door-full": "Listen at door",
+ "listen-at-door": "Listen at door",
+ "magic-wands-full": "Magic wands",
+ "magic-wands": "Magic wands",
+ "max": "Max",
+ "maximum-max": "Max",
+ "melee": "Melee",
+ "missile": "Missile",
+ "modifier-mod": "Modif",
+ "modifier": "Situational Bonus",
+ "monster": "Monster",
+ "morale-abbr": "ML",
+ "morale-continue-fighting": "Continue Fighting!",
+ "morale-surrender-or-flee": "Surrender or Flee!",
+ "morale": "Morale",
+ "Morale": "Morale",
+ "movement-en": "Encounter",
+ "movement-encounter": "Encounter",
+ "movement-ex": "Exploration",
+ "movement-exploration": "Exploration",
+ "movement-ov": "Overland",
+ "movement-overland": "Movement - Overland",
+ "movement": "Movement",
+ "name-pc-abbr": "PC",
+ "name": "Name",
+ "next": "Next",
+ "notes": "Notes",
+ "number-abbr": "#",
+ "number": "Number",
+ "open-stuck-door-full": "Open stuck door",
+ "open-stuck-door": "Open stuck door",
+ "paralysis-petrification-full": "Paralysis or petrification",
+ "paralysis-petrification": "Paralysis, Petrification",
+ "platinum-piece-abbr": "PP",
+ "quantity-abbr": "Qty",
+ "quantity-qty": "Qty",
+ "range": "Range",
+ "roll": "Roll",
+ "saving-throws": "Saving Throws",
+ "settings": "Settings",
+ "silver-piece-abbr": "SP",
+ "spell-name-placeholder": "Spell Name",
+ "spells-rods-staves-full": "Spells, rods or staves",
+ "spells-rods-staves": "Spells, Rods, Staves",
+ "spells": "Spells",
+ "strength-abbr": "STR",
+ "strength": "Strength",
+ "success": "Success",
+ "threshold": "Threshold",
+ "title": "Title",
+ "treasure-type-abbr": "TT",
+ "typeofattack": "Type of Attack",
+ "unarmored": "Unarmored",
+ "weapon": "Weapon",
+ "weapons": "Weapons",
+ "weight": "Weight",
+ "wisdom-abbr": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-mod-abbr": "+WIS",
+ "worn-question": "Worn?",
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "situational-bonus-enabled": "Situational Bonus Enabled?",
+ "saves-as": "Saves as",
+ "reaction": "Reaction",
+ "reaction-hostile": "Hostile, attacks",
+ "reaction-unfriendly": "Unfriendly, may attack",
+ "reaction-neutral": "Neutral, uncertain",
+ "reaction-indifferent": "Indifferent, uninterested",
+ "reaction-friendly": "Friendly, helpful",
+ "charisma-modifier": "Charisma Modifier",
+ "classic-fantasy": "Classic Fantasy",
+ "advanced-fantasy": "Advanced Fantasy",
+ "natural-20": "Natural 20!",
+ "natural-1": "Natural 1!",
+ "dolmenwood": "Dolmenwood",
+ "about": "About",
+ "about-description": "If you have any suggestions or problems with the character sheet, please reach out.",
+ "submit-issue": "Submit a feature request or bug",
+ "email-us": "Email us with comments or questions",
+ "spells-available": "Spells Available",
+ "spells-total": "Spells Total",
+ "memorized": "Memorized",
+ "level-abbr": "LVL",
+ "attack-value-matrix-9": "Attack Value Matrix: 9",
+ "attack-value-matrix-8": "Attack Value Matrix: 8",
+ "attack-value-matrix-7": "Attack Value Matrix: 7",
+ "attack-value-matrix-6": "Attack Value Matrix: 6",
+ "attack-value-matrix-5": "Attack Value Matrix: 5",
+ "attack-value-matrix-4": "Attack Value Matrix: 4",
+ "attack-value-matrix-3": "Attack Value Matrix: 3",
+ "attack-value-matrix-2": "Attack Value Matrix: 2",
+ "attack-value-matrix-1": "Attack Value Matrix: 1",
+ "attack-value-matrix-0": "Attack Value Matrix: 0",
+ "individual-initiative": "Individual Initiative?",
+ "platinum": "Platinum",
+ "gold": "Gold",
+ "electrum": "Electrum",
+ "silver": "Silver",
+ "copper": "Copper"
+}
diff --git a/Old School Essentials - AAC/translations/hu.json b/Old School Essentials - AAC/translations/hu.json
new file mode 100644
index 0000000000..48e14e7536
--- /dev/null
+++ b/Old School Essentials - AAC/translations/hu.json
@@ -0,0 +1,174 @@
+{
+ "abbr-versus": "vs",
+ "abilities-and-skills": "Abilities & Skills",
+ "ability-scores": "Ability Scores",
+ "alignment-abbr": "AL",
+ "alignment": "Alignment",
+ "armor-benefit": "AC Benefit",
+ "armor-class-abbr": "AC",
+ "armor-class-type": "Armor Class Type",
+ "armor-class": "Armor Class",
+ "armor-name-placeholder": "Armor Name",
+ "armor-weight": "Armor Weight",
+ "ascending-armor-class": "Ascending Armor Class",
+ "attack-modifier": "+Attack",
+ "attack": "Damage",
+ "attacks": "Attacks",
+ "attribute": "Attribute",
+ "base-attack-bonus": "Base Attack Bonus",
+ "base-attack-bonus-abbr": "BAB",
+ "breath-attacks-full": "Breath attacks",
+ "breath-attacks": "Breath attacks",
+ "character-name": "Character name",
+ "character": "Character",
+ "charisma-abbr": "CHA",
+ "charisma": "Charisma",
+ "class": "Class",
+ "combat": "Combat",
+ "constitution-abbr-mod": "± CON",
+ "constitution-abbr": "CON",
+ "constitution": "Constitution",
+ "copper-piece-abbr": "CP",
+ "damage-die": "Damage Die",
+ "damage-modifier": "+Damage",
+ "damage": "Damage",
+ "death-poison-full": "Death or poison",
+ "death-poison": "Death, Poison",
+ "descending-armor-class": "Descending Armor Class",
+ "description": "Description",
+ "dexterity-abbr-mod": "± DEX",
+ "dexterity-abbr": "DEX",
+ "dexterity": "Dexterity",
+ "duration": "Duration",
+ "effect-roll": "Effect Roll",
+ "electrum-piece-abbr": "EP",
+ "encumbrance": "Encumbrance",
+ "expand-collapse": "Expand/Collapse",
+ "experience-abbr": "XP",
+ "experience-next": "Experience to Next Level",
+ "experience-points-to-next-level": "Experience to Next Level",
+ "exploration": "Exploration",
+ "fail": "Fail",
+ "find-room-trap-full": "Find room trap",
+ "find-room-trap": "Find room trap",
+ "find-secret-door": "Find secret door",
+ "find-secret-door-full": "Find secret door",
+ "gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
+ "hit-dice-abbr": "HD",
+ "hit-dice": "Hit Dice",
+ "hit-points-abbr": "HP",
+ "hit-points-average": "Average HP",
+ "hit-points-max-abbr": "Max",
+ "hitdice-modifier": "HP Modifier",
+ "initiative-init": "Init.",
+ "initiative": "Initiative",
+ "intelligence-abbr": "INT",
+ "intelligence": "Intelligence",
+ "item-description": "Item description",
+ "item-name": "Item name",
+ "items-equipment": "Items & Equipment",
+ "level": "Level",
+ "listen-at-door-full": "Listen at door",
+ "listen-at-door": "Listen at door",
+ "magic-wands-full": "Magic wands",
+ "magic-wands": "Magic wands",
+ "max": "Max",
+ "maximum-max": "Max",
+ "melee": "Melee",
+ "missile": "Missile",
+ "modifier-mod": "Modif",
+ "modifier": "Situational Bonus",
+ "monster": "Monster",
+ "morale-abbr": "ML",
+ "morale-continue-fighting": "Continue Fighting!",
+ "morale-surrender-or-flee": "Surrender or Flee!",
+ "morale": "Morale",
+ "Morale": "Morale",
+ "movement-en": "Encounter",
+ "movement-encounter": "Encounter",
+ "movement-ex": "Exploration",
+ "movement-exploration": "Exploration",
+ "movement-ov": "Overland",
+ "movement-overland": "Movement - Overland",
+ "movement": "Movement",
+ "name-pc-abbr": "PC",
+ "name": "Name",
+ "next": "Next",
+ "notes": "Notes",
+ "number-abbr": "#",
+ "number": "Number",
+ "open-stuck-door-full": "Open stuck door",
+ "open-stuck-door": "Open stuck door",
+ "paralysis-petrification-full": "Paralysis or petrification",
+ "paralysis-petrification": "Paralysis, Petrification",
+ "platinum-piece-abbr": "PP",
+ "quantity-abbr": "Qty",
+ "quantity-qty": "Qty",
+ "range": "Range",
+ "roll": "Roll",
+ "saving-throws": "Saving Throws",
+ "settings": "Settings",
+ "silver-piece-abbr": "SP",
+ "spell-name-placeholder": "Spell Name",
+ "spells-rods-staves-full": "Spells, rods or staves",
+ "spells-rods-staves": "Spells, Rods, Staves",
+ "spells": "Spells",
+ "strength-abbr": "STR",
+ "strength": "Strength",
+ "success": "Success",
+ "threshold": "Threshold",
+ "title": "Title",
+ "treasure-type-abbr": "TT",
+ "typeofattack": "Type of Attack",
+ "unarmored": "Unarmored",
+ "weapon": "Weapon",
+ "weapons": "Weapons",
+ "weight": "Weight",
+ "wisdom-abbr": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-mod-abbr": "+WIS",
+ "worn-question": "Worn?",
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "situational-bonus-enabled": "Situational Bonus Enabled?",
+ "saves-as": "Saves as",
+ "reaction": "Reaction",
+ "reaction-hostile": "Hostile, attacks",
+ "reaction-unfriendly": "Unfriendly, may attack",
+ "reaction-neutral": "Neutral, uncertain",
+ "reaction-indifferent": "Indifferent, uninterested",
+ "reaction-friendly": "Friendly, helpful",
+ "charisma-modifier": "Charisma Modifier",
+ "classic-fantasy": "Classic Fantasy",
+ "advanced-fantasy": "Advanced Fantasy",
+ "natural-20": "Natural 20!",
+ "natural-1": "Natural 1!",
+ "dolmenwood": "Dolmenwood",
+ "about": "About",
+ "about-description": "If you have any suggestions or problems with the character sheet, please reach out.",
+ "submit-issue": "Submit a feature request or bug",
+ "email-us": "Email us with comments or questions",
+ "spells-available": "Spells Available",
+ "spells-total": "Spells Total",
+ "memorized": "Memorized",
+ "level-abbr": "LVL",
+ "attack-value-matrix-9": "Attack Value Matrix: 9",
+ "attack-value-matrix-8": "Attack Value Matrix: 8",
+ "attack-value-matrix-7": "Attack Value Matrix: 7",
+ "attack-value-matrix-6": "Attack Value Matrix: 6",
+ "attack-value-matrix-5": "Attack Value Matrix: 5",
+ "attack-value-matrix-4": "Attack Value Matrix: 4",
+ "attack-value-matrix-3": "Attack Value Matrix: 3",
+ "attack-value-matrix-2": "Attack Value Matrix: 2",
+ "attack-value-matrix-1": "Attack Value Matrix: 1",
+ "attack-value-matrix-0": "Attack Value Matrix: 0",
+ "individual-initiative": "Individual Initiative?",
+ "platinum": "Platinum",
+ "gold": "Gold",
+ "electrum": "Electrum",
+ "silver": "Silver",
+ "copper": "Copper"
+}
diff --git a/Old School Essentials/translations/ca.json b/Old School Essentials/translations/ca.json
new file mode 100644
index 0000000000..8af16ff57c
--- /dev/null
+++ b/Old School Essentials/translations/ca.json
@@ -0,0 +1,83 @@
+{
+ "playercharacter-pc-u": "PC",
+ "character-name": "Character name",
+ "class": "Class",
+ "title": "Title",
+ "al-alignment-u": "AL",
+ "alignment": "Alignment",
+ "level": "Level",
+ "hitdice-u": "HD",
+ "combat-u": "COMBAT",
+ "hitpoints-hp-u": "HP",
+ "maximum-max": "Max",
+ "mod-constitution-con-u": "± CON",
+ "movement-encounter-en-exploration-ex-overland-ov": "Movement
enexov",
+ "initiative-init": "Init.",
+ "mod-dexterity-dex-u": "± DEX",
+ "armorclass-ac-u": "AC",
+ "unarmored": "Unarmored",
+ "attack-value-matrix": "Attack value matrix",
+ "attack-roll": "Attack roll",
+ "bonus-str": "Bonus STR",
+ "bonus-dex": "Bonus DEX",
+ "ability-scores-u": "ABILITY SCORES",
+ "strength-str-u": "STR",
+ "intelligence-int-u": "INT",
+ "wisdom-wis-u": "WIS",
+ "dexterity-dex-u": "DEX",
+ "constitution-con-u": "CON",
+ "charisma-cha-u": "CHA",
+ "saving-throws-u": "SAVING THROWS",
+ "death-poison": "Death
Poison",
+ "death-poison-full": "Death or poison",
+ "magic-wands": "Magic
wands",
+ "magic-wands-full": "Magic wands",
+ "paralysis-petrification": "Paralysis
Petrification",
+ "paralysis-petrification-full": "Paralysis or petrification",
+ "breath-attacks": "Breath
attacks",
+ "breath-attacks-full": "Breath attacks",
+ "spells-rods-staves": "Spells, Rods,
Staves",
+ "spells-rods-staves-full": "Spells, rods, or staves",
+ "exploration-u": "EXPLORATION",
+ "listen-at-door": "Listen at
door",
+ "listen-at-door-full": "Listen at door",
+ "open-stuck-door": "Open stuck
door",
+ "open-stuck-door-full": "Open stuck door",
+ "find-secret-door": "Find secret
door",
+ "find-secret-door-full": "Find secret door",
+ "find-room-trap": "Find room
trap",
+ "find-room-trap-full": "Find room trap",
+ "experience": "EXPERIENCE",
+ "experience-points-xp-u": "XP",
+ "next": "Next",
+ "abilities-skills-weapons-u": "ABILITIES, SKILLS, WEAPONS",
+ "description-or-weapon-qualities": "Description or Weapon qualities",
+ "items-equipment-u": "ITEMS & EQUIPMENT",
+ "quantity-qty": "Qty",
+ "name": "Name",
+ "description": "Description",
+ "weight": "Weight",
+ "item-name": "Item name",
+ "item-description": "Item description",
+ "platinum-piece-pp-u": "PP",
+ "gold-piece-gp-u": "GP",
+ "electrum-piece-ep-u": "EP",
+ "silver-piece-sp-u": "SP",
+ "copper-piece-cp-u": "CP",
+ "typeofattack": "Type of attack",
+ "melee": "Melee",
+ "missile": "Missile",
+ "modifier": "Threshold modifier",
+ "modifier-short": "Thr. mod",
+ "modifier-mod": "Modif",
+ "attack": "Attack",
+ "initiative": "Initiative",
+ "strength": "Strength",
+ "intelligence": "Intelligence",
+ "wisdom": "Wisdom",
+ "dexterity": "Dexterity",
+ "constitution": "Constitution",
+ "charisma": "Charisma",
+ "fail": "Fail",
+ "success": "Success"
+}
\ No newline at end of file
diff --git a/Old School Essentials/translations/hu.json b/Old School Essentials/translations/hu.json
new file mode 100644
index 0000000000..8af16ff57c
--- /dev/null
+++ b/Old School Essentials/translations/hu.json
@@ -0,0 +1,83 @@
+{
+ "playercharacter-pc-u": "PC",
+ "character-name": "Character name",
+ "class": "Class",
+ "title": "Title",
+ "al-alignment-u": "AL",
+ "alignment": "Alignment",
+ "level": "Level",
+ "hitdice-u": "HD",
+ "combat-u": "COMBAT",
+ "hitpoints-hp-u": "HP",
+ "maximum-max": "Max",
+ "mod-constitution-con-u": "± CON",
+ "movement-encounter-en-exploration-ex-overland-ov": "Movement
enexov",
+ "initiative-init": "Init.",
+ "mod-dexterity-dex-u": "± DEX",
+ "armorclass-ac-u": "AC",
+ "unarmored": "Unarmored",
+ "attack-value-matrix": "Attack value matrix",
+ "attack-roll": "Attack roll",
+ "bonus-str": "Bonus STR",
+ "bonus-dex": "Bonus DEX",
+ "ability-scores-u": "ABILITY SCORES",
+ "strength-str-u": "STR",
+ "intelligence-int-u": "INT",
+ "wisdom-wis-u": "WIS",
+ "dexterity-dex-u": "DEX",
+ "constitution-con-u": "CON",
+ "charisma-cha-u": "CHA",
+ "saving-throws-u": "SAVING THROWS",
+ "death-poison": "Death
Poison",
+ "death-poison-full": "Death or poison",
+ "magic-wands": "Magic
wands",
+ "magic-wands-full": "Magic wands",
+ "paralysis-petrification": "Paralysis
Petrification",
+ "paralysis-petrification-full": "Paralysis or petrification",
+ "breath-attacks": "Breath
attacks",
+ "breath-attacks-full": "Breath attacks",
+ "spells-rods-staves": "Spells, Rods,
Staves",
+ "spells-rods-staves-full": "Spells, rods, or staves",
+ "exploration-u": "EXPLORATION",
+ "listen-at-door": "Listen at
door",
+ "listen-at-door-full": "Listen at door",
+ "open-stuck-door": "Open stuck
door",
+ "open-stuck-door-full": "Open stuck door",
+ "find-secret-door": "Find secret
door",
+ "find-secret-door-full": "Find secret door",
+ "find-room-trap": "Find room
trap",
+ "find-room-trap-full": "Find room trap",
+ "experience": "EXPERIENCE",
+ "experience-points-xp-u": "XP",
+ "next": "Next",
+ "abilities-skills-weapons-u": "ABILITIES, SKILLS, WEAPONS",
+ "description-or-weapon-qualities": "Description or Weapon qualities",
+ "items-equipment-u": "ITEMS & EQUIPMENT",
+ "quantity-qty": "Qty",
+ "name": "Name",
+ "description": "Description",
+ "weight": "Weight",
+ "item-name": "Item name",
+ "item-description": "Item description",
+ "platinum-piece-pp-u": "PP",
+ "gold-piece-gp-u": "GP",
+ "electrum-piece-ep-u": "EP",
+ "silver-piece-sp-u": "SP",
+ "copper-piece-cp-u": "CP",
+ "typeofattack": "Type of attack",
+ "melee": "Melee",
+ "missile": "Missile",
+ "modifier": "Threshold modifier",
+ "modifier-short": "Thr. mod",
+ "modifier-mod": "Modif",
+ "attack": "Attack",
+ "initiative": "Initiative",
+ "strength": "Strength",
+ "intelligence": "Intelligence",
+ "wisdom": "Wisdom",
+ "dexterity": "Dexterity",
+ "constitution": "Constitution",
+ "charisma": "Charisma",
+ "fail": "Fail",
+ "success": "Success"
+}
\ No newline at end of file
diff --git a/OneDice/translations/ca.json b/OneDice/translations/ca.json
new file mode 100644
index 0000000000..9994839d82
--- /dev/null
+++ b/OneDice/translations/ca.json
@@ -0,0 +1,44 @@
+{
+ "Name": "Name",
+ "Level": "Level",
+ "E/IP": "E/IP",
+ "Stunt Points": "Stunt Points",
+ "Strong": "Strong",
+ "Health": "Health",
+ "Current": "Current",
+ "Background and Description": "Background and Description",
+ "Clever": "Clever",
+ "Defence": "Defence",
+ "Use": "Use",
+ "Armor": "Armor",
+ "Bonus": "Bonus",
+ "Total Armor": "Total Armor",
+ "Quick": "Quick",
+ "Roll Initiative": "Roll Initiative",
+ "Move": "Move",
+ "meters": "meters",
+ "Magic": "Magic",
+ "Spells": "Spells",
+ "Description": "Description",
+ "Range": "Rng",
+ "Target": "Target",
+ "Damage": "Damage",
+ "Roll": "Roll",
+ "Skills": "Skills",
+ "Points": "Points",
+ "Ability": "Ability",
+ "Total": "Total",
+ "Weapons": "Weapons",
+ "Ability Used": "Ability Used",
+ "Skill Modifier": "Skill",
+ "Manually enter the skill bonus.": "Manually enter the skill bonus.",
+ "Other Equipment": "Other Equipment",
+ "Location": "Location",
+ "OneDice is a simple universal d6 system by Cakebread & Walton, available on DriveThruRPG.": "OneDice is a simple universal d6 system by Cakebread & Walton, available on DriveThruRPG.",
+ "Damage bonus": "Damage bonus",
+ "attacks": "attacks with a",
+ "casts": "casts",
+ "and gets a": "and gets a ",
+ "Failed": "This spell failed!",
+ "Effect": "Effect"
+}
\ No newline at end of file
diff --git a/OneDice/translations/hu.json b/OneDice/translations/hu.json
new file mode 100644
index 0000000000..9994839d82
--- /dev/null
+++ b/OneDice/translations/hu.json
@@ -0,0 +1,44 @@
+{
+ "Name": "Name",
+ "Level": "Level",
+ "E/IP": "E/IP",
+ "Stunt Points": "Stunt Points",
+ "Strong": "Strong",
+ "Health": "Health",
+ "Current": "Current",
+ "Background and Description": "Background and Description",
+ "Clever": "Clever",
+ "Defence": "Defence",
+ "Use": "Use",
+ "Armor": "Armor",
+ "Bonus": "Bonus",
+ "Total Armor": "Total Armor",
+ "Quick": "Quick",
+ "Roll Initiative": "Roll Initiative",
+ "Move": "Move",
+ "meters": "meters",
+ "Magic": "Magic",
+ "Spells": "Spells",
+ "Description": "Description",
+ "Range": "Rng",
+ "Target": "Target",
+ "Damage": "Damage",
+ "Roll": "Roll",
+ "Skills": "Skills",
+ "Points": "Points",
+ "Ability": "Ability",
+ "Total": "Total",
+ "Weapons": "Weapons",
+ "Ability Used": "Ability Used",
+ "Skill Modifier": "Skill",
+ "Manually enter the skill bonus.": "Manually enter the skill bonus.",
+ "Other Equipment": "Other Equipment",
+ "Location": "Location",
+ "OneDice is a simple universal d6 system by Cakebread & Walton, available on DriveThruRPG.": "OneDice is a simple universal d6 system by Cakebread & Walton, available on DriveThruRPG.",
+ "Damage bonus": "Damage bonus",
+ "attacks": "attacks with a",
+ "casts": "casts",
+ "and gets a": "and gets a ",
+ "Failed": "This spell failed!",
+ "Effect": "Effect"
+}
\ No newline at end of file
diff --git a/Our Last Best Hope/translations/ca.json b/Our Last Best Hope/translations/ca.json
new file mode 100644
index 0000000000..6e9c97e605
--- /dev/null
+++ b/Our Last Best Hope/translations/ca.json
@@ -0,0 +1,16 @@
+{
+ "name": "Name",
+ "role": "Role",
+ "touchstones": "Touchstones",
+ "whatbrought": "What I brought",
+ "whatleft": "What I left behind",
+ "whosane": "Who keeps me sane",
+ "whocrazy": "Who drives me crazy",
+ "secrets": "Secrets and Fears",
+ "tip": "Tip: Use /w to whisper these to the player to your right or left.",
+ "mysecret": "My Secret",
+ "myfear": "My Fear",
+ "credits": "Our Last Best Hope is © 2012 Magpie Games.",
+ "special_ability": "Special Ability",
+ "harm": "Harm"
+}
diff --git a/Our Last Best Hope/translations/hu.json b/Our Last Best Hope/translations/hu.json
new file mode 100644
index 0000000000..6e9c97e605
--- /dev/null
+++ b/Our Last Best Hope/translations/hu.json
@@ -0,0 +1,16 @@
+{
+ "name": "Name",
+ "role": "Role",
+ "touchstones": "Touchstones",
+ "whatbrought": "What I brought",
+ "whatleft": "What I left behind",
+ "whosane": "Who keeps me sane",
+ "whocrazy": "Who drives me crazy",
+ "secrets": "Secrets and Fears",
+ "tip": "Tip: Use /w to whisper these to the player to your right or left.",
+ "mysecret": "My Secret",
+ "myfear": "My Fear",
+ "credits": "Our Last Best Hope is © 2012 Magpie Games.",
+ "special_ability": "Special Ability",
+ "harm": "Harm"
+}
diff --git a/Outbreak/translations/ca.json b/Outbreak/translations/ca.json
new file mode 100644
index 0000000000..14008b19ce
--- /dev/null
+++ b/Outbreak/translations/ca.json
@@ -0,0 +1,121 @@
+{
+ "Main": "Main",
+ "0": "0",
+ "1": "1",
+ "1st": "1st",
+ "2": "2",
+ "2nd": "2nd",
+ "3": "3",
+ "3rd": "3rd",
+ "4": "4",
+ "4th": "4th",
+ "5": "5",
+ "5th": "5th",
+ "Adv Medicine": "Adv Medicine",
+ "Adv": "Adv",
+ "Archery Gear": "Archery Gear",
+ "Athletic Gear": "Athletic Gear",
+ "Attr": "Attr",
+ "Balance": "Balance",
+ "Barter": "Barter",
+ "Basic Skills": "Basic Skills",
+ "Bludgeoning": "Bludgeoning",
+ "Blunt": "Blunt",
+ "Bonus": "Bonus",
+ "Bow": "Bow",
+ "Brawl": "Brawl",
+ "Calm Other": "Calm Other",
+ "Campaign": "Campaign",
+ "Character Resources": "Character Resources",
+ "Climb": "Climb",
+ "Climbing Gear": "Climbing Gear",
+ "Command App": "Command App",
+ "Command": "Command",
+ "Competance Points:": "Competance Points:",
+ "Composure": "Composure",
+ "Construct Engineer": "Construct Engineer",
+ "Coping Mechanisms": "Coping Mechanisms",
+ "Damage Threshold": "Damage Threshold",
+ "Detect Motives": "Detect Motives",
+ "Dice Pool": "Dice Pool",
+ "Digital Systems": "Digital Systems",
+ "Dodge": "Dodge",
+ "Empathy": "Empathy",
+ "Endurance": "Endurance",
+ "Equipment": "Equipment",
+ "Expert Skills": "Expert Skills",
+ "Expression": "Expression",
+ "Firefighting": "Firefighting",
+ "First Aid Kits": "First Aid Kits",
+ "First Aid": "First Aid",
+ "Gestalt Level:": "Gestalt Level:",
+ "Grapple": "Grapple",
+ "Health Points": "Health Points",
+ "Hold": "Hold",
+ "Injuries": "Injuries",
+ "Intimidate": "Intimidate",
+ "Jump/Leap": "Jump/Leap",
+ "Lift/Pull": "Lift/Pull",
+ "Log": "Log",
+ "Long Gun": "Long Gun",
+ "Martial Art": "Martial Art",
+ "Martial Arts": "Martial Arts",
+ "Medical Gear": "Medical Gear",
+ "Morale": "Morale",
+ "Name": "Name",
+ "Navigation": "Navigation",
+ "Perception": "Perception",
+ "Persuade": "Persuade",
+ "Pierce": "Pierce",
+ "Piercing": "Piercing",
+ "Pilot": "Pilot",
+ "Pistol": "Pistol",
+ "Player": "Player",
+ "Psyche": "Psyche",
+ "Recon Gear": "Recon Gear",
+ "Resist Pain": "Resist Pain",
+ "Ride": "Ride",
+ "Roll": "Roll",
+ "S.P.E.W Attributes": "S.P.E.W Attributes",
+ "Sb + Wb": "Sb + Wb",
+ "Science": "Science",
+ "Search": "Search",
+ "Skill": "Skill",
+ "Skills": "Skills",
+ "Slash": "Slash",
+ "Slashing": "Slashing",
+ "Specalizations": "Specalizations",
+ "Spot/Listen": "Spot/Listen",
+ "Stealth": "Stealth",
+ "Strength": "Strength",
+ "Survival Kit": "Survival Kit",
+ "Survival Points:": "Survival Points:",
+ "Survival": "Survival",
+ "Swim": "Swim",
+ "Swimming/Diving": "Swimming/Diving",
+ "Symptoms": "Symptoms",
+ "Throw": "Throw",
+ "Throwing": "Throwing",
+ "Tools": "Tools",
+ "Tot": "Tot",
+ "Total": "Total",
+ "Toughness": "Toughness",
+ "Trained Skills": "Trained Skills",
+ "Training Value Bonus": "Training Value Bonus",
+ "Value": "Value",
+ "Vehicles": "Vehicles",
+ "Viral": "Viral",
+ "Vitality": "Vitality",
+ "Wb + Eb": "Wb + Eb",
+ "Willpower": "Willpower",
+ "d5!": "d5!",
+ "d6": "d6",
+ "6": "6",
+ "6th": "6th",
+ "7": "7",
+ "7th": "7th",
+ "8": "8",
+ "8th": "8th",
+ "9": "9",
+ "9th": "9th"
+}
\ No newline at end of file
diff --git a/Outbreak/translations/hu.json b/Outbreak/translations/hu.json
new file mode 100644
index 0000000000..14008b19ce
--- /dev/null
+++ b/Outbreak/translations/hu.json
@@ -0,0 +1,121 @@
+{
+ "Main": "Main",
+ "0": "0",
+ "1": "1",
+ "1st": "1st",
+ "2": "2",
+ "2nd": "2nd",
+ "3": "3",
+ "3rd": "3rd",
+ "4": "4",
+ "4th": "4th",
+ "5": "5",
+ "5th": "5th",
+ "Adv Medicine": "Adv Medicine",
+ "Adv": "Adv",
+ "Archery Gear": "Archery Gear",
+ "Athletic Gear": "Athletic Gear",
+ "Attr": "Attr",
+ "Balance": "Balance",
+ "Barter": "Barter",
+ "Basic Skills": "Basic Skills",
+ "Bludgeoning": "Bludgeoning",
+ "Blunt": "Blunt",
+ "Bonus": "Bonus",
+ "Bow": "Bow",
+ "Brawl": "Brawl",
+ "Calm Other": "Calm Other",
+ "Campaign": "Campaign",
+ "Character Resources": "Character Resources",
+ "Climb": "Climb",
+ "Climbing Gear": "Climbing Gear",
+ "Command App": "Command App",
+ "Command": "Command",
+ "Competance Points:": "Competance Points:",
+ "Composure": "Composure",
+ "Construct Engineer": "Construct Engineer",
+ "Coping Mechanisms": "Coping Mechanisms",
+ "Damage Threshold": "Damage Threshold",
+ "Detect Motives": "Detect Motives",
+ "Dice Pool": "Dice Pool",
+ "Digital Systems": "Digital Systems",
+ "Dodge": "Dodge",
+ "Empathy": "Empathy",
+ "Endurance": "Endurance",
+ "Equipment": "Equipment",
+ "Expert Skills": "Expert Skills",
+ "Expression": "Expression",
+ "Firefighting": "Firefighting",
+ "First Aid Kits": "First Aid Kits",
+ "First Aid": "First Aid",
+ "Gestalt Level:": "Gestalt Level:",
+ "Grapple": "Grapple",
+ "Health Points": "Health Points",
+ "Hold": "Hold",
+ "Injuries": "Injuries",
+ "Intimidate": "Intimidate",
+ "Jump/Leap": "Jump/Leap",
+ "Lift/Pull": "Lift/Pull",
+ "Log": "Log",
+ "Long Gun": "Long Gun",
+ "Martial Art": "Martial Art",
+ "Martial Arts": "Martial Arts",
+ "Medical Gear": "Medical Gear",
+ "Morale": "Morale",
+ "Name": "Name",
+ "Navigation": "Navigation",
+ "Perception": "Perception",
+ "Persuade": "Persuade",
+ "Pierce": "Pierce",
+ "Piercing": "Piercing",
+ "Pilot": "Pilot",
+ "Pistol": "Pistol",
+ "Player": "Player",
+ "Psyche": "Psyche",
+ "Recon Gear": "Recon Gear",
+ "Resist Pain": "Resist Pain",
+ "Ride": "Ride",
+ "Roll": "Roll",
+ "S.P.E.W Attributes": "S.P.E.W Attributes",
+ "Sb + Wb": "Sb + Wb",
+ "Science": "Science",
+ "Search": "Search",
+ "Skill": "Skill",
+ "Skills": "Skills",
+ "Slash": "Slash",
+ "Slashing": "Slashing",
+ "Specalizations": "Specalizations",
+ "Spot/Listen": "Spot/Listen",
+ "Stealth": "Stealth",
+ "Strength": "Strength",
+ "Survival Kit": "Survival Kit",
+ "Survival Points:": "Survival Points:",
+ "Survival": "Survival",
+ "Swim": "Swim",
+ "Swimming/Diving": "Swimming/Diving",
+ "Symptoms": "Symptoms",
+ "Throw": "Throw",
+ "Throwing": "Throwing",
+ "Tools": "Tools",
+ "Tot": "Tot",
+ "Total": "Total",
+ "Toughness": "Toughness",
+ "Trained Skills": "Trained Skills",
+ "Training Value Bonus": "Training Value Bonus",
+ "Value": "Value",
+ "Vehicles": "Vehicles",
+ "Viral": "Viral",
+ "Vitality": "Vitality",
+ "Wb + Eb": "Wb + Eb",
+ "Willpower": "Willpower",
+ "d5!": "d5!",
+ "d6": "d6",
+ "6": "6",
+ "6th": "6th",
+ "7": "7",
+ "7th": "7th",
+ "8": "8",
+ "8th": "8th",
+ "9": "9",
+ "9th": "9th"
+}
\ No newline at end of file
diff --git a/Over the Edge 2e/translations/ca.json b/Over the Edge 2e/translations/ca.json
new file mode 100644
index 0000000000..47a1e4b94f
--- /dev/null
+++ b/Over the Edge 2e/translations/ca.json
@@ -0,0 +1,22 @@
+{
+ "character-name": "Character Name",
+ "motivation": "Motivation",
+ "traits-and-signs": "Traits and Signs",
+ "hand-of-fate": "Hand of Fate",
+ "flaw": "Flaw",
+ "secret": "Secret",
+ "important-person": "Important Person",
+ "background-": "Background / Description",
+ "finances-": "Finances & Other Possessions",
+ "weapons-": "Weapons & Damage Factors",
+ "wounds": "Wounds",
+ "hit-points": "Hit Points",
+ "max": "Max",
+ "cur": "Cur.",
+ "psychic-pool": "Psychic Pool",
+ "experience-pool": "Experience Pool",
+ "rolls": "Rolls",
+ "unstoppable-six": "Unstoppable Six",
+ "botch": "Botch",
+ "rolls-hand-of-fate": "Rolls Hand of Fate"
+}
\ No newline at end of file
diff --git a/Over the Edge 2e/translations/hu.json b/Over the Edge 2e/translations/hu.json
new file mode 100644
index 0000000000..47a1e4b94f
--- /dev/null
+++ b/Over the Edge 2e/translations/hu.json
@@ -0,0 +1,22 @@
+{
+ "character-name": "Character Name",
+ "motivation": "Motivation",
+ "traits-and-signs": "Traits and Signs",
+ "hand-of-fate": "Hand of Fate",
+ "flaw": "Flaw",
+ "secret": "Secret",
+ "important-person": "Important Person",
+ "background-": "Background / Description",
+ "finances-": "Finances & Other Possessions",
+ "weapons-": "Weapons & Damage Factors",
+ "wounds": "Wounds",
+ "hit-points": "Hit Points",
+ "max": "Max",
+ "cur": "Cur.",
+ "psychic-pool": "Psychic Pool",
+ "experience-pool": "Experience Pool",
+ "rolls": "Rolls",
+ "unstoppable-six": "Unstoppable Six",
+ "botch": "Botch",
+ "rolls-hand-of-fate": "Rolls Hand of Fate"
+}
\ No newline at end of file
diff --git a/Paladin/translations/ca.json b/Paladin/translations/ca.json
new file mode 100644
index 0000000000..fd852de76f
--- /dev/null
+++ b/Paladin/translations/ca.json
@@ -0,0 +1,321 @@
+{
+ "personal data": "personal data",
+ "name": "name",
+ "age": "age",
+ "son number": "son number",
+ "homeland": "homeland",
+ "blessing": "blessing",
+ "culture": "culture",
+ "home": "home",
+ "religion": "religion",
+ "liege lord": "liege lord",
+ "father's class": "father's class",
+ "current class": "current class",
+ "current home": "current home",
+ "personal traits": "personal traits",
+ "chivalry bonus": "chivalry bonus",
+ "religious bonus": "religious bonus",
+ "chaste": "chaste",
+ "lustful": "lustful",
+ "energetic": "energetic",
+ "lazy": "lazy",
+ "forgiving": "forgiving",
+ "vengeful": "vengeful",
+ "generous": "generous",
+ "selfish": "selfish",
+ "honest": "honest",
+ "deceitful": "deceitful",
+ "just": "just",
+ "arbitrary": "arbitrary",
+ "merciful": "merciful",
+ "cruel": "cruel",
+ "modest": "modest",
+ "proud": "proud",
+ "prudent": "prudent",
+ "reckless": "reckless",
+ "spiritual": "spiritual",
+ "wordly": "wordly",
+ "temperate": "temperate",
+ "indulgent": "indulgent",
+ "trusting": "trusting",
+ "suspicious": "suspicious",
+ "valorous": "valorous",
+ "cowardly": "cowardly",
+ "directed trait": "directed trait",
+ "trait": "trait",
+ "Player:": "Player:",
+ "personality traits": "personality traits",
+ "Chivalry Bonus[*](total=80+)": "Chivalry Bonus[*](total=80+)",
+ "Religious Bonus(traits all 16+)": "Religious Bonus(traits all 16+)",
+ "(15)": "(15)",
+ "passions": "passions",
+ "loyalty lord": "loyalty (lord)",
+ "love family": "love (family)",
+ "love charlemagne": "love (Charlemagne)",
+ "love god": "love (God)",
+ "hospitality": "hospitality",
+ "honor": "honor",
+ "attitudes": "attitudes",
+ "attitude charlemagne": "Charlemagne",
+ "attitude lord": "lord",
+ "attitude family": "family",
+ "attitude retinue": "retinue",
+ "attitude church": "church",
+ "attitude commoners": "commoners",
+ "equipment carried": "equipment carried",
+ "armor and shield": "armor and shield",
+ "armor type": "armor type",
+ "points": "points",
+ "clothing": "clothing",
+ "libra value": "libra value",
+ "personal gear": "personal gear",
+ "travel gear": "travel gear",
+ "war gear": "war gear",
+ "on horse #": "on horse #",
+ "equipment": "equipment",
+ "attributes": "attributes",
+ "(Knockdown)": "(Knockdown)",
+ "size": "size",
+ "siz": "siz",
+ "dex": "dex",
+ "dexterity": "dexterity",
+ "str": "str",
+ "strength": "strength",
+ "(Major Wound)": "(Major Wound)",
+ "(+3)": "(+3)",
+ "con": "con",
+ "constitution": "constitution",
+ "appearance": "appearance",
+ "app": "app",
+ "Damage": "Damage",
+ "d6": "d6",
+ "damage": "damage",
+ "healing rate": "healing rate",
+ "movement rate": "movement rate",
+ "total hit points": "total hit points",
+ "unconcious": "unconcious",
+ "distinctive features": "distinctive features",
+ "common": "common",
+ "courtly": "courtly",
+ "awareness": "awareness",
+ "boating": "boating",
+ "chirurgery": "chirurgery",
+ "compose": "compose",
+ "courtesy": "courtesy",
+ "dancing": "dancing",
+ "eloquence": "eloquence",
+ "faerie lore": "faerie lore",
+ "falconry": "falconry",
+ "first aid": "first aid",
+ "flirting": "flirting",
+ "folk lore": "folk lore",
+ "gaming": "gaming",
+ "heraldry": "heraldry",
+ "hunting": "hunting",
+ "intrigue": "intrigue",
+ "languages": "languages",
+ "orate": "orate",
+ "play": "play",
+ "read": "read",
+ "recognize": "recognize",
+ "romance": "romance",
+ "singing": "singing",
+ "stewardship": "stewardship",
+ "swimming": "swimming",
+ "tourney": "tourney",
+ "skills": "skills",
+ "squire": "squire",
+ "horsemanship": "horsemanship",
+ "battle": "battle",
+ "enter skill": "enter skill",
+ "check": "check",
+ "3/4 HP = -5 to Actions": "3/4 HP = -5 to Actions",
+ "1/2 HP = -10 to Actions": "1/2 HP = -10 to Actions",
+ "1/4 HP = Unconscious": "1/4 HP = Unconscious",
+ "chirurgery needed": "chirurgery needed",
+ "current hit points": "current hit points",
+ "wounds": "wounds",
+ "this game": "this game",
+ "glory this game": "glory this game",
+ "glory": "glory",
+ "skill": "skill",
+ "combat skills": "combat skills",
+ "melee skills": "melee",
+ "mounted skills": "mounted",
+ "missile skills": "missiles",
+ "siege": "siege",
+ "axe": "axe",
+ "bludgeon": "bludgeon",
+ "unarmed": "unarmed",
+ "bow": "bow",
+ "crossbow": "crossbow",
+ "thrown weapons": "thrown",
+ "glory total": "glory total",
+ "weapon skills": "weapon skills",
+ "dagger": "dagger",
+ "lance": "lance",
+ "spear": "spear",
+ "sword": "sword",
+ "win": "win",
+ "losses": "losses",
+ "other horses": "other horses",
+ "horse type": "horse type",
+ "horse damage": "horse damage",
+ "horse move": "horse move",
+ "horse armor": "horse armor",
+ "horse hp": "horse hp",
+ "horse con": "horse con",
+ "horse siz": "horse siz",
+ "horse dex": "horse dex",
+ "horse name": "horse name",
+ "horse breed": "horse breed",
+ "riding(#2)": "riding(#2)",
+ "squire(#3)": "squire(#3)",
+ "(#4)": "(#4)",
+ "move": "move",
+ "joust score": "joust score",
+ "horses": "horses",
+ "best warhorse (#1)": "best warhorse (#1)",
+ "type": "type",
+ "hp": "hp",
+ "armor": "armor",
+ "breed": "breed",
+ "jouse score": "jouse score",
+ "knight": "knight",
+ "holdings": "holdings",
+ "annual glory rewards": "annual glory rewards",
+ "denarii": "denarii",
+ "libra": "libra",
+ "old knights": "old knights",
+ "middle aged knights": "middle aged knights",
+ "young knights": "young knights",
+ "total family knights": "total family knights",
+ "vassal knights": "vassal knights",
+ "other lineage men": "other lineage men",
+ "levy": "levy",
+ "date": "date",
+ "important event": "important event",
+ "new": "new",
+ "new glory": "new glory",
+ "total glory": "total glory",
+ "event": "event",
+ "born": "born",
+ "squired": "squired",
+ "knighted": "knighted",
+ "member of the round table": "member of the round table",
+ "landed": "landed",
+ "titled": "titled",
+ "wed": "wed",
+ "died": "died",
+ "father name": "father name",
+ "class": "class",
+ "glory to sons": "glory to sons",
+ "family characteristic": "family characteristic",
+ "lover": "lover",
+ "children": "children",
+ "will": "will",
+ "traits": "traits",
+ "chivalry": "chivalry",
+ "equipment at home": "equipment at home",
+ "character history": "character history",
+ "family history and events": "family history and events",
+ "army": "army",
+ "coat of arms": "coat of arms",
+ "motto": "motto",
+ "annual glory rewards traits": "annual glory rewards traits",
+ "annual glory rewards chivalry": "annual glory rewards chivalry",
+ "annual glory rewards holdings": "annual glory rewards holdings",
+ "annual glory rewards passions": "annual glory rewards passions",
+ "annual glory rewards religion": "annual glory rewards religion",
+ "annual glory rewards total": "annual glory rewards total",
+ "enter horse name": "enter horse name",
+ "enter warhorse damage": "enter warhorse damage",
+ "shilling": "shilling",
+ "select character sheet knight": "select character sheet knight",
+ "select character sheet holdings": "select character sheet holdings",
+ "Holdings Character Sheet": "Holdings Character Sheet",
+ "horse 2": "horse 2",
+ "horse 3": "horse 3",
+ "horse 4": "horse 4",
+ "personal religion": "personal religion",
+ "play name": "play name",
+ "read name": "read name",
+ "religion name": "religion name",
+ "squire name": "squire name",
+ "fashion": "fashion",
+ "squire age": "squire age",
+ "daughter number": "daughter number",
+ "Gentle Woman Bonus[*](total=80+)": "Gentle Woman Bonus[*](total=80+)",
+ "industry": "industry",
+ "servant": "servant",
+ "woman's gift": "woman's gift",
+ "best horse (#1)": "best horse (#1)",
+ "household treasures": "household treasures",
+ "spouse": "spouse",
+ "woman": "woman",
+ "player name": "player name",
+ "character": "character",
+ "gear": "gear",
+ "personal": "personal",
+ "war": "war",
+ "travel": "travel",
+ "enter personal gear": "enter personal gear",
+ "gamemaster": "gamemaster",
+ "feast record": "feast record",
+ "gamemaster characters": "gamemaster characters",
+ "location": "location",
+ "above the salt (high table)": "above the salt (high table)",
+ "round 5": "round 5",
+ "round 1": "round 1",
+ "round 2": "round 2",
+ "round 3": "round 3",
+ "round 4": "round 4",
+ "total": "total",
+ "seating": "seating",
+ "geniality mod.": "geniality mod.",
+ "accumulated geniality": "accumulated geniality",
+ "near the salt (seat of honor)": "near the salt (seat of honor)",
+ "notes": "notes",
+ "below the salt (normal seating)": "below the salt (normal seating)",
+ "on the floor (squires)": "on the floor (squires)",
+ "enter name": "enter name",
+ "significant gamemaster characters": "significant gamemaster characters",
+ "enter glory this game": "enter glory this game",
+ "knight's entourage": "knight's entourage",
+ "lady's entourage": "lady's entourage",
+ "position": "position",
+ "cost £": "cost £",
+ "value": "value",
+ "entourage": "entourage",
+ "mod": "mod",
+ "loyalty": "loyalty",
+ "squire skill": "squire skill",
+ "weapon": "weapon",
+ "mw": "mw",
+ "horse": "horse",
+ "weapon 1": "weapon 1",
+ "weapon 2": "weapon 2",
+ "value 1": "value 1",
+ "value 2": "value 2",
+ "value 3": "value 3",
+ "skill 1": "skill 1",
+ "skill 2": "skill 2",
+ "skill 3": "skill 3",
+ "cost": "cost",
+ "modifier": "modifier",
+ "dowry": "dowry",
+ "love (family)": "love (family)",
+ "number of children": "number of children",
+ "wife": "wife",
+ "lady skill": "lady skill",
+ "dower": "dower",
+ "maid-in-waiting": "maid-in-waiting",
+ "loyalty lady": "loyalty (lady)",
+ "hand maiden skill": "hand maiden skill",
+ "skill industry": "skill industry",
+ "husband": "husband",
+ "knight skill": "knight skill",
+ "mesnie": "mesnie",
+ "improvable skill": "improvable skill",
+ "feast": "feast"
+}
\ No newline at end of file
diff --git a/Paladin/translations/hu.json b/Paladin/translations/hu.json
new file mode 100644
index 0000000000..fd852de76f
--- /dev/null
+++ b/Paladin/translations/hu.json
@@ -0,0 +1,321 @@
+{
+ "personal data": "personal data",
+ "name": "name",
+ "age": "age",
+ "son number": "son number",
+ "homeland": "homeland",
+ "blessing": "blessing",
+ "culture": "culture",
+ "home": "home",
+ "religion": "religion",
+ "liege lord": "liege lord",
+ "father's class": "father's class",
+ "current class": "current class",
+ "current home": "current home",
+ "personal traits": "personal traits",
+ "chivalry bonus": "chivalry bonus",
+ "religious bonus": "religious bonus",
+ "chaste": "chaste",
+ "lustful": "lustful",
+ "energetic": "energetic",
+ "lazy": "lazy",
+ "forgiving": "forgiving",
+ "vengeful": "vengeful",
+ "generous": "generous",
+ "selfish": "selfish",
+ "honest": "honest",
+ "deceitful": "deceitful",
+ "just": "just",
+ "arbitrary": "arbitrary",
+ "merciful": "merciful",
+ "cruel": "cruel",
+ "modest": "modest",
+ "proud": "proud",
+ "prudent": "prudent",
+ "reckless": "reckless",
+ "spiritual": "spiritual",
+ "wordly": "wordly",
+ "temperate": "temperate",
+ "indulgent": "indulgent",
+ "trusting": "trusting",
+ "suspicious": "suspicious",
+ "valorous": "valorous",
+ "cowardly": "cowardly",
+ "directed trait": "directed trait",
+ "trait": "trait",
+ "Player:": "Player:",
+ "personality traits": "personality traits",
+ "Chivalry Bonus[*](total=80+)": "Chivalry Bonus[*](total=80+)",
+ "Religious Bonus(traits all 16+)": "Religious Bonus(traits all 16+)",
+ "(15)": "(15)",
+ "passions": "passions",
+ "loyalty lord": "loyalty (lord)",
+ "love family": "love (family)",
+ "love charlemagne": "love (Charlemagne)",
+ "love god": "love (God)",
+ "hospitality": "hospitality",
+ "honor": "honor",
+ "attitudes": "attitudes",
+ "attitude charlemagne": "Charlemagne",
+ "attitude lord": "lord",
+ "attitude family": "family",
+ "attitude retinue": "retinue",
+ "attitude church": "church",
+ "attitude commoners": "commoners",
+ "equipment carried": "equipment carried",
+ "armor and shield": "armor and shield",
+ "armor type": "armor type",
+ "points": "points",
+ "clothing": "clothing",
+ "libra value": "libra value",
+ "personal gear": "personal gear",
+ "travel gear": "travel gear",
+ "war gear": "war gear",
+ "on horse #": "on horse #",
+ "equipment": "equipment",
+ "attributes": "attributes",
+ "(Knockdown)": "(Knockdown)",
+ "size": "size",
+ "siz": "siz",
+ "dex": "dex",
+ "dexterity": "dexterity",
+ "str": "str",
+ "strength": "strength",
+ "(Major Wound)": "(Major Wound)",
+ "(+3)": "(+3)",
+ "con": "con",
+ "constitution": "constitution",
+ "appearance": "appearance",
+ "app": "app",
+ "Damage": "Damage",
+ "d6": "d6",
+ "damage": "damage",
+ "healing rate": "healing rate",
+ "movement rate": "movement rate",
+ "total hit points": "total hit points",
+ "unconcious": "unconcious",
+ "distinctive features": "distinctive features",
+ "common": "common",
+ "courtly": "courtly",
+ "awareness": "awareness",
+ "boating": "boating",
+ "chirurgery": "chirurgery",
+ "compose": "compose",
+ "courtesy": "courtesy",
+ "dancing": "dancing",
+ "eloquence": "eloquence",
+ "faerie lore": "faerie lore",
+ "falconry": "falconry",
+ "first aid": "first aid",
+ "flirting": "flirting",
+ "folk lore": "folk lore",
+ "gaming": "gaming",
+ "heraldry": "heraldry",
+ "hunting": "hunting",
+ "intrigue": "intrigue",
+ "languages": "languages",
+ "orate": "orate",
+ "play": "play",
+ "read": "read",
+ "recognize": "recognize",
+ "romance": "romance",
+ "singing": "singing",
+ "stewardship": "stewardship",
+ "swimming": "swimming",
+ "tourney": "tourney",
+ "skills": "skills",
+ "squire": "squire",
+ "horsemanship": "horsemanship",
+ "battle": "battle",
+ "enter skill": "enter skill",
+ "check": "check",
+ "3/4 HP = -5 to Actions": "3/4 HP = -5 to Actions",
+ "1/2 HP = -10 to Actions": "1/2 HP = -10 to Actions",
+ "1/4 HP = Unconscious": "1/4 HP = Unconscious",
+ "chirurgery needed": "chirurgery needed",
+ "current hit points": "current hit points",
+ "wounds": "wounds",
+ "this game": "this game",
+ "glory this game": "glory this game",
+ "glory": "glory",
+ "skill": "skill",
+ "combat skills": "combat skills",
+ "melee skills": "melee",
+ "mounted skills": "mounted",
+ "missile skills": "missiles",
+ "siege": "siege",
+ "axe": "axe",
+ "bludgeon": "bludgeon",
+ "unarmed": "unarmed",
+ "bow": "bow",
+ "crossbow": "crossbow",
+ "thrown weapons": "thrown",
+ "glory total": "glory total",
+ "weapon skills": "weapon skills",
+ "dagger": "dagger",
+ "lance": "lance",
+ "spear": "spear",
+ "sword": "sword",
+ "win": "win",
+ "losses": "losses",
+ "other horses": "other horses",
+ "horse type": "horse type",
+ "horse damage": "horse damage",
+ "horse move": "horse move",
+ "horse armor": "horse armor",
+ "horse hp": "horse hp",
+ "horse con": "horse con",
+ "horse siz": "horse siz",
+ "horse dex": "horse dex",
+ "horse name": "horse name",
+ "horse breed": "horse breed",
+ "riding(#2)": "riding(#2)",
+ "squire(#3)": "squire(#3)",
+ "(#4)": "(#4)",
+ "move": "move",
+ "joust score": "joust score",
+ "horses": "horses",
+ "best warhorse (#1)": "best warhorse (#1)",
+ "type": "type",
+ "hp": "hp",
+ "armor": "armor",
+ "breed": "breed",
+ "jouse score": "jouse score",
+ "knight": "knight",
+ "holdings": "holdings",
+ "annual glory rewards": "annual glory rewards",
+ "denarii": "denarii",
+ "libra": "libra",
+ "old knights": "old knights",
+ "middle aged knights": "middle aged knights",
+ "young knights": "young knights",
+ "total family knights": "total family knights",
+ "vassal knights": "vassal knights",
+ "other lineage men": "other lineage men",
+ "levy": "levy",
+ "date": "date",
+ "important event": "important event",
+ "new": "new",
+ "new glory": "new glory",
+ "total glory": "total glory",
+ "event": "event",
+ "born": "born",
+ "squired": "squired",
+ "knighted": "knighted",
+ "member of the round table": "member of the round table",
+ "landed": "landed",
+ "titled": "titled",
+ "wed": "wed",
+ "died": "died",
+ "father name": "father name",
+ "class": "class",
+ "glory to sons": "glory to sons",
+ "family characteristic": "family characteristic",
+ "lover": "lover",
+ "children": "children",
+ "will": "will",
+ "traits": "traits",
+ "chivalry": "chivalry",
+ "equipment at home": "equipment at home",
+ "character history": "character history",
+ "family history and events": "family history and events",
+ "army": "army",
+ "coat of arms": "coat of arms",
+ "motto": "motto",
+ "annual glory rewards traits": "annual glory rewards traits",
+ "annual glory rewards chivalry": "annual glory rewards chivalry",
+ "annual glory rewards holdings": "annual glory rewards holdings",
+ "annual glory rewards passions": "annual glory rewards passions",
+ "annual glory rewards religion": "annual glory rewards religion",
+ "annual glory rewards total": "annual glory rewards total",
+ "enter horse name": "enter horse name",
+ "enter warhorse damage": "enter warhorse damage",
+ "shilling": "shilling",
+ "select character sheet knight": "select character sheet knight",
+ "select character sheet holdings": "select character sheet holdings",
+ "Holdings Character Sheet": "Holdings Character Sheet",
+ "horse 2": "horse 2",
+ "horse 3": "horse 3",
+ "horse 4": "horse 4",
+ "personal religion": "personal religion",
+ "play name": "play name",
+ "read name": "read name",
+ "religion name": "religion name",
+ "squire name": "squire name",
+ "fashion": "fashion",
+ "squire age": "squire age",
+ "daughter number": "daughter number",
+ "Gentle Woman Bonus[*](total=80+)": "Gentle Woman Bonus[*](total=80+)",
+ "industry": "industry",
+ "servant": "servant",
+ "woman's gift": "woman's gift",
+ "best horse (#1)": "best horse (#1)",
+ "household treasures": "household treasures",
+ "spouse": "spouse",
+ "woman": "woman",
+ "player name": "player name",
+ "character": "character",
+ "gear": "gear",
+ "personal": "personal",
+ "war": "war",
+ "travel": "travel",
+ "enter personal gear": "enter personal gear",
+ "gamemaster": "gamemaster",
+ "feast record": "feast record",
+ "gamemaster characters": "gamemaster characters",
+ "location": "location",
+ "above the salt (high table)": "above the salt (high table)",
+ "round 5": "round 5",
+ "round 1": "round 1",
+ "round 2": "round 2",
+ "round 3": "round 3",
+ "round 4": "round 4",
+ "total": "total",
+ "seating": "seating",
+ "geniality mod.": "geniality mod.",
+ "accumulated geniality": "accumulated geniality",
+ "near the salt (seat of honor)": "near the salt (seat of honor)",
+ "notes": "notes",
+ "below the salt (normal seating)": "below the salt (normal seating)",
+ "on the floor (squires)": "on the floor (squires)",
+ "enter name": "enter name",
+ "significant gamemaster characters": "significant gamemaster characters",
+ "enter glory this game": "enter glory this game",
+ "knight's entourage": "knight's entourage",
+ "lady's entourage": "lady's entourage",
+ "position": "position",
+ "cost £": "cost £",
+ "value": "value",
+ "entourage": "entourage",
+ "mod": "mod",
+ "loyalty": "loyalty",
+ "squire skill": "squire skill",
+ "weapon": "weapon",
+ "mw": "mw",
+ "horse": "horse",
+ "weapon 1": "weapon 1",
+ "weapon 2": "weapon 2",
+ "value 1": "value 1",
+ "value 2": "value 2",
+ "value 3": "value 3",
+ "skill 1": "skill 1",
+ "skill 2": "skill 2",
+ "skill 3": "skill 3",
+ "cost": "cost",
+ "modifier": "modifier",
+ "dowry": "dowry",
+ "love (family)": "love (family)",
+ "number of children": "number of children",
+ "wife": "wife",
+ "lady skill": "lady skill",
+ "dower": "dower",
+ "maid-in-waiting": "maid-in-waiting",
+ "loyalty lady": "loyalty (lady)",
+ "hand maiden skill": "hand maiden skill",
+ "skill industry": "skill industry",
+ "husband": "husband",
+ "knight skill": "knight skill",
+ "mesnie": "mesnie",
+ "improvable skill": "improvable skill",
+ "feast": "feast"
+}
\ No newline at end of file
diff --git a/Paranoia_Mongoose/translations/ca.json b/Paranoia_Mongoose/translations/ca.json
new file mode 100644
index 0000000000..d8bb9c5325
--- /dev/null
+++ b/Paranoia_Mongoose/translations/ca.json
@@ -0,0 +1,79 @@
+{
+ "alpha-complex": "ALPHA COMPLEX",
+ "alpha-complex-title": "Alpha Complex Points",
+ "athletics": "ATHLETICS",
+ "athletics-title": "Athletics Points",
+ "attributes-skills": "ATTRIBUTES & SKILLS",
+ "bluff": "BLUFF",
+ "bluff-title": "Bluff Points",
+ "brains": "BRAINS",
+ "brains-title": "Brains Points",
+ "bureaucracy": "BUREAUCRACY",
+ "bureaucracy-title": "Bureaucracy Points",
+ "character-name-place": "Citizen Name",
+ "charm": "CHARM",
+ "charm-title": "Charm Points",
+ "chutzpah": "CHUTZPAH",
+ "chutzpah-title": "Chutzpah Points",
+ "identity-form": "IDENTITY FORM",
+ "clone-number": "CLONE #",
+ "clone-number-title": "Clone Number",
+ "computer-dice": "Computer Dice",
+ "dead": "DEAD",
+ "demolitions": "DEMOLITIONS",
+ "demolitions-title": "Demolitions Points",
+ "description": "DESCRIPTION",
+ "description-place": "Description",
+ "disclaimer": "IN ACCORDANCE WITH THE PROVISIONS RELATING TO THE PROTECTION OF THE PRIVACY OF CITIZENS, THIS INFORMATION WILL NOT BE PUBLISHED OUTSIDE THE ALPHA COMPLEX.",
+ "does-a-test": " does a test",
+ "engineer": "ENGINEER",
+ "engineer-title": "Engineer Points",
+ "equipment": "EQUIPMENT",
+ "equipment-disclaimer": "TICK THE SYMBOLS ACCORDING TO THE WEIGHT VALUE OF EACH OBJECT.",
+ "footer": "THIS DOCUMENT IS THE PROPERTY OF THE ALPHA COMPLEX. THANK YOU FOR FILLING IT WITH ALL THE SERIOUSNESS REQUIRED.",
+ "gender": "GENDER",
+ "gender-place": "Gender",
+ "guns": "GUNS",
+ "guns-title": "Guns Points",
+ "hurt": "HURT",
+ "injured": "INJURED",
+ "intimidate": "INTIMIDATE",
+ "intimidate-title": "Intimidate Points",
+ "item-desc-place": "Item name & description",
+ "launch-a-test": "LAUNCH A TEST",
+ "maimed": "MAIMED",
+ "mechanics": "MECHANICS",
+ "mechanics-title": "Mechanics Points",
+ "melee": "MELEE",
+ "melee-title": "Melee Points",
+ "memory": "MEMORY",
+ "memory-title": "Everything stored in your AugMem.",
+ "moxie": "MOXIE",
+ "name": "NAME",
+ "operate": "OPERATE",
+ "operate-title": "Operate Points",
+ "personal-details": "PERSONAL DETAILS",
+ "program": "PROGRAM",
+ "program-title": "Program Points",
+ "psychology": "PSYCHOLOGY",
+ "psychology-title": "Psychology Points",
+ "science": "SCIENCE",
+ "science-title": "Science Points",
+ "sector": "HOME SECTOR",
+ "sector-place": "Home Sector",
+ "security-clearance": "SECURITY CLEARANCE",
+ "security-clearance-place": "Security Clearance",
+ "stealth": "STEALTH",
+ "stealth-title": "Stealth Points",
+ "successes": "success(es)",
+ "test-result": "Test Result",
+ "throw": "THROW",
+ "throw-title": "Throw Points",
+ "treason-level": "TREASON LEVEL",
+ "violence": "VIOLENCE",
+ "violence-title": "Violence Points",
+ "wellbeing": "WELLBEING",
+ "wounds": "WOUNDS",
+ "xp-points": "XP POINTS",
+ "xp-points-title": "Current XP Points"
+}
diff --git a/Paranoia_Mongoose/translations/hu.json b/Paranoia_Mongoose/translations/hu.json
new file mode 100644
index 0000000000..d8bb9c5325
--- /dev/null
+++ b/Paranoia_Mongoose/translations/hu.json
@@ -0,0 +1,79 @@
+{
+ "alpha-complex": "ALPHA COMPLEX",
+ "alpha-complex-title": "Alpha Complex Points",
+ "athletics": "ATHLETICS",
+ "athletics-title": "Athletics Points",
+ "attributes-skills": "ATTRIBUTES & SKILLS",
+ "bluff": "BLUFF",
+ "bluff-title": "Bluff Points",
+ "brains": "BRAINS",
+ "brains-title": "Brains Points",
+ "bureaucracy": "BUREAUCRACY",
+ "bureaucracy-title": "Bureaucracy Points",
+ "character-name-place": "Citizen Name",
+ "charm": "CHARM",
+ "charm-title": "Charm Points",
+ "chutzpah": "CHUTZPAH",
+ "chutzpah-title": "Chutzpah Points",
+ "identity-form": "IDENTITY FORM",
+ "clone-number": "CLONE #",
+ "clone-number-title": "Clone Number",
+ "computer-dice": "Computer Dice",
+ "dead": "DEAD",
+ "demolitions": "DEMOLITIONS",
+ "demolitions-title": "Demolitions Points",
+ "description": "DESCRIPTION",
+ "description-place": "Description",
+ "disclaimer": "IN ACCORDANCE WITH THE PROVISIONS RELATING TO THE PROTECTION OF THE PRIVACY OF CITIZENS, THIS INFORMATION WILL NOT BE PUBLISHED OUTSIDE THE ALPHA COMPLEX.",
+ "does-a-test": " does a test",
+ "engineer": "ENGINEER",
+ "engineer-title": "Engineer Points",
+ "equipment": "EQUIPMENT",
+ "equipment-disclaimer": "TICK THE SYMBOLS ACCORDING TO THE WEIGHT VALUE OF EACH OBJECT.",
+ "footer": "THIS DOCUMENT IS THE PROPERTY OF THE ALPHA COMPLEX. THANK YOU FOR FILLING IT WITH ALL THE SERIOUSNESS REQUIRED.",
+ "gender": "GENDER",
+ "gender-place": "Gender",
+ "guns": "GUNS",
+ "guns-title": "Guns Points",
+ "hurt": "HURT",
+ "injured": "INJURED",
+ "intimidate": "INTIMIDATE",
+ "intimidate-title": "Intimidate Points",
+ "item-desc-place": "Item name & description",
+ "launch-a-test": "LAUNCH A TEST",
+ "maimed": "MAIMED",
+ "mechanics": "MECHANICS",
+ "mechanics-title": "Mechanics Points",
+ "melee": "MELEE",
+ "melee-title": "Melee Points",
+ "memory": "MEMORY",
+ "memory-title": "Everything stored in your AugMem.",
+ "moxie": "MOXIE",
+ "name": "NAME",
+ "operate": "OPERATE",
+ "operate-title": "Operate Points",
+ "personal-details": "PERSONAL DETAILS",
+ "program": "PROGRAM",
+ "program-title": "Program Points",
+ "psychology": "PSYCHOLOGY",
+ "psychology-title": "Psychology Points",
+ "science": "SCIENCE",
+ "science-title": "Science Points",
+ "sector": "HOME SECTOR",
+ "sector-place": "Home Sector",
+ "security-clearance": "SECURITY CLEARANCE",
+ "security-clearance-place": "Security Clearance",
+ "stealth": "STEALTH",
+ "stealth-title": "Stealth Points",
+ "successes": "success(es)",
+ "test-result": "Test Result",
+ "throw": "THROW",
+ "throw-title": "Throw Points",
+ "treason-level": "TREASON LEVEL",
+ "violence": "VIOLENCE",
+ "violence-title": "Violence Points",
+ "wellbeing": "WELLBEING",
+ "wounds": "WOUNDS",
+ "xp-points": "XP POINTS",
+ "xp-points-title": "Current XP Points"
+}
diff --git a/Paranoia_Mongoose_oneclick/translations/ca.json b/Paranoia_Mongoose_oneclick/translations/ca.json
new file mode 100644
index 0000000000..0bb0855dd2
--- /dev/null
+++ b/Paranoia_Mongoose_oneclick/translations/ca.json
@@ -0,0 +1,49 @@
+{
+ "alpha-complex": "ALPHA COMPLEX",
+ "athletics": "ATHLETICS",
+ "bluff": "BLUFF",
+ "brains": "BRAINS",
+ "bureaucracy": "BUREAUCRACY",
+ "charm": "CHARM",
+ "chutzpah": "CHUTZPAH",
+ "clone-number": "CLONE NUMBER",
+ "dead": "DEAD",
+ "demolitions": "DEMOLITIONS",
+ "description": "PERSONALITY",
+ "details": "DETAILS",
+ "engineer": "ENGINEER",
+ "equipment": "EQUIPMENT",
+ "footer": "ALL INFORMATION CONTAINED IN THIS FORM IS THE PROPERTY OF ALPHA COMPLEX",
+ "gender": "GENDER",
+ "guns": "GUNS",
+ "header": "PARANOIA",
+ "hurt": "HURT",
+ "identity-form": "IDENTITY FORM",
+ "injured": "INJURED",
+ "intimidate": "INTIMIDATE",
+ "maimed": "MAIMED",
+ "mechanics": "MECHANICS",
+ "melee": "MELEE",
+ "memory": "MEMORY",
+ "moxie": "MOXIE",
+ "max-moxie": "MAX MOXIE",
+ "name": "NAME",
+ "NODE": "NODE",
+ "operate": "OPERATE",
+ "program": "PROGRAM",
+ "progress": "PROGRESS",
+ "psychology": "PSYCHOLOGY",
+ "science": "SCIENCE",
+ "sector": "HOME SECTOR",
+ "security-clearance": "CLEARANCE",
+ "size": "SIZE",
+ "skills": "SKILLS",
+ "stealth": "STEALTH",
+ "storage": "STORAGE",
+ "throw": "THROW",
+ "treason-level": "TREASON",
+ "violence": "VIOLENCE",
+ "weight": "WEIGHT",
+ "wounds": "WOUNDS",
+ "xp-points": "XP POINTS"
+}
\ No newline at end of file
diff --git a/Paranoia_Mongoose_oneclick/translations/hu.json b/Paranoia_Mongoose_oneclick/translations/hu.json
new file mode 100644
index 0000000000..0bb0855dd2
--- /dev/null
+++ b/Paranoia_Mongoose_oneclick/translations/hu.json
@@ -0,0 +1,49 @@
+{
+ "alpha-complex": "ALPHA COMPLEX",
+ "athletics": "ATHLETICS",
+ "bluff": "BLUFF",
+ "brains": "BRAINS",
+ "bureaucracy": "BUREAUCRACY",
+ "charm": "CHARM",
+ "chutzpah": "CHUTZPAH",
+ "clone-number": "CLONE NUMBER",
+ "dead": "DEAD",
+ "demolitions": "DEMOLITIONS",
+ "description": "PERSONALITY",
+ "details": "DETAILS",
+ "engineer": "ENGINEER",
+ "equipment": "EQUIPMENT",
+ "footer": "ALL INFORMATION CONTAINED IN THIS FORM IS THE PROPERTY OF ALPHA COMPLEX",
+ "gender": "GENDER",
+ "guns": "GUNS",
+ "header": "PARANOIA",
+ "hurt": "HURT",
+ "identity-form": "IDENTITY FORM",
+ "injured": "INJURED",
+ "intimidate": "INTIMIDATE",
+ "maimed": "MAIMED",
+ "mechanics": "MECHANICS",
+ "melee": "MELEE",
+ "memory": "MEMORY",
+ "moxie": "MOXIE",
+ "max-moxie": "MAX MOXIE",
+ "name": "NAME",
+ "NODE": "NODE",
+ "operate": "OPERATE",
+ "program": "PROGRAM",
+ "progress": "PROGRESS",
+ "psychology": "PSYCHOLOGY",
+ "science": "SCIENCE",
+ "sector": "HOME SECTOR",
+ "security-clearance": "CLEARANCE",
+ "size": "SIZE",
+ "skills": "SKILLS",
+ "stealth": "STEALTH",
+ "storage": "STORAGE",
+ "throw": "THROW",
+ "treason-level": "TREASON",
+ "violence": "VIOLENCE",
+ "weight": "WEIGHT",
+ "wounds": "WOUNDS",
+ "xp-points": "XP POINTS"
+}
\ No newline at end of file
diff --git a/Pathfinder 2 Playtest by Roll20/translations/ca.json b/Pathfinder 2 Playtest by Roll20/translations/ca.json
new file mode 100644
index 0000000000..be7da6b687
--- /dev/null
+++ b/Pathfinder 2 Playtest by Roll20/translations/ca.json
@@ -0,0 +1,541 @@
+{
+ "name": "NAME",
+ "ability-type": "ABILITY TYPE",
+ "quantity": "QUANTITY",
+ "track": "TRACK",
+ "uses": "USES",
+ "attack-affected-by-buffs-to": "ATTACK ROLL AFFECTED BY BUFFS TO",
+ "damage-affected-by-buffs-to": "DAMAGE AFFECTED BY BUFFS TO",
+ "core": "CORE",
+ "select": "SELECT",
+ "spells&powers": "SPELLS/POWERS",
+ "comms": "COMMS",
+ "rolls-are": "ROLLS ARE",
+ "public": "PUBLIC",
+ "patched": "PATCHED",
+ "unpatched": "UNPATCHED",
+ "private": "PRIVATE",
+ "display-mode": "DISPLAY MODE",
+ "pc": "PC",
+ "senses": "SENSES",
+ "update-pilot": "UPDATE PILOT",
+ "physical_track": "PHYSICAL TRACK",
+ "mental_track": "MENTAL TRACK",
+ "strength_track": "STRENGTH TRACK",
+ "dexterity_track": "DEXTERITY TRACK",
+ "constitution_track": "CONSTITUTION TRACK",
+ "intelligence_track": "INTELLIGENCE TRACK",
+ "wisdom_track": "WISDOM TRACK",
+ "charisma_track": "CHARISMA TRACK",
+ "physical-disease": "PHYSICAL DISEASE",
+ "healthy": "HEALTHY",
+ "latent": "LATENT",
+ "sensor-bonus": "SENSOR BONUS",
+ "update-pilot-tooltip": "Pull piloting ranks from the opened pilot's sheet",
+ "weakened": "WEAKENED",
+ "impaired": "IMPAIRED",
+ "debilitated": "DEBILITATED",
+ "bedridden": "BEDRIDDEN",
+ "comatose": "COMATOSE",
+ "dead": "DEAD",
+ "mental-disease": "MENTAL DISEASE",
+ "befuddled": "BEFUDDLED",
+ "disassociated": "DISASSOCIATED",
+ "strength-poison": "STRENGTH POISON",
+ "healthy' selected='selected": "HEALTHY",
+ "staggered": "STAGGERED",
+ "immobile": "IMMOBILE",
+ "dexterity-poison": "DEXTERITY POISON",
+ "sluggish": "SLUGGISH",
+ "stiffened": "STIFFENED",
+ "constitution-poison": "CONSTITUTION POISON",
+ "unconscious": "UNCONSCIOUS",
+ "intelligence-poison": "INTELLIGENCE POISON",
+ "animalistic": "ANIMALISTIC",
+ "wisdom-poison": "WISDOM POISON",
+ "confused": "CONFUSED",
+ "charisma-poison": "CHARISMA POISON",
+ "pliable": "PLIABLE",
+ "catatonic": "CATATONIC",
+ "asleep": "ASLEEP",
+ "bleeding": "BLEEDING",
+ "blinded": "BLINDED",
+ "burning": "BURNING",
+ "cowering": "COWERING",
+ "dazed": "DAZED",
+ "dazzled": "DAZZLED",
+ "deafened": "DEAFENED",
+ "dying": "DYING",
+ "encumbered": "ENCUMBERED",
+ "entangled": "ENTANGLED",
+ "exhausted": "EXHAUSTED",
+ "fascinated": "FASCINATED",
+ "fatigued": "FATIGUED",
+ "flat_footed": "FLAT-FOOTED",
+ "frightened": "FRIGHTENED",
+ "grappled": "GRAPPLED",
+ "helpless": "HELPLESS",
+ "nauseated": "NAUSEATED",
+ "negative_levels": "NEGATIVE LEVELS",
+ "off_kilter": "OFF-KILTER",
+ "off_target": "OFF-TARGET",
+ "overburdened": "OVERBURDENED",
+ "panicked": "PANICKED",
+ "paralyzed": "PARALYZED",
+ "pinned": "PINNED",
+ "prone": "PRONE",
+ "shaken": "SHAKEN",
+ "sickened": "SICKENED",
+ "stable": "STABLE",
+ "stunned": "STUNNED",
+ "ancestry-details": "ANCESTRY DETAILS",
+ "npc": "NPC",
+ "ship": "SHIP",
+ "drone": "DRONE",
+ "house-rules": "HOUSE RULES",
+ "resolve": "RESOLVE",
+ "key-ability": "KEY ABILITY",
+ "highest-ability": "HIGHEST ABILITY",
+ "buff-stacking": "BUFF STACKING",
+ "half-specialization-weapons": "HALF SPECIALIZATION WEAPONS",
+ "character": "CHARACTER",
+ "class": "CLASS",
+ "char-name-u": "CHARACTER NAME",
+ "class-level": "CLASS/LEVEL",
+ "ancestry": "ANCESTRY",
+ "hp": "HP",
+ "theme": "THEME",
+ "size": "SIZE",
+ "speed": "SPEED",
+ "gender": "GENDER",
+ "home-world": "HOME WORLD",
+ "alignment": "ALIGNMENT",
+ "deity": "DEITY",
+ "player": "PLAYER",
+ "languages": "LANGUAGES",
+ "class-name": "CLASS NAME",
+ "class-num-level": "LVL",
+ "class-stam": "SP",
+ "bab": "BAB",
+ "fort": "FORT",
+ "ref": "REF",
+ "will": "WILL",
+ "skills": "SKILLS",
+ "abi": "ABI",
+ "spell": "SPELL",
+ "poor": "POOR",
+ "good": "GOOD",
+ "menus": "MENUS",
+ "initiative": "INITIATIVE",
+ "attacks": "ATTACKS",
+ "attack": "ATTACK",
+ "damage": "DAMAGE",
+ "saves": "SAVES",
+ "abilities-u": "ABILITIES",
+ "ability-checks": "ABILITY CHECKS",
+ "buffs": "BUFFS",
+ "mods": "MODS",
+ "ability-scores": "ABILITY SCORES",
+ "mod": "MOD",
+ "tot": "TOT",
+ "pen": "PEN",
+ "drain": "DRN",
+ "strength": "STRENGTH",
+ "dexterity": "DEXTERITY",
+ "constitution": "CONSTITUTION",
+ "intelligence": "INTELLIGENCE",
+ "wisdom": "WISDOM",
+ "charisma": "CHARISMA",
+ "health": "HEALTH",
+ "char-hp": "HIT POINTS",
+ "sp": "SP",
+ "gp": "GP",
+ "pp": "PP",
+ "cp": "CP",
+ "rp": "RP",
+ "temp-hp": "TEMPORARY HIT POINTS",
+ "armorclass": "ARMOR CLASS",
+ "tac": "TAC",
+ "ac": "AC",
+ "resistance": "RESISTANCE",
+ "savingthrows": "SAVING THROWS",
+ "base": "BASE",
+ "rnk": "RNK",
+ "class-skill": "CS",
+ "acrobatics": "ACROBATICS",
+ "acp": "ACP",
+ "untrained": "UNTRAINED",
+ "trained": "TRAINED",
+ "expert": "EXPERT",
+ "master": "MASTER",
+ "legendary": "LEGENDARY",
+ "athletics": "ATHLETICS",
+ "arcana": "ARCANA",
+ "diplomacy": "DIPLOMACY",
+ "crafting": "CRAFTING",
+ "deception": "DECEPTION",
+ "intimidation": "INTIMIDATION",
+ "medicine": "MEDICINE",
+ "perception": "PERCEPTION ",
+ "nature": "NATURE",
+ "occultism": "OCCULTISM",
+ "religion": "RELIGION",
+ "society": "SOCIETY",
+ "stealth": "STEALTH",
+ "survival": "SURVIVAL",
+ "thievery": "THIEVERY",
+ "name-u": "NAME",
+ "lvl": "LVL",
+ "Not-Proficient": "NOT PROFICIENT",
+ "proficient": "PROFICIENT",
+ "specialized": "SPECIALIZED",
+ "category": "CATEGORY",
+ "atk-u": "ATTACK ROLL",
+ "rng": "RANGE",
+ "melee": "MELEE",
+ "ranged": "RANGED",
+ "dmg": "DAMAGE ROLL",
+ "type": "TYPE",
+ "damage-type": "DAMAGE TYPE",
+ "crit-damage": "CRIT DAMAGE",
+ "ammo": "ammo",
+ "usage": "USAGE",
+ "special": "SPECIAL",
+ "additional-attack": "ADDITIONAL ATTACKS",
+ "roll-full-attack_": "ROLL FULL ATTACK: ",
+ "query": "QUERY",
+ "always": "ALWAYS",
+ "never": "NEVER",
+ "number-of-attacks:": "NUMBER OF ATTACKS:",
+ "attacher": "ATTACHER",
+ "equipment": "EQUIPMENT",
+ "carried": "CARRIED",
+ "encumber": "ENCUMBER",
+ "over": "OVER",
+ "credits": "CREDITS",
+ "wealth": "WEALTH",
+ "upbs": "UPBs",
+ "num": "NUM",
+ "bulk": "BULK",
+ "cost": "COST",
+ "abilities": "ABILITIES",
+ "constant": "CONSTANT",
+ "at-will": "AT WILL",
+ "x/day": "X/DAY",
+ "source": "SOURCE",
+ "extraordinary": "EXTRAORDINARY",
+ "supernatural": "SUPERNATURAL",
+ "spell-like": "SPELL-LIKE",
+ "target": "TARGET",
+ "duration": "DURATION",
+ "_-daily-uses": "Daily Uses",
+ "atk": "ATTACK ROLL",
+ "save-effect": "SAVE EFFECT",
+ "dex": "DEX",
+ "con": "CON",
+ "int": "INT",
+ "wis": "WIS",
+ "cha": "CHA",
+ "based-dc_": "Based DC ",
+ "fort-save": "FORT SAVE",
+ "ref-save": "REF SAVE",
+ "will-save": "WILL SAVE",
+ "A-Sucessful-Save:": "A Sucessful Save:",
+ "spellclasses": "SPELLCLASSES",
+ "ability": "ABILITY",
+ "progress": "PROGRESS",
+ "spells-per-day": "SPELLS PER DAY",
+ "1st-level": "1st LEVEL",
+ "school": "SCHOOL",
+ "str": "STR",
+ "4th-level": "4th LEVEL",
+ "7th-level": "7th LEVEL",
+ "2nd-level": "2nd LEVEL",
+ "5th-level": "5th LEVEL",
+ "8th-level": "8th LEVEL",
+ "cantrips": "CANTRIPS",
+ "3rd-level": "3rd LEVEL",
+ "6th-level": "6th LEVEL",
+ "9th-level": "9th LEVEL",
+ "10th-level": "10th LEVEL",
+ "cr": "CR",
+ "xp": "XP",
+ "init": "INIT",
+ "aura": "AURA",
+ "defense": "DEFENSE",
+ "defensive-abilities": "DEFENSIVE ABILITIES",
+ "dr": "DR",
+ "immunities": "IMMUNITIES",
+ "sr": "SR",
+ "resistances": "RESISTANCES",
+ "weaknesses": "WEAKNESSES",
+ "offense": "OFFENSE",
+ "space": "SPACE",
+ "reach": "REACH",
+ "spells-known": "SPELLS KNOWN",
+ "(cl": "(CL",
+ "statistics": "STATISTICS",
+ "feats": "FEATS",
+ "other-abilities": "OTHER ABILITIES",
+ "gear": "GEAR",
+ "ecology": "ECOLOGY",
+ "environment": "ENVIRONMENT",
+ "organization": "ORGANIZATION",
+ "tactics": "TACTICS",
+ "special-abilities": "SPECIAL ABILITIES",
+ "purpose": "PURPOSE",
+ "import": "IMPORT",
+ "export": "EXPORT",
+ "paizo-statblock": "PAIZO STATBLOCK",
+ "srd-statblock": "SRD STATBLOCK",
+ "starship-info": "STARSHIP INFO",
+ "starship-name": "STARSHIP NAME",
+ "tier": "TIER",
+ "make-and-model": "MAKE AND MODEL",
+ "frame": "FRAME",
+ "maneuverability": "MANEUVERABILITY",
+ "drift-rating": "DRIFT RATING",
+ "crew": "CREW",
+ "captain": "CAPTAIN",
+ "engineer": "ENGINEER",
+ "pilot": "PILOT",
+ "gunner": "GUNNER",
+ "gunnery": "GUNNERY",
+ "science-officer": "SCIENCE OFFICER ",
+ "captain-query": "CAPTAIN ACTIONS",
+ "engineer-query": "ENGINEERS",
+ "pilot-query": "PILOTS",
+ "science-officer-query": "SCIENCE OFFICERS",
+ "gunner-query": "GUNNERS",
+ "starship-defenses": "DEFENSES",
+ "total": "TOTAL",
+ "tl": "TL",
+ "current": "CURRENT",
+ "thresholds": "THRESHOLDS",
+ "critical": "CRITICAL",
+ "shield-total": "SHIELD TOTAL",
+ "forward": "FORWARD",
+ "port": "PORT",
+ "aft": "AFT",
+ "starboard": "STARBOARD",
+ "turret": "TURRET",
+ "systems": "SYSTEMS",
+ "expansion-bays": "EXPANSION BAYS",
+ "cargo/passengers": "CARGO/PASSENGERS",
+ "cargo-placeholder": "Enter any cargo/passengers being carried here",
+ "system-status": "SYSTEM STATUS",
+ "life-support-dice-range": "LIFE SUPPORT (1-10)",
+ "life-support": "Life Support",
+ "sensors": "Sensors",
+ "engines": "Engines",
+ "power-core": "Power Core",
+ "port-arc": "Port Arc",
+ "starboard-arc": "Starboard Arc",
+ "forward-arc": "Forward Arc",
+ "aft-arc": "Aft Arc",
+ "weapons": "Weapons",
+ "nominal": "NOMINAL",
+ "glitching": "GLITCHING",
+ "malfunctioning": "MALFUNCTIONING",
+ "wrecked": "WRECKED",
+ "sensors-dice-range": "SENSORS (11-30)",
+ "weapons-array-dice-range": "WEAPONS ARRAY (31-60)",
+ "engines-dice-range": "ENGINES (61-80)",
+ "power-core-dice-range": "POWER CORE (81-100)",
+ "fwd (1)": "FWD (1)",
+ "stbd (2)": "STBD (2)",
+ "port (4)": "PORT (4)",
+ "aft (3)": "AFT (3)",
+ "1st-attack": "1st ATTACK",
+ "targets": "TARGETS",
+ "full-effect:": "FULL EFFECT:",
+ "save": "SAVE",
+ "dc": "DC",
+ "save-effect:": "SAVE EFFECT:",
+ "notes:": "NOTES:",
+ "level": "LEVEL ",
+ "roll-crit": "ROLL CRITICAL EFFECT",
+ "random-crit": "APPLY RANDOM CRITICAL EFFECT",
+ "2nd-attack": "2nd ATTACK",
+ "3rd-attack": "3rd ATTACK",
+ "4th-attack": "4th ATTACK",
+ "5th-attack": "5th ATTACK",
+ "check": "CHECK",
+ "on": "ON",
+ "off": "OFF",
+ "no": "NO",
+ "yes": "YES",
+ "opposed-roll": "Opposed Roll",
+ "visual": "Visual",
+ "escaping-grapple": "Escaping Grapple",
+ "helm-check": "HELM PHASE INITIATIVE",
+ "arc": "ARC",
+ "bp": "BP",
+ "pcu": "PCU",
+ "short": "SHORT",
+ "medium": "MEDIUM",
+ "long": "LONG",
+ "crit-effect": "CRITICAL EFFECT",
+ "ability_checks": "ABILITY CHECKS",
+ "ability_scores": "ABILITY SCORES",
+ "dr_resist": "DR/RESIST",
+ "caster-level_": "CASTER LEVEL ",
+ "power": "POWER",
+ "which-gunner": "Which Gunner",
+ "range": "RANGE",
+ "hexes": "HEXES",
+ "light": "LIGHT",
+ "heavy": "HEAVY WEAPON",
+ "capital": "CAPITAL",
+ "direct-fire": "DIRECT FIRE",
+ "tracking": "TRACKING",
+ "which-arc": "Which Arc",
+ "power&computers": "POWER & COMPUTERS",
+ "computer": "COMPUTER",
+ "computer-bonus": "COMPUTER BONUS",
+ "use-computer": "Use Computer",
+ "shield-bonus": "SHIELD BONUS",
+ "shields": "SHIELDS",
+ "activation": "ACTIVATION",
+ "tiny": "TINY",
+ "small": "SMALL",
+ "large": "LARGE",
+ "huge": "HUGE",
+ "gargantuan": "GARGANTUAN",
+ "colossal": "COLOSSAL",
+ "clumsy": "CLUMSY",
+ "average": "AVERAGE",
+ "perfect": "PERFECT",
+ "n/a": "NA",
+ "disclaimer": "© 2018. Pathfinder Playtest, the Pathfinder Playtest logo, the Paizo golem, all Paizo titles, the Pathfinder Playtest Roleplaying Game rules, and Paizo’s character names and distinctive likenesses are property and copyright of Paizo, Inc. in the United States and other countries.",
+ "unarmored": "UNARMORED",
+ "light-armor": "LIGHT ARMOR",
+ "medium-armor": "MEDIUM ARMOR",
+ "heavy-armor": "HEAVY ARMOR",
+ "shield": "SHIELD",
+ "simple": "SIMPLE",
+ "martial": "MARTIAL",
+ "conditions": "CONDITIONS",
+ "combat-proficiencies": "WEAPON & ARMOR PROFICIENCIES",
+ "armor": "ARMOR",
+ "weapon": "WEAPON",
+ "armor-type": "ARMOR TYPE",
+ "ancestry-name": "ANCESTRY NAME",
+ "boost": "BOOST",
+ "flaw": "FLAW",
+ "level-1-boosts": "LEVEL 1 BOOSTS",
+ "level-5-boosts": "LEVEL 5 BOOSTS",
+ "level-10-boosts": "LEVEL 10 BOOSTS",
+ "level-15-boosts": "LEVEL 15 BOOSTS",
+ "level-20-boosts": "LEVEL 20 BOOSTS",
+ "background-name": "BACKGROUND NAME",
+ "background": "BACKGROUND",
+ "creation": "CREATION",
+ "common": "COMMON",
+ "uncommon": "UNCOMMON",
+ "potency-rune": "POTENCY RUNE",
+ "property-rune": "PROPERTY RUNE",
+ "addl-attack-penalty": "ADDITIONAL ATTACK PENALTY",
+ "atk1": "ATK1",
+ "atk2": "ATK2",
+ "atk3+": "ATK3+",
+ "dice-abbrv": "d",
+ "general feat": "GENERAL FEAT",
+ "skill feat": "SKILL FEAT",
+ "class feat": "CLASS FEAT",
+ "abjuration": "ABJURATION",
+ "conjuration": "CONJURATION",
+ "divination": "DIVINATION",
+ "enchantment": "ENCHANTMENT",
+ "evocation": "EVOCATION",
+ "illusion": "ILLUSION",
+ "necromancy": "NECROMANCY",
+ "transmutation": "TRANSMUTATION",
+ "traits": "TRAITS",
+ "feat type": "FEAT TYPE",
+ "spells": "SPELLS",
+ "class dc": "CLASS DC",
+ "spell dc": "SPELL DC",
+ "powers": "POWERS",
+ "proficiencies": "PROFICIENCIES",
+ "ancestry feat": "ANCESTRY FEAT",
+ "other senses": "OTHER SENSES",
+ "signature": "SIGNATURE",
+ "weakness": "WEAKNESS",
+ "prof": "PROF",
+ "standard": "STANDARD",
+ "magical traditions": "MAGICAL TRADITIONS",
+ "arcane": "ARCANE",
+ "divine": "DIVINE",
+ "primal": "PRIMAL",
+ "occult": "OCCULT",
+ "arcane spell": "ARCANE SPELL",
+ "divine spell": "DIVINE SPELL",
+ "primal spell": "PRIMAL SPELL",
+ "occult spell": "OCCULT SPELL",
+ "arcane power": "ARCANE POWER",
+ "divine power": "DIVINE POWER",
+ "primal power": "PRIMAL POWER",
+ "occult power": "OCCULT POWER",
+ "hero points": "HERO POINTS",
+ "spell points": "SPELL POINTS",
+ "other": "OTHER",
+ "spell tradition": "SPELL TRADITION",
+ "roll critical damage": "Roll Critical Damage",
+ "perform": "PERFORM",
+ "defensive or reactionary abilities": "DEFENSIVE OR REACTIONARY ABILITIES",
+ "creature": "CREATURE",
+ "uncommon creature": "UNCOMMON CREATURE",
+ "rare creature": "RARE CREATURE",
+ "items": "ITEMS",
+ "constant auras": "CONSTANT AURAS",
+ "defensive/reactionary abilities": "DEFENSIVE/REACTIONARY ABILITIES",
+ "offensive or proactive abilities": "OFFENSIVE OR PROACTIVE ABILITIES",
+ "piercing": "Piercing",
+ "effect": "Effect",
+ "attack number": "Attack Number",
+ "class powers": "CLASS POWERS",
+ "rituals": "RITUALS",
+ "innate spells": "INNATE SPELLS",
+ "1-ordinal": "1st",
+ "2-ordinal": "2nd",
+ "3-ordinal": "3rd",
+ "4-ordinal": "4th",
+ "5-ordinal": "5th",
+ "6-ordinal": "6th",
+ "7-ordinal": "7th",
+ "8-ordinal": "8th",
+ "9-ordinal": "9th",
+ "10-ordinal": "10th",
+ "prepared": "Prepared",
+ "spontaneous": "Spontaneous",
+ "description": "Description",
+ "critical success": "Critical Success",
+ "success": "Success",
+ "failure": "Failure",
+ "critical failure": "Critical Failure",
+ "actions": "Actions",
+ "somatic": "Somatic",
+ "verbal": "Verbal",
+ "material": "Material",
+ "somatic-abbrv": "S",
+ "verbal-abbrv": "V",
+ "material-abbrv": "M",
+ "spell point cost": "Spell Point Cost",
+ "hp abilities": "hp abilities",
+ "ac notes": "AC Notes",
+ "save notes": "Save Notes",
+ "skill notes": "Skill Notes",
+ "lore": "LORE",
+ "interaction abilities": "Interaction Abilities",
+ "casting time": "Casting Time",
+ "reaction": "Reaction",
+ "secondary casters": "Secondary Casters",
+ "proficiency": "Proficiency",
+ "area": "Area",
+ "free action": "Free Action",
+ "single action": "Single Action",
+ "double action": "Double Action",
+ "triple action": "Triple Action",
+ "bonus": "Bonus"
+}
diff --git a/Pathfinder 2 Playtest by Roll20/translations/hu.json b/Pathfinder 2 Playtest by Roll20/translations/hu.json
new file mode 100644
index 0000000000..be7da6b687
--- /dev/null
+++ b/Pathfinder 2 Playtest by Roll20/translations/hu.json
@@ -0,0 +1,541 @@
+{
+ "name": "NAME",
+ "ability-type": "ABILITY TYPE",
+ "quantity": "QUANTITY",
+ "track": "TRACK",
+ "uses": "USES",
+ "attack-affected-by-buffs-to": "ATTACK ROLL AFFECTED BY BUFFS TO",
+ "damage-affected-by-buffs-to": "DAMAGE AFFECTED BY BUFFS TO",
+ "core": "CORE",
+ "select": "SELECT",
+ "spells&powers": "SPELLS/POWERS",
+ "comms": "COMMS",
+ "rolls-are": "ROLLS ARE",
+ "public": "PUBLIC",
+ "patched": "PATCHED",
+ "unpatched": "UNPATCHED",
+ "private": "PRIVATE",
+ "display-mode": "DISPLAY MODE",
+ "pc": "PC",
+ "senses": "SENSES",
+ "update-pilot": "UPDATE PILOT",
+ "physical_track": "PHYSICAL TRACK",
+ "mental_track": "MENTAL TRACK",
+ "strength_track": "STRENGTH TRACK",
+ "dexterity_track": "DEXTERITY TRACK",
+ "constitution_track": "CONSTITUTION TRACK",
+ "intelligence_track": "INTELLIGENCE TRACK",
+ "wisdom_track": "WISDOM TRACK",
+ "charisma_track": "CHARISMA TRACK",
+ "physical-disease": "PHYSICAL DISEASE",
+ "healthy": "HEALTHY",
+ "latent": "LATENT",
+ "sensor-bonus": "SENSOR BONUS",
+ "update-pilot-tooltip": "Pull piloting ranks from the opened pilot's sheet",
+ "weakened": "WEAKENED",
+ "impaired": "IMPAIRED",
+ "debilitated": "DEBILITATED",
+ "bedridden": "BEDRIDDEN",
+ "comatose": "COMATOSE",
+ "dead": "DEAD",
+ "mental-disease": "MENTAL DISEASE",
+ "befuddled": "BEFUDDLED",
+ "disassociated": "DISASSOCIATED",
+ "strength-poison": "STRENGTH POISON",
+ "healthy' selected='selected": "HEALTHY",
+ "staggered": "STAGGERED",
+ "immobile": "IMMOBILE",
+ "dexterity-poison": "DEXTERITY POISON",
+ "sluggish": "SLUGGISH",
+ "stiffened": "STIFFENED",
+ "constitution-poison": "CONSTITUTION POISON",
+ "unconscious": "UNCONSCIOUS",
+ "intelligence-poison": "INTELLIGENCE POISON",
+ "animalistic": "ANIMALISTIC",
+ "wisdom-poison": "WISDOM POISON",
+ "confused": "CONFUSED",
+ "charisma-poison": "CHARISMA POISON",
+ "pliable": "PLIABLE",
+ "catatonic": "CATATONIC",
+ "asleep": "ASLEEP",
+ "bleeding": "BLEEDING",
+ "blinded": "BLINDED",
+ "burning": "BURNING",
+ "cowering": "COWERING",
+ "dazed": "DAZED",
+ "dazzled": "DAZZLED",
+ "deafened": "DEAFENED",
+ "dying": "DYING",
+ "encumbered": "ENCUMBERED",
+ "entangled": "ENTANGLED",
+ "exhausted": "EXHAUSTED",
+ "fascinated": "FASCINATED",
+ "fatigued": "FATIGUED",
+ "flat_footed": "FLAT-FOOTED",
+ "frightened": "FRIGHTENED",
+ "grappled": "GRAPPLED",
+ "helpless": "HELPLESS",
+ "nauseated": "NAUSEATED",
+ "negative_levels": "NEGATIVE LEVELS",
+ "off_kilter": "OFF-KILTER",
+ "off_target": "OFF-TARGET",
+ "overburdened": "OVERBURDENED",
+ "panicked": "PANICKED",
+ "paralyzed": "PARALYZED",
+ "pinned": "PINNED",
+ "prone": "PRONE",
+ "shaken": "SHAKEN",
+ "sickened": "SICKENED",
+ "stable": "STABLE",
+ "stunned": "STUNNED",
+ "ancestry-details": "ANCESTRY DETAILS",
+ "npc": "NPC",
+ "ship": "SHIP",
+ "drone": "DRONE",
+ "house-rules": "HOUSE RULES",
+ "resolve": "RESOLVE",
+ "key-ability": "KEY ABILITY",
+ "highest-ability": "HIGHEST ABILITY",
+ "buff-stacking": "BUFF STACKING",
+ "half-specialization-weapons": "HALF SPECIALIZATION WEAPONS",
+ "character": "CHARACTER",
+ "class": "CLASS",
+ "char-name-u": "CHARACTER NAME",
+ "class-level": "CLASS/LEVEL",
+ "ancestry": "ANCESTRY",
+ "hp": "HP",
+ "theme": "THEME",
+ "size": "SIZE",
+ "speed": "SPEED",
+ "gender": "GENDER",
+ "home-world": "HOME WORLD",
+ "alignment": "ALIGNMENT",
+ "deity": "DEITY",
+ "player": "PLAYER",
+ "languages": "LANGUAGES",
+ "class-name": "CLASS NAME",
+ "class-num-level": "LVL",
+ "class-stam": "SP",
+ "bab": "BAB",
+ "fort": "FORT",
+ "ref": "REF",
+ "will": "WILL",
+ "skills": "SKILLS",
+ "abi": "ABI",
+ "spell": "SPELL",
+ "poor": "POOR",
+ "good": "GOOD",
+ "menus": "MENUS",
+ "initiative": "INITIATIVE",
+ "attacks": "ATTACKS",
+ "attack": "ATTACK",
+ "damage": "DAMAGE",
+ "saves": "SAVES",
+ "abilities-u": "ABILITIES",
+ "ability-checks": "ABILITY CHECKS",
+ "buffs": "BUFFS",
+ "mods": "MODS",
+ "ability-scores": "ABILITY SCORES",
+ "mod": "MOD",
+ "tot": "TOT",
+ "pen": "PEN",
+ "drain": "DRN",
+ "strength": "STRENGTH",
+ "dexterity": "DEXTERITY",
+ "constitution": "CONSTITUTION",
+ "intelligence": "INTELLIGENCE",
+ "wisdom": "WISDOM",
+ "charisma": "CHARISMA",
+ "health": "HEALTH",
+ "char-hp": "HIT POINTS",
+ "sp": "SP",
+ "gp": "GP",
+ "pp": "PP",
+ "cp": "CP",
+ "rp": "RP",
+ "temp-hp": "TEMPORARY HIT POINTS",
+ "armorclass": "ARMOR CLASS",
+ "tac": "TAC",
+ "ac": "AC",
+ "resistance": "RESISTANCE",
+ "savingthrows": "SAVING THROWS",
+ "base": "BASE",
+ "rnk": "RNK",
+ "class-skill": "CS",
+ "acrobatics": "ACROBATICS",
+ "acp": "ACP",
+ "untrained": "UNTRAINED",
+ "trained": "TRAINED",
+ "expert": "EXPERT",
+ "master": "MASTER",
+ "legendary": "LEGENDARY",
+ "athletics": "ATHLETICS",
+ "arcana": "ARCANA",
+ "diplomacy": "DIPLOMACY",
+ "crafting": "CRAFTING",
+ "deception": "DECEPTION",
+ "intimidation": "INTIMIDATION",
+ "medicine": "MEDICINE",
+ "perception": "PERCEPTION ",
+ "nature": "NATURE",
+ "occultism": "OCCULTISM",
+ "religion": "RELIGION",
+ "society": "SOCIETY",
+ "stealth": "STEALTH",
+ "survival": "SURVIVAL",
+ "thievery": "THIEVERY",
+ "name-u": "NAME",
+ "lvl": "LVL",
+ "Not-Proficient": "NOT PROFICIENT",
+ "proficient": "PROFICIENT",
+ "specialized": "SPECIALIZED",
+ "category": "CATEGORY",
+ "atk-u": "ATTACK ROLL",
+ "rng": "RANGE",
+ "melee": "MELEE",
+ "ranged": "RANGED",
+ "dmg": "DAMAGE ROLL",
+ "type": "TYPE",
+ "damage-type": "DAMAGE TYPE",
+ "crit-damage": "CRIT DAMAGE",
+ "ammo": "ammo",
+ "usage": "USAGE",
+ "special": "SPECIAL",
+ "additional-attack": "ADDITIONAL ATTACKS",
+ "roll-full-attack_": "ROLL FULL ATTACK: ",
+ "query": "QUERY",
+ "always": "ALWAYS",
+ "never": "NEVER",
+ "number-of-attacks:": "NUMBER OF ATTACKS:",
+ "attacher": "ATTACHER",
+ "equipment": "EQUIPMENT",
+ "carried": "CARRIED",
+ "encumber": "ENCUMBER",
+ "over": "OVER",
+ "credits": "CREDITS",
+ "wealth": "WEALTH",
+ "upbs": "UPBs",
+ "num": "NUM",
+ "bulk": "BULK",
+ "cost": "COST",
+ "abilities": "ABILITIES",
+ "constant": "CONSTANT",
+ "at-will": "AT WILL",
+ "x/day": "X/DAY",
+ "source": "SOURCE",
+ "extraordinary": "EXTRAORDINARY",
+ "supernatural": "SUPERNATURAL",
+ "spell-like": "SPELL-LIKE",
+ "target": "TARGET",
+ "duration": "DURATION",
+ "_-daily-uses": "Daily Uses",
+ "atk": "ATTACK ROLL",
+ "save-effect": "SAVE EFFECT",
+ "dex": "DEX",
+ "con": "CON",
+ "int": "INT",
+ "wis": "WIS",
+ "cha": "CHA",
+ "based-dc_": "Based DC ",
+ "fort-save": "FORT SAVE",
+ "ref-save": "REF SAVE",
+ "will-save": "WILL SAVE",
+ "A-Sucessful-Save:": "A Sucessful Save:",
+ "spellclasses": "SPELLCLASSES",
+ "ability": "ABILITY",
+ "progress": "PROGRESS",
+ "spells-per-day": "SPELLS PER DAY",
+ "1st-level": "1st LEVEL",
+ "school": "SCHOOL",
+ "str": "STR",
+ "4th-level": "4th LEVEL",
+ "7th-level": "7th LEVEL",
+ "2nd-level": "2nd LEVEL",
+ "5th-level": "5th LEVEL",
+ "8th-level": "8th LEVEL",
+ "cantrips": "CANTRIPS",
+ "3rd-level": "3rd LEVEL",
+ "6th-level": "6th LEVEL",
+ "9th-level": "9th LEVEL",
+ "10th-level": "10th LEVEL",
+ "cr": "CR",
+ "xp": "XP",
+ "init": "INIT",
+ "aura": "AURA",
+ "defense": "DEFENSE",
+ "defensive-abilities": "DEFENSIVE ABILITIES",
+ "dr": "DR",
+ "immunities": "IMMUNITIES",
+ "sr": "SR",
+ "resistances": "RESISTANCES",
+ "weaknesses": "WEAKNESSES",
+ "offense": "OFFENSE",
+ "space": "SPACE",
+ "reach": "REACH",
+ "spells-known": "SPELLS KNOWN",
+ "(cl": "(CL",
+ "statistics": "STATISTICS",
+ "feats": "FEATS",
+ "other-abilities": "OTHER ABILITIES",
+ "gear": "GEAR",
+ "ecology": "ECOLOGY",
+ "environment": "ENVIRONMENT",
+ "organization": "ORGANIZATION",
+ "tactics": "TACTICS",
+ "special-abilities": "SPECIAL ABILITIES",
+ "purpose": "PURPOSE",
+ "import": "IMPORT",
+ "export": "EXPORT",
+ "paizo-statblock": "PAIZO STATBLOCK",
+ "srd-statblock": "SRD STATBLOCK",
+ "starship-info": "STARSHIP INFO",
+ "starship-name": "STARSHIP NAME",
+ "tier": "TIER",
+ "make-and-model": "MAKE AND MODEL",
+ "frame": "FRAME",
+ "maneuverability": "MANEUVERABILITY",
+ "drift-rating": "DRIFT RATING",
+ "crew": "CREW",
+ "captain": "CAPTAIN",
+ "engineer": "ENGINEER",
+ "pilot": "PILOT",
+ "gunner": "GUNNER",
+ "gunnery": "GUNNERY",
+ "science-officer": "SCIENCE OFFICER ",
+ "captain-query": "CAPTAIN ACTIONS",
+ "engineer-query": "ENGINEERS",
+ "pilot-query": "PILOTS",
+ "science-officer-query": "SCIENCE OFFICERS",
+ "gunner-query": "GUNNERS",
+ "starship-defenses": "DEFENSES",
+ "total": "TOTAL",
+ "tl": "TL",
+ "current": "CURRENT",
+ "thresholds": "THRESHOLDS",
+ "critical": "CRITICAL",
+ "shield-total": "SHIELD TOTAL",
+ "forward": "FORWARD",
+ "port": "PORT",
+ "aft": "AFT",
+ "starboard": "STARBOARD",
+ "turret": "TURRET",
+ "systems": "SYSTEMS",
+ "expansion-bays": "EXPANSION BAYS",
+ "cargo/passengers": "CARGO/PASSENGERS",
+ "cargo-placeholder": "Enter any cargo/passengers being carried here",
+ "system-status": "SYSTEM STATUS",
+ "life-support-dice-range": "LIFE SUPPORT (1-10)",
+ "life-support": "Life Support",
+ "sensors": "Sensors",
+ "engines": "Engines",
+ "power-core": "Power Core",
+ "port-arc": "Port Arc",
+ "starboard-arc": "Starboard Arc",
+ "forward-arc": "Forward Arc",
+ "aft-arc": "Aft Arc",
+ "weapons": "Weapons",
+ "nominal": "NOMINAL",
+ "glitching": "GLITCHING",
+ "malfunctioning": "MALFUNCTIONING",
+ "wrecked": "WRECKED",
+ "sensors-dice-range": "SENSORS (11-30)",
+ "weapons-array-dice-range": "WEAPONS ARRAY (31-60)",
+ "engines-dice-range": "ENGINES (61-80)",
+ "power-core-dice-range": "POWER CORE (81-100)",
+ "fwd (1)": "FWD (1)",
+ "stbd (2)": "STBD (2)",
+ "port (4)": "PORT (4)",
+ "aft (3)": "AFT (3)",
+ "1st-attack": "1st ATTACK",
+ "targets": "TARGETS",
+ "full-effect:": "FULL EFFECT:",
+ "save": "SAVE",
+ "dc": "DC",
+ "save-effect:": "SAVE EFFECT:",
+ "notes:": "NOTES:",
+ "level": "LEVEL ",
+ "roll-crit": "ROLL CRITICAL EFFECT",
+ "random-crit": "APPLY RANDOM CRITICAL EFFECT",
+ "2nd-attack": "2nd ATTACK",
+ "3rd-attack": "3rd ATTACK",
+ "4th-attack": "4th ATTACK",
+ "5th-attack": "5th ATTACK",
+ "check": "CHECK",
+ "on": "ON",
+ "off": "OFF",
+ "no": "NO",
+ "yes": "YES",
+ "opposed-roll": "Opposed Roll",
+ "visual": "Visual",
+ "escaping-grapple": "Escaping Grapple",
+ "helm-check": "HELM PHASE INITIATIVE",
+ "arc": "ARC",
+ "bp": "BP",
+ "pcu": "PCU",
+ "short": "SHORT",
+ "medium": "MEDIUM",
+ "long": "LONG",
+ "crit-effect": "CRITICAL EFFECT",
+ "ability_checks": "ABILITY CHECKS",
+ "ability_scores": "ABILITY SCORES",
+ "dr_resist": "DR/RESIST",
+ "caster-level_": "CASTER LEVEL ",
+ "power": "POWER",
+ "which-gunner": "Which Gunner",
+ "range": "RANGE",
+ "hexes": "HEXES",
+ "light": "LIGHT",
+ "heavy": "HEAVY WEAPON",
+ "capital": "CAPITAL",
+ "direct-fire": "DIRECT FIRE",
+ "tracking": "TRACKING",
+ "which-arc": "Which Arc",
+ "power&computers": "POWER & COMPUTERS",
+ "computer": "COMPUTER",
+ "computer-bonus": "COMPUTER BONUS",
+ "use-computer": "Use Computer",
+ "shield-bonus": "SHIELD BONUS",
+ "shields": "SHIELDS",
+ "activation": "ACTIVATION",
+ "tiny": "TINY",
+ "small": "SMALL",
+ "large": "LARGE",
+ "huge": "HUGE",
+ "gargantuan": "GARGANTUAN",
+ "colossal": "COLOSSAL",
+ "clumsy": "CLUMSY",
+ "average": "AVERAGE",
+ "perfect": "PERFECT",
+ "n/a": "NA",
+ "disclaimer": "© 2018. Pathfinder Playtest, the Pathfinder Playtest logo, the Paizo golem, all Paizo titles, the Pathfinder Playtest Roleplaying Game rules, and Paizo’s character names and distinctive likenesses are property and copyright of Paizo, Inc. in the United States and other countries.",
+ "unarmored": "UNARMORED",
+ "light-armor": "LIGHT ARMOR",
+ "medium-armor": "MEDIUM ARMOR",
+ "heavy-armor": "HEAVY ARMOR",
+ "shield": "SHIELD",
+ "simple": "SIMPLE",
+ "martial": "MARTIAL",
+ "conditions": "CONDITIONS",
+ "combat-proficiencies": "WEAPON & ARMOR PROFICIENCIES",
+ "armor": "ARMOR",
+ "weapon": "WEAPON",
+ "armor-type": "ARMOR TYPE",
+ "ancestry-name": "ANCESTRY NAME",
+ "boost": "BOOST",
+ "flaw": "FLAW",
+ "level-1-boosts": "LEVEL 1 BOOSTS",
+ "level-5-boosts": "LEVEL 5 BOOSTS",
+ "level-10-boosts": "LEVEL 10 BOOSTS",
+ "level-15-boosts": "LEVEL 15 BOOSTS",
+ "level-20-boosts": "LEVEL 20 BOOSTS",
+ "background-name": "BACKGROUND NAME",
+ "background": "BACKGROUND",
+ "creation": "CREATION",
+ "common": "COMMON",
+ "uncommon": "UNCOMMON",
+ "potency-rune": "POTENCY RUNE",
+ "property-rune": "PROPERTY RUNE",
+ "addl-attack-penalty": "ADDITIONAL ATTACK PENALTY",
+ "atk1": "ATK1",
+ "atk2": "ATK2",
+ "atk3+": "ATK3+",
+ "dice-abbrv": "d",
+ "general feat": "GENERAL FEAT",
+ "skill feat": "SKILL FEAT",
+ "class feat": "CLASS FEAT",
+ "abjuration": "ABJURATION",
+ "conjuration": "CONJURATION",
+ "divination": "DIVINATION",
+ "enchantment": "ENCHANTMENT",
+ "evocation": "EVOCATION",
+ "illusion": "ILLUSION",
+ "necromancy": "NECROMANCY",
+ "transmutation": "TRANSMUTATION",
+ "traits": "TRAITS",
+ "feat type": "FEAT TYPE",
+ "spells": "SPELLS",
+ "class dc": "CLASS DC",
+ "spell dc": "SPELL DC",
+ "powers": "POWERS",
+ "proficiencies": "PROFICIENCIES",
+ "ancestry feat": "ANCESTRY FEAT",
+ "other senses": "OTHER SENSES",
+ "signature": "SIGNATURE",
+ "weakness": "WEAKNESS",
+ "prof": "PROF",
+ "standard": "STANDARD",
+ "magical traditions": "MAGICAL TRADITIONS",
+ "arcane": "ARCANE",
+ "divine": "DIVINE",
+ "primal": "PRIMAL",
+ "occult": "OCCULT",
+ "arcane spell": "ARCANE SPELL",
+ "divine spell": "DIVINE SPELL",
+ "primal spell": "PRIMAL SPELL",
+ "occult spell": "OCCULT SPELL",
+ "arcane power": "ARCANE POWER",
+ "divine power": "DIVINE POWER",
+ "primal power": "PRIMAL POWER",
+ "occult power": "OCCULT POWER",
+ "hero points": "HERO POINTS",
+ "spell points": "SPELL POINTS",
+ "other": "OTHER",
+ "spell tradition": "SPELL TRADITION",
+ "roll critical damage": "Roll Critical Damage",
+ "perform": "PERFORM",
+ "defensive or reactionary abilities": "DEFENSIVE OR REACTIONARY ABILITIES",
+ "creature": "CREATURE",
+ "uncommon creature": "UNCOMMON CREATURE",
+ "rare creature": "RARE CREATURE",
+ "items": "ITEMS",
+ "constant auras": "CONSTANT AURAS",
+ "defensive/reactionary abilities": "DEFENSIVE/REACTIONARY ABILITIES",
+ "offensive or proactive abilities": "OFFENSIVE OR PROACTIVE ABILITIES",
+ "piercing": "Piercing",
+ "effect": "Effect",
+ "attack number": "Attack Number",
+ "class powers": "CLASS POWERS",
+ "rituals": "RITUALS",
+ "innate spells": "INNATE SPELLS",
+ "1-ordinal": "1st",
+ "2-ordinal": "2nd",
+ "3-ordinal": "3rd",
+ "4-ordinal": "4th",
+ "5-ordinal": "5th",
+ "6-ordinal": "6th",
+ "7-ordinal": "7th",
+ "8-ordinal": "8th",
+ "9-ordinal": "9th",
+ "10-ordinal": "10th",
+ "prepared": "Prepared",
+ "spontaneous": "Spontaneous",
+ "description": "Description",
+ "critical success": "Critical Success",
+ "success": "Success",
+ "failure": "Failure",
+ "critical failure": "Critical Failure",
+ "actions": "Actions",
+ "somatic": "Somatic",
+ "verbal": "Verbal",
+ "material": "Material",
+ "somatic-abbrv": "S",
+ "verbal-abbrv": "V",
+ "material-abbrv": "M",
+ "spell point cost": "Spell Point Cost",
+ "hp abilities": "hp abilities",
+ "ac notes": "AC Notes",
+ "save notes": "Save Notes",
+ "skill notes": "Skill Notes",
+ "lore": "LORE",
+ "interaction abilities": "Interaction Abilities",
+ "casting time": "Casting Time",
+ "reaction": "Reaction",
+ "secondary casters": "Secondary Casters",
+ "proficiency": "Proficiency",
+ "area": "Area",
+ "free action": "Free Action",
+ "single action": "Single Action",
+ "double action": "Double Action",
+ "triple action": "Triple Action",
+ "bonus": "Bonus"
+}
diff --git a/Pathfinder Community/translations/ca.json b/Pathfinder Community/translations/ca.json
new file mode 100644
index 0000000000..7e541a46fc
--- /dev/null
+++ b/Pathfinder Community/translations/ca.json
@@ -0,0 +1,2103 @@
+{
+ "use-header-images": "Use header images",
+ "conditions-list": "bleed,blinded,cowering,dazed,dazzled,dead,deafened,disabled,drowning,dying,energy-drained,entangled,exhausted,fascinated,fatigued,flat-footed,grappled,helpless,incorporeal,invisible,nauseated,paralyzed,petrified,pinned,prone,fear-any,sickened,stable,staggered,stunned,suffocating,unconscious",
+ "skills-list": "acrobatics,appraise,artistry,artistry-00,artistry-01,artistry-02,artistry-03,artistry-04,artistry-05,artistry-06,artistry-07,artistry-08,artistry-09,artistry-10,artistry-11,artistry-12,artistry-13,bluff,climb,craft,craft-00,craft-01,craft-02,craft-03,craft-04,craft-05,craft-06,craft-07,craft-08,craft-09,craft-10,craft-11,craft-12,craft-13,diplomacy,disable-device,disguise,escape-artist,fly,handle-animal,heal,intimidate,knowledge,knowledge-00,knowledge-01,knowledge-02,knowledge-03,knowledge-arcana,knowledge-dungeoneering,knowledge-engineering,knowledge-geography,knowledge-history,knowledge-local,knowledge-nature,knowledge-nobility,knowledge-planes,knowledge-religion,linguistics,lore,lore-00,lore-01,lore-02,lore-03,lore-04,lore-05,lore-06,lore-07,lore-08,lore-09,lore-10,lore-11,lore-12,lore-13,perception,perform,perform-00,perform-01,perform-02,perform-03,perform-04,perform-05,perform-06,perform-07,perform-08,perform-09,perform-10,perform-11,perform-12,perform-13,profession,profession-00,profession-01,profession-02,profession-03,profession-04,profession-05,profession-06,profession-07,profession-08,profession-09,profession-10,profession-11,profession-12,profession-13,ride,sense-motive,sleight-of-hand,spellcraft,stealth,survival,swim,use-magic-device,miscellaneous,miscellaneous-00,miscellaneous-01,miscellaneous-02,miscellaneous-03,miscellaneous-04,miscellaneous-05,miscellaneous-06,miscellaneous-07,miscellaneous-08,miscellaneous-09,miscellaneous-10,miscellaneous-11,miscellaneous-12,miscellaneous-13,cs-acrobatics,cs-athletics,cs-finesse,cs-influence,cs-nature,cs-perception,cs-performance,cs-religion,cs-society,cs-spellcraft,cs-stealth,cs-survival,cs-miscellaneous,cs-miscellaneous-00,cs-miscellaneous-01,cs-miscellaneous-02,cs-miscellaneous-03,cs-miscellaneous-04,cs-miscellaneous-05,cs-miscellaneous-06,cs-miscellaneous-07,cs-miscellaneous-08,cs-miscellaneous-09,cs-miscellaneous-10,cs-miscellaneous-11,cs-miscellaneous-12,cs-miscellaneous-13",
+ "1-ordinal": "1st",
+ "1-ordinal-class": "1st Class",
+ "1-ordinal-class-level": "1st Class Lvl",
+ "1-ordinal-spellclass": "1st Spellcasting Class",
+ "1-size-larger": "1 sz larger",
+ "1-size-smaller": "1 sz smaller",
+ "10-ordinal": "10th",
+ "100-at-level-1": " Use max hp for first level/HD",
+ "100-at-level-1-title": "Use max hit points for first level Racial hit dice are considered 'first' if character has both racial and class hit dice",
+ "2-ordinal": "2nd",
+ "2-ordinal-class": "2nd Class",
+ "2-ordinal-class-level": "2nd Class Lvl",
+ "2-ordinal-spellclass": "2nd Spellcasting Class",
+ "2-sizes-larger": "2 sz larger",
+ "2-sizes-smaller": "2 sz smaller",
+ "24-per-target": "Per 24hrs per target",
+ "24-per-target-abbrv": "Hex (1/24/target)",
+ "3-ordinal": "3rd",
+ "3-ordinal-class": "3rd Class",
+ "3-ordinal-class-level": "3rd Class Lvl",
+ "3-ordinal-spellclass": "3rd Spellcasting Class",
+ "3-sizes-larger": "3 sz larger",
+ "3-sizes-smaller": "3 sz smaller",
+ "4-ordinal": "4th",
+ "4-ordinal-class": "4th Class",
+ "4-ordinal-class-level": "4th Class Lvl",
+ "5-ordinal": "5th",
+ "5-ordinal-class": "5th Class",
+ "5-ordinal-class-level": "5th Class Lvl",
+ "6-ordinal": "6th",
+ "6-ordinal-class": "6th Class",
+ "6-ordinal-class-level": "6th Class Lvl",
+ "7-ordinal": "7th",
+ "8-ordinal": "8th",
+ "9-ordinal": "9th",
+ "Ex": "Ex",
+ "NPC-all": "NPC-All",
+ "No (Harmless)": "No (Harmless)",
+ "No": "No",
+ "Sp": "Sp",
+ "Su": "Su",
+ "Yes (Harmless)": "Yes (Harmless)",
+ "Yes": "Yes",
+ "abilities": "Abilities",
+ "ability": "Ability",
+ "ability-attack-dropdowns": " Ability and Attack Type Dropdowns",
+ "ability-basis": "Ability Basis",
+ "ability-basis-desc": "DC Ability basis: usually CHA for spellcasting ability, CON for poison, breathweapon, or other damage abilities",
+ "ability-bonus": "Ability Bonus",
+ "ability-checks": "Ability Checks",
+ "ability-checks-abbrv": "Abil chk",
+ "ability-checks-calculation-abbrv": "Ability check calc",
+ "ability-damage-desc": "For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious",
+ "ability-drain-desc": "Ability drain actually reduces the relevant ability score Modify all skills and statistics related to that ability This might cause you to lose skill points, hit points, and other bonuses",
+ "ability-list-default-values": "Abilities default values",
+ "ability-lists-flags": "Ability list flags",
+ "ability-macros-current": "Ability macros to current",
+ "ability-menus": "Ability Menus",
+ "ability-name": "Ability Name",
+ "ability-penalty-desc": "Penalties function just like ability damage, but they cannot cause you to fall unconscious or die Penalties cannot decrease your ability score to less than 1",
+ "ability-roll-template": "Ability Roll Template",
+ "ability-score": "Ability Score",
+ "ability-scores": "Ability Scores",
+ "ability-skill-checks": "Ability & Skill Checks",
+ "ability-tracking": "Ability Tracking",
+ "ability-type": "Ability Type",
+ "ability-type-title": "Select the type of ability if applicable Ex(Extraordinary), Sp(Spell-like ability), or Su(Supernatural)",
+ "above-head": "Above Head",
+ "accessibility": "Accessibility",
+ "acp-may-apply-title": "Armor Check Penalty may apply.",
+ "acp-verysmall-abbrv": "ACP",
+ "acrobatics": "Acrobatics",
+ "add": "Add",
+ "add-class-levels": "Add Class Levels",
+ "add-custom-column": "Add Custom Column",
+ "add-hit-dice": "Add Race/Monster HD",
+ "add-note-to-roll": "Add note to roll",
+ "add-note-to-roll-desc": "To add note text as comment at bottom of a roll, select the roll type. Use for content dependent modifiers.",
+ "add-skill-bonus-macro": "Add Skill Bonus Macro?",
+ "add-template": "Quickly update character with template",
+ "additional-attack-macro-query-included-with-crits": "Additional Attack Macro/Query (included with crits)",
+ "additional-damage": "Extra Damage",
+ "additional-damage-macro-query-included-with-crits": "Additional Damage Macro/Query (included with crits)",
+ "additional-damage-title": "Add additional, precision, or extra critical damage",
+ "additional-modifier-or-macro": "Additional modifier or macro, eg [[1d6]], [[2d20k1]], etc",
+ "adjust-damage-by-size": " Adjust damage based on size",
+ "advanced": "Advanced",
+ "advanced-class-guide": "Advanced Class Guide",
+ "adventure": "Adventure ",
+ "adventure-skills": "Adventure Skills",
+ "adventuring-gear-tool": "Adventuring Gear or Tool",
+ "age": "Age",
+ "alchemical": "Alchemical",
+ "alignment": "Alignment",
+ "alignment-abbrv": "Align",
+ "alignment-type-init": "Align Type Init",
+ "all": "All",
+ "all-abilities": "All Abilities",
+ "all-attacks": "All Attacks",
+ "all-attacks-insert-macro-attack": "Add to Attack Roll macro",
+ "all-attacks-insert-macro-cmb": "Add to CMB Roll macro",
+ "all-attacks-insert-macro-cmb-damage": "Add to CMB Dmg macro",
+ "all-attacks-insert-macro-damage": "Add to Dmg macro",
+ "all-attacks-insert-macro-melee": "Add to Melee Attack Roll macro",
+ "all-attacks-insert-macro-melee-damage": "Add to Melee Dmg macro",
+ "all-attacks-insert-macro-ranged": "Add to Ranged Attack Roll macro",
+ "all-attacks-insert-macro-ranged-damage": "Add to Ranged Dmg macro",
+ "all-attacks-macro-insert-section": "Attack 'Add-to-roll' Macros",
+ "all-checks": "All Checks",
+ "all-checks-calc": "All checks calc",
+ "all-features-desc": "Features list contains Special Abilities, Special Qualities, Feats, etc",
+ "all-other-desc": "Miscellaneous includes any not found under another tab",
+ "all-saves": "All Saves",
+ "all-saves-macro": "All Saves Macro",
+ "all-saves-macro-title": "@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.",
+ "all-skills": "All Skills",
+ "alternate-ability-cmb-desc": "Alternate ability combat maneuver",
+ "alternate-ability-melee-desc": "Alternate ability melee attack",
+ "alternate-ability-ranged-desc": "Alternate ability ranged attack",
+ "alternate-favored-class": "Alternate Favored Class point counter",
+ "alternate-favored-class-abbrv": "FC Alt",
+ "always-show-domain-spells": " Always show spells marked 'domain' in spellbook menu",
+ "ammo": "Ammo",
+ "ammunition": "Ammunition",
+ "announcements": "Announcements:",
+ "announcements-old": "Old Announcements",
+ "apply-font-chatrolls": " Apply font to chat rolls",
+ "appraise": "Appraise",
+ "arcana": "Arcana",
+ "arial": "Arial",
+ "arial-default": "•Lucida Grande/Arial",
+ "armor": "Armor",
+ "armor-and-shield": "Armor and Shield",
+ "armor-attributes": "Armor Attributes",
+ "armor-calculation-abbrv": "Armor calc",
+ "armor-check-penalty": "Armor Check Penalty",
+ "armor-check-penalty-abbrv": "ACP",
+ "armor-class": "Armor Class",
+ "armor-class-abbrv": "AC",
+ "armor-class-abbrv-default": "•AC",
+ "armor-class-bonus": "AC Bonus",
+ "armor-class-calculation-abbrv": "AC Calc",
+ "armor-default": "•Armor",
+ "armor-notes": " Armor Notes",
+ "armor-notes-place": "Put notes about context-sensitive AC bonuses here",
+ "armor-or-shield": "Armor or Shield",
+ "armor-penalties": "Armor Penalties",
+ "armor-shield": "Armor/Shield",
+ "armor-shield-bonus": "Armor or Shield bonus to Armor Class",
+ "armor-shield-load-default": "•Armor, Shield & Load",
+ "armor-shield-name": "Armor or Shield Name",
+ "armor-shield-only": "Armor & Shield only",
+ "armor-two": "Armor 2",
+ "armor-type": "Armor or Shield Type",
+ "artistry": "Artistry",
+ "at-will": "At Will",
+ "athletics": "Athletics",
+ "attack": "Attack",
+ "attack-1": "Attack 1",
+ "attack-1-ordinal": "1st Attack",
+ "attack-10-ordinal": "10th Attack",
+ "attack-2": "Attack 2",
+ "attack-2-ordinal": "2nd Attack",
+ "attack-3": "Attack 3",
+ "attack-3-ordinal": "3rd Attack",
+ "attack-4": "Attack 4",
+ "attack-4-ordinal": "4th Attack",
+ "attack-5": "Attack 5",
+ "attack-5-ordinal": "5th Attack",
+ "attack-6": "Attack 6",
+ "attack-6-ordinal": "6th Attack",
+ "attack-7": "Attack 7",
+ "attack-7-ordinal": "7th Attack",
+ "attack-8": "Attack 8",
+ "attack-8-ordinal": "8th Attack",
+ "attack-9": "Attack 9",
+ "attack-9-ordinal": "9th Attack",
+ "attack-and-combat-maneuver-bonuses": "Attack and Combat Maneuver Bonuses",
+ "attack-and-damage": "Attack & dmg",
+ "attack-bonus-dropdowns": " Attack bonus dropdowns",
+ "attack-grid-rows-migrated": "Attack grid extra rows",
+ "attack-list-default-values": "Attacks default values",
+ "attack-macro": "Attack Macro",
+ "attack-macros-current": "Attack macros to current",
+ "attack-modifier-abbrv": "Attack Mod",
+ "attack-modifiers-abbrv": "Attack Mods",
+ "attack-notes": "Attack Notes",
+ "attack-notes-place": "Put notes about context-sensitive Attack bonuses here",
+ "attack-penalty": "Attack penalty",
+ "attack-roll-template": "Attack Roll Template ",
+ "attack-type": "Attack Type",
+ "attack-type-abbrv": "Atk Type",
+ "attacks": "Attacks",
+ "attacks-dmg-migrated": "Dmg Multiplier",
+ "attacks-dmg-migrated-title": "Repeating Attack damage multiplier migrated",
+ "attacks-macros-migrated": "Attack Macro v5",
+ "attacks-macros2-migrated": "Attack Macro v6",
+ "attacks-macros64-migrated": "Attack Macro v64",
+ "attacks-migrated-title": "Repeating Attack macros migrated If an attack rolltemplate does not appear correct, delete the macro text and click into another field, the system will reset the macro text to defaults Repeat for iterative attacks macros",
+ "atwill": "At Will",
+ "aura": "Aura",
+ "automatically-calculate-hit-points-abbrv": " Auto-calc hp",
+ "average-hit-point-abbrv": "Avg hp:",
+ "azure": "Azure",
+ "background": "Background",
+ "background-ranks-remaining": "Background Ranks Remaining",
+ "background-skills": " Background Skills",
+ "background-title": "Choose a background image",
+ "base": "Base",
+ "base-attack-bonus": "Base Attack Bonus",
+ "base-attack-bonus-abbrv": "BAB",
+ "base-attacks": "Base Attacks",
+ "base-level": "Base Level",
+ "base-points-per-day": "Base Points/Day",
+ "base-speed": "Base",
+ "base-spells-per-day": "Base
Spells/Day",
+ "base-statistics": "Base Statistics",
+ "base-statistics-place": "If the creature has buffs and other effects active that modify his stats, the base stats should be quickly summarized here",
+ "base-value": "Base",
+ "before-combat": "Before Combat",
+ "before-combat-place": "List any spells and/or abilities used before combat His stats should reflect these spells",
+ "belt": "Belt",
+ "black": "Black",
+ "black-default": "•Black",
+ "blank": "Blank",
+ "blast": "Blast",
+ "blast-damage-abbrv": "Blast Dmg",
+ "blast-damage-modifier-abbrv": "Blast Dmg Mod",
+ "bleed": " Bleed",
+ "blinded": " Blinded",
+ "block-roll-template": "Block Text Roll Template ",
+ "bludgeoning": "Bludgeoning",
+ "blue": "Blue",
+ "bluff": "Bluff",
+ "body": "Body",
+ "bonus": "Bonus",
+ "bonus-or-penalty": "The bonus or penalty to apply",
+ "bonus-points": "Ability Bonus",
+ "bonus-power-points-abbrv": "Bonus PP",
+ "bonus-spells": "Bonus Spells",
+ "bonus-type": "Bonus Type",
+ "bonus-type-title": "Type of bonus for stacking purposes. Treat armor, shield, natural armor as bonuses (on bonus dropdown), not 'type' of bonus to AC.",
+ "brown": "Brown",
+ "buff": "Buff",
+ "buff-ability-checks-title": "Bonus to ability checks and initiative",
+ "buff-ability-skill-checks": "Bonus to Ability & Skill Checks and Initiative",
+ "buff-aid": "Aid",
+ "buff-aid-note": "+@{b2_val} morale bonus on saving throws against fear effects.",
+ "buff-air-barrier": "Air Barrier",
+ "buff-air-barrier-note": "At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance.",
+ "buff-archons-aura": "Archon's Aura",
+ "buff-archons-aura-note": "lasts until it successfully hits caster with an attack",
+ "buff-armor-class-title": "Bonus to armor class and CMD",
+ "buff-armor-title": "Enhancement to armor bonus to AC",
+ "buff-attack-title": "Bonus to all attacks",
+ "buff-bane": "Bane",
+ "buff-bane-note": "@{b2_val} penalty on saving throws against fear effects.",
+ "buff-battle-spirit": "Battle Spirit",
+ "buff-battle-ward": "Battle Ward",
+ "buff-battle-ward-note": "The next time a foe makes an attack roll against the target, the ward activates and grants a @{b1_val} deflection bonus to the warded creature's AC. Each subsequent time the warded creature is attacked, the defection bonus decreases by 1.",
+ "buff-bless": "Bless",
+ "buff-bless-note": "+@{b2_val} morale bonus on saving throws against fear effects.",
+ "buff-blessing-of-fervor": "Blessing of Fervor",
+ "buff-blessing-of-fervor-note": "Pick speed bonus by checking buff 4, or Attack/AC/Reflex bonus, or other bonuses per round.",
+ "buff-bone-ward": "Bone Ward",
+ "buff-calculation": "Buff calc",
+ "buff-caster-level-title": "Bonus to spell caster level",
+ "buff-charisma-based-skills-penalty-title": "Penalty to charisma based skills",
+ "buff-charisma-based-skills-title": "Bonus to charisma based skills",
+ "buff-charisma-penalty-title": "Penalty to charisma. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-charisma-title": "Bonus to Charisma ability score",
+ "buff-cmd-title": "Bonus to CMD only",
+ "buff-combat-maneuver-bonus-title": "Bonus to all CMB attacks",
+ "buff-combat-maneuver-bonus2-title": "Bonus to 'Alt CMB' attacks only",
+ "buff-consecrate": "Consecrate (if undead)",
+ "buff-consecrate-note": "Channel energy DCs increase by 3. Double this and all penalties if alter present.",
+ "buff-constitution-based-skills-penalty-title": "Penalty to constitution based skills",
+ "buff-constitution-based-skills-title": "Bonus to constitution based skills",
+ "buff-constitution-penalty-title": "Penalty to constitution. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-constitution-title": "Bonus to Constitution ability score",
+ "buff-crushing-despair": "Crushing Despair",
+ "buff-curse": "Curse",
+ "buff-curse-note": "You must enable/disable -6 to any ability, or -4 to Attacks/Saves/Checks, or uncheck all for 50% chance to act normally curse.",
+ "buff-damage-melee-title": "Bonus to melee damage",
+ "buff-damage-ranged-title": "Bonus to ranged damage",
+ "buff-damage-title": "Bonus to all attack damage",
+ "buff-death-knell": "Death Knell",
+ "buff-deflection-title": "Deflection bonus to AC",
+ "buff-desecrate": "Desecrate (if undead)",
+ "buff-desecrate-note": "+3 to save vs channel energy. Double all bonuses if alter present.",
+ "buff-dexterity-based-skills-penalty-title": "Penalty to dexterity based skills",
+ "buff-dexterity-based-skills-title": "Bonus to dexterity based skills",
+ "buff-dexterity-penalty-title": "Penalty to dexterity. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-dexterity-title": "Bonus to Dexterity ability score",
+ "buff-divine-favor": "Divine Favor",
+ "buff-dodge-title": "Dodge bonus to AC",
+ "buff-elemental-overflow": "Elemental Overflow",
+ "buff-elemental-overflow-note": "chance to ignore the effects of a critical hit or sneak attack",
+ "buff-enlarge-person": "Enlarge Person",
+ "buff-enlarge-person-note": "Reach increased, height x2, weight x4.",
+ "buff-flat-footed-title": "Bonus to flat-footed AC only",
+ "buff-fortitude-title": "Bonus to fortitude saving throws",
+ "buff-good-hope": "Good Hope",
+ "buff-hampering-hex": "Hampering Hex",
+ "buff-haste": "Haste",
+ "buff-haste-note": "When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. All modes of movement increase.",
+ "buff-heroism": "Heroism",
+ "buff-initiative-title": "Bonus to initiative",
+ "buff-inspire-courage": "Inspire Courage",
+ "buff-inspire-courage-note": "+@{b2_val} morale bonus on saving throws against charm and fear effects.",
+ "buff-inspire-greatness": "Inspire Greatness",
+ "buff-inspired-rage": "Inspired Rage",
+ "buff-inspired-rage-note": "**Inspired Rage**, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.",
+ "buff-intelligence-based-skills-penalty-title": "Penalty to intelligence based skills",
+ "buff-intelligence-based-skills-title": "Bonus to intelligence based skills",
+ "buff-intelligence-penalty-title": "Penalty to intelligence. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-intelligence-title": "Bonus to Intelligence ability score",
+ "buff-kinetic-blast-damage-title": "Bonus to kinetic blast damage",
+ "buff-kinetic-blast-title": "Bonus to kinetic blast attack",
+ "buff-mage-armor": "Mage Armor",
+ "buff-magearmor-note": "made of force, incorporeal creatures can't bypass it the way they do normal armor.",
+ "buff-magic-vestment": "Magic Vestment",
+ "buff-melee-title": "Bonus to all melee attack rolls",
+ "buff-melee2-title": "Bonus to 'Alt Melee' attack rolls only",
+ "buff-natural-title": "Enhancement to natural armor bonus to AC",
+ "buff-notes": "Buff Notes",
+ "buff-prayer": "Prayer",
+ "buff-prayer-debuff": "Prayer (Debuff)",
+ "buff-rage": "Rage",
+ "buff-rage-note": "A barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.",
+ "buff-rage-unchained": "Rage (Unchained)",
+ "buff-ranged-title": "Bonus to all ranged attack rolls",
+ "buff-ranged2-title": "Bonus to 'Alt Ranged' attack rolls only",
+ "buff-reduce-person": "Reduce Person",
+ "buff-reduce-person-note": "Reach decreased, height /2, weight /4.",
+ "buff-reflex-title": "Bonus to reflex saving throws",
+ "buff-saves-title": "Bonus to saving throws",
+ "buff-shield": "Shield",
+ "buff-shield-note": "Negates magic missile attacks directed at you. This bonus applies against incorporeal touch attacks, since it is a force effect.",
+ "buff-shield-of-faith": "Shield of Faith",
+ "buff-shield-title": "Enhancement to shield bonus to AC",
+ "buff-size-title": "Bonus to size, +1=one size larger, -1=one size smaller",
+ "buff-skill-checks-title": "Bonus to skill checks",
+ "buff-slow": "Slow",
+ "buff-slow-note": "Also apply *Staggered* condition.",
+ "buff-speed-title": "Bonus to speed",
+ "buff-spell-caster-level-title": "Bonus to spell caster level",
+ "buff-stardust": "Stardust",
+ "buff-stardust-note": " @{b1_val} penalty to sight based perception checks",
+ "buff-strength-based-skills-penalty-title": "Penalty to strength based skills",
+ "buff-strength-based-skills-title": "Bonus to strength based skills",
+ "buff-strength-penalty-title": "Penalty to strength. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-strength-title": "Bonus to Strength ability score",
+ "buff-temp-hp-title": "Temporary hit points",
+ "buff-touch-title": "Bonus to touch AC class only",
+ "buff-type-title": "Tab this row will appear under. Categorize buffs for user convenience.",
+ "buff-ward": "Ward",
+ "buff-ward-note": "Lasts until the warded creature is hit or fails a saving throw",
+ "buff-will-title": "Bonus to will saving throws",
+ "buff-wisdom-based-skills-penalty-title": "Penalty to wisdom based skills",
+ "buff-wisdom-based-skills-title": "Bonus to wisdom based skills",
+ "buff-wisdom-penalty-title": "Penalty to wisdom. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-wisdom-title": "Bonus to Wisdom ability score",
+ "buffs": "Buffs",
+ "buffs-conditions-edit-section": "Set and edit buffs and conditions",
+ "buffs-conditions-section": "Buffs and Conditions",
+ "buffs-conditions-status-section": "Buff and Condition status panels",
+ "buffs-migrated": "Buffs",
+ "buffs-migrated-title": "Buffs migrated to Buffs repeating section Cannot be remigrated",
+ "buffs-set": "Set Buffs",
+ "buffs-showsect-cmd": "Click to expand buff edit area",
+ "burn": "Burn",
+ "burrow-speed": "Burrow",
+ "buttons": "Buttons",
+ "buttons-showsect-cmd": "Show chat ability command buttons",
+ "calculate-abbrv": "Calc",
+ "calculation": "Calculation",
+ "calculation-abbrv": "Calc",
+ "cannot-parse": "Cannot parse",
+ "cantrips": "Cantrips",
+ "carried": "Carried",
+ "carried-currency": "Carried Currency",
+ "carried-currency-title": "The amount of currency carried on the character that will contribute to total load",
+ "carried-default": "•Carried",
+ "carried-equipment": "Carried Equipment",
+ "carried-not-worn": "Carried (not worn)",
+ "carried-weight": "Carried Weight",
+ "cast-defensive-bonus": "Concentration Bonus when casting defensively",
+ "cast-defensive-bonus-abbrv": "Cast Def Bonus",
+ "cast-defensively": "Cast Defensively",
+ "cast-defensively-abbrv": "Cast Def",
+ "cast-defensively-check": "Cast Defensively Check",
+ "cast-defensively-difficulty-class-abbrv": "Cast Def DC",
+ "caster-class-level": "Spellcasting class and level",
+ "caster-level": " Caster Level",
+ "caster-level-abbrv": "CL",
+ "caster-level-basis-abbreviation": "CL basis",
+ "caster-level-basis-explanation": "Race/class basis defaults to total character level",
+ "caster-level-calculation": "Caster Lvl Calc",
+ "caster-level-check": "Casterlevel Check",
+ "caster-level-check-abbrv": "CL Check",
+ "caster-level-check-abbrv2": "Casterlvl Chk",
+ "caster-level-check-notes": "Caster-level Check notes",
+ "caster-level-miscellaneous-abbrv": "Cl misc",
+ "caster-level-miscellaneous-abbrv2": "Caster lvl misc",
+ "caster-level-modifier-abbrv": "CL Mod",
+ "casting-time": "Casting Time",
+ "casting-time-abbrv": "Cast Time",
+ "casting-type": "Casting Type: ",
+ "category": "Category",
+ "celestial": "Celestial",
+ "challenge-rating-abbrv": "CR",
+ "char": "Character Details",
+ "char-h-exp": "Expand Character Details",
+ "character-import": "HeroLab Character Import",
+ "character-import-desc": "Hero Lab XML Import
Used to import characters from Hero Lab via XML files
Step 1: Save the character as an XML file in Hero Lab (File -> Save Custom Output)
Step 2: Use Code Beautify's XML to JSON converter (link below) to convert the contents of the XML file to JSON (paste contents of XML file from a text editor into the text area labelled 'Xml Input', click 'XML to JSON', then copy the text from the Result area on the right)
Step 3: Paste the JSON into the text field below these instructions
Step 4: Profit!
Code Beautify: ",
+ "character-level": "Character Level",
+ "character-level-abbrv": "Character lvl",
+ "character-name": "Character Name",
+ "charged": "Charged",
+ "charged-magic": "Charged Magic Item",
+ "charged-magics": "Charged Magic Items",
+ "charges": "Charges",
+ "charisma": "Charisma",
+ "charisma-abbrv": "CHA",
+ "charisma-abbrv-default": "•CHA",
+ "charisma-calculation-abbrv": "CHA Calc",
+ "charisma-calculation-skills-abbrv": "Cha skills calc",
+ "charisma-penalized": "CHA Penalized",
+ "charisma-penalized-title": "Charisma Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "charisma-skills-abbrv": "CHA skills",
+ "check": "Check",
+ "check-calculation": "Check Calc",
+ "checks": "Checks",
+ "chest": "Chest",
+ "chocolate-brown": "Chocolate Brown",
+ "choose-background": "Choose Background:",
+ "circumstance": "Circumstance",
+ "class skill-bonus|armor-check-penalty|size-mod|condition-penalty": "Class Skill Bonus / Armor check penalty / Size mod / Condition penalty",
+ "class skill-bonus|armor-check-penalty|size-mod|condition-penalty-abbrv": "Cl/Ac/Sz/Co",
+ "class": "Class",
+ "class-0": "0th Class",
+ "class-0-default": "•0th Class",
+ "class-0-title": "Class 0: 1st class",
+ "class-1": "1st Class",
+ "class-1-title": "Class 1: 2nd class",
+ "class-2": "2nd Class",
+ "class-2-title": "Class 2: 3rd class",
+ "class-3": "3rd Class",
+ "class-3-title": "Class 3: 4th class",
+ "class-4": "4th Class",
+ "class-4-title": "Class 4: 5th class",
+ "class-5": "5th Class",
+ "class-5-title": "Class 5: 6th class",
+ "class-abilities": "Abilities",
+ "class-ability": "Class Ability",
+ "class-and-level": "Class(es) and levels",
+ "class-bonus": "Class Bonus",
+ "class-features": "Class Features",
+ "class-hd": "Class HD",
+ "class-hit-points": "Class Hit Points",
+ "class-hit-points-abbrv": "Class hp",
+ "class-information": "Class Information",
+ "class-level-abbrv": "CL",
+ "class-name": "Class Name",
+ "class-number": "Class #",
+ "class-number-explanation": "Class number, this number used in dropdowns when selecting class (cannot create select by name)",
+ "class-power-points-abbrv": "Class PP",
+ "class-race": "Class and Race",
+ "class-race-information-abbrv": "Class and Race Information",
+ "class-race-xp": "Class, Race, Experience",
+ "class-skill": "Class Skill",
+ "class-skill-abbrv": "CS",
+ "class-skills-migrated": "Class skill checkboxes",
+ "cleanup-old-attributes": "Cleanup old attributes",
+ "cleanup-old-spell-lists": "Cleanup old spell lists",
+ "climb": "Climb",
+ "close": "Close",
+ "column-cmd": "Split into two columns",
+ "combat-effects-migrated": "Combat Effects",
+ "combat-effects-migrated-title": "Attack and damage effects migrated to Buffs Cannot be remigrated",
+ "combat-gear": "Combat Gear",
+ "combat-maneuver": "Combat Maneuver",
+ "combat-maneuver-bonus-abbrv": "CMB",
+ "combat-maneuver-bonus-abbrv2": "Alt CMB",
+ "combat-maneuver-bonus-calculation-abbrv": "CMB calc",
+ "combat-maneuver-bonus-image": " CMB Image",
+ "combat-maneuver-bonus-notes": " CMB Notes",
+ "combat-maneuver-bonus-notes-place": "Put notes about context-sensitive CMB bonuses here",
+ "combat-maneuver-bonus-only-abbrv": "CMB Only",
+ "combat-maneuver-defense-abbrv": "CMD",
+ "combat-maneuver-defense-calculation-abbrv": "CMD Calc",
+ "combat-maneuver-defense-notes": "CMD Notes",
+ "combat-maneuver-defense-notes-place": "Put notes about context-sensitive CMD bonuses here",
+ "combat-maneuver-notes-place": "Put notes about context-sensitive CMD bonuses here",
+ "combat-skills": "Combat Skills",
+ "comic-sans": " Comic Sans",
+ "common-buff": "Common Buff",
+ "common-buff-title": "Quickly add common buff/debuff.",
+ "compact-mode": "Compact Mode",
+ "compendium-drag-drop-compatible": " Compendium drag-n-drop compatible ",
+ "compendium-drag-n-drop-desc": "Drag items, spells, etc from the compendium to an empty row below to auto populate the information Compendium is at the italic i icon above the chat",
+ "competence": "Competence",
+ "components": "Components",
+ "composite": "Composite",
+ "composite-energy-blade": "Composite energy blade/whip",
+ "composite-energy-blast": "Composite energy blast",
+ "composite-physical-blade": "Composite physical blade/whip",
+ "composite-physical-blast": "Composite physical blast",
+ "concentration": " Concentration",
+ "concentration-abbrv": "Conc",
+ "concentration-bonus-desc": "Bonus to concentration rolls = caster level plus ability score",
+ "concentration-check": "Concentration Check",
+ "concentration-check-abbrv": "Concentration",
+ "concentration-check-notes": "Concentration Check notes",
+ "concentration-label": "Concentration",
+ "concentration-miscellaneous-abbrv": "Conc Misc",
+ "concentration-modifier-abbrv": "Conc Mod",
+ "condition": "Condition",
+ "condition-abbrv": "Cond",
+ "condition-bleed-title": "A creature takes the listed amount of damage at the beginning of its turn. Stopped by DC 15 Heal check or spell that cures hp damage.",
+ "condition-blinded-note": "–4 penalty on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.",
+ "condition-blinded-speed": "Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed.",
+ "condition-blinded-title": "-2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.",
+ "condition-cowering-title": "-2 penalty to Armor Class and loses its Dexterity bonus",
+ "condition-dazed-title": "The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.",
+ "condition-dazzled-note": "-1 penalty on sight-based Perception checks",
+ "condition-dazzled-title": "-1 penalty on attack rolls and sight-based Perception checks",
+ "condition-dead-title": "You're dead...",
+ "condition-deafened-note": "-4 penalty on opposed Perception checks, automatically fails Perception checks based on sound",
+ "condition-deafened-spellonly": "Has a 20% chance of spell failure when casting spells with verbal components",
+ "condition-deafened-title": "-4 penalty on initiative rolls, -4 penalty on opposed Perception checks, automatically fails Perception checks based on sound, and has a 20% chance of spell failure when casting spells with verbal components",
+ "condition-description": "Modifiers due to conditions that affect this bonus",
+ "condition-disabled-title": "A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act.",
+ "condition-drowning-title": "When the character finally fails her CON check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.",
+ "condition-dying-title": "A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 CON check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its CON score, it dies.",
+ "condition-energy-drained-title": "-1 penalty on all attack rolls, combat maneuver checks, combat maneuver defense, saving throws, skill checks, and ability checks Additionally there is a 5 hp reduction to both current hp and maximum hp",
+ "condition-entangled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity, moves at half speed, cannot run or charge",
+ "condition-exhausted-title": "-6 penalty to Strength and Dexterity, moves at half speed, cannot run or charge",
+ "condition-fascinated-title": "–4 penalty on skill checks made as reactions, such as Perception checks",
+ "condition-fatigued-title": "-2 penalty to Strength and Dexterity, cannot run or charge",
+ "condition-fear-title": "-2 penalty on attack rolls, saving throws, skill checks, and ability checks; if frightened must also flee; if panicked must also drop items and flee.",
+ "condition-flat-footed-title": "Flat-Footed: loses DEX bonus to AC and CMD (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability",
+ "condition-grappled-cmb-note": "**+**[[2]] to grapple or escape a grapple.",
+ "condition-grappled-invisible-note": "If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled",
+ "condition-grappled-spell-note": "A character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell.",
+ "condition-grappled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity, cannot move",
+ "condition-helpless-note": "Melee attacks against a helpless target get a +4 bonus",
+ "condition-helpless-title": "Set Dexterity to 0 (-5 DEX-mod), melee attacks against a helpless target get a +4 bonus",
+ "condition-incorporeal-title": "Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.",
+ "condition-invisible-title": "+2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any)",
+ "condition-lose-dexterity-abbrv": " Lose DEX",
+ "condition-maximum-dexterity-abbrv": " Max DEX",
+ "condition-nauseated-title": "Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.",
+ "condition-nocharge-note": "Cannot run or charge",
+ "condition-paralyzed-note": "Helpless, but can take purely mental actions",
+ "condition-paralyzed-title": "Effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions",
+ "condition-petrified-title": "A petrified character has been turned to stone and is considered unconscious.",
+ "condition-pinned-spell-note": "A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component.",
+ "condition-pinned-title": "Cannot move and is denied Dexterity bonus. Additional -4 penalty to Armor Class",
+ "condition-prone-note": "+4 bonus to Armor Class against ranged attacks, –4 penalty to AC against melee attacks",
+ "condition-prone-title": "-4 penalty on melee attack rolls, gains a +4 circumstance bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks",
+ "condition-sickened-title": "-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks",
+ "condition-stable-title": "The character is no longer dying, but is still unconscious.",
+ "condition-staggered-title": "A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.",
+ "condition-stunned-title": "-2 penalty to Armor Class, and loses Dexterity bonus to AC (if any)",
+ "condition-suffocating-title": "When the character fails one of these CON checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.",
+ "condition-unconscious-title": "Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s CON score), or from nonlethal damage in excess of current hit points.",
+ "conditions": "Conditions",
+ "conditions-set": "Set Conditions",
+ "conditions-showsect-cmd": "Click to expand condition edit area",
+ "config-header-image-info": "Header images are iconic images that appear in the header of roll templates All macros on the sheet include {{header_image=image attribute}} Each roll template has a specific image attribute that works with the options below ie The Spells roll template would use {{header_image=@{header_image-pf_spell}}} Attack images can be set from within each weapon's \"Options\" section Hover over the template names below to learn the specific image attributes You can substitute images for any roll template by using the URL column below or using the syntax {{header_image=[name](url)}} For best results, try to keep header images under 32x32px",
+ "config-roll-template-info1": "Roll templates use a combination of predetermined HTML, CSS, and macro-text to format the output of macros Roll templates included in the Pathfinder sheet: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block",
+ "config-roll-template-info2": "Macro roll template syntax: &{template:roll template name} {{key=value}}",
+ "config-roll-template-info3": "Below is a list of each roll template along with it's defined properties(keys) Keys can only be used once within a macro A key that is not defined may still be included in the macro and will be displayed on a new row as determined by the roll template ie {{foo=foo}} Property values may consist of text, attributes, in-line rolls, images, hyperlinks, etc, or any combination of such values",
+ "config-roll-template-info4": "Each has a @{toggle_accessible_flag} , this makes the following string appear or not: {{accessible=true}} If accessible is set, then an alternate rolltemplate is used that does not uses divs or tables but only labels and spans, which some users may find easier to use This can also be set globally by checking \"use simple templates\"",
+ "config-roll-template-info5": "Use this syntax to customize output of rolls in the "macro-text" fields found on the sheet",
+ "config-roll-template-pf_ability": "Ability Roll Template (pf_ability)
Used for all Abilities(Class Features, Feats, Traits, etc) 2 column format except for the \"description\" property",
+ "config-roll-template-pf_attack": "Attack Roll Template (pf_attack)
Used for attacks 2 column format except for the \"description\" property (note: @{macro_options} is used by the sheet to enable the toggling of notes related to attacks and contains the properties for @{melee_notes}, @{ranged_notes}, @{cmb_notes}, and @{attack_notes})\n\t\t\t\t\t\t\t",
+ "config-roll-template-pf_block": "Block Text Roll Template (pf_block)
Used for Inventory rolls Key/Property names are not shown in this template Best for long blocks of text\n\t\t\t\t\t\t\t",
+ "config-roll-template-pf_defense": "Defense Roll Template (pf_defense)
Used for Saving Throws (note: @{macro_options} is used by the sheet to enable the toggling of notes related to defense and contains the properties for @{dr_notes}, @{resistances_notes}, @{immunities_notes}, @{weaknesses_notes}, @{sr_notes}, @{armor_notes}, @{save_notes}, @{cmd_notes}, and @{defense-notes})\n\t\t\t\t\t\t\t",
+ "config-roll-template-pf_generic": "Generic Roll Template (pf_generic)
Used for Ability checks, Initiative, Spell Failure Check, Skill Checks, Concentration Check, Caster Level Check 2 column format, except for righttext_X(1-10), lefttext_X(1-10), and the description keys\n\t\t\t\t\t\t\t",
+ "config-roll-template-pf_spell": "Spell Roll Template (pf_spell)
Used for all spell-based sheet rolls Primarily formatted to emulate a typical spell stat-block (note: @{spell_options} is used by the sheet to enable the toggling of spell attributes and contains ALL pf_spell specific properties)\n\t\t\t\t\t\t\t",
+ "config-update-spell-macros-info1": "This is a mapping of old spell ids to new spell ids for use in upgrading macros",
+ "config-update-spell-macros-info2": "\n\t\t\t\t\t\tClick Modify for each spell level and delete all the old spell lists to eliminate old redundant attributes and possibly speed up your sheet\n\t\t\t\t\t\tOnce you delete the below you will not be able to re-migrate the spells\n\t\t\t\t\t",
+ "configuration": "Configuration",
+ "confirm-critical": "Crit Confirm",
+ "confirm-critical-bonus": "Crit Confirmation Bonus",
+ "confirm-critical-bonus-abbrv": "+Crit",
+ "confirm-delete-ability": "Confirm deletion of all Abilities",
+ "confirm-delete-attack": "Confirm deletion of all Attacks",
+ "confirm-delete-buff": "Confirm deletion of all Buffs",
+ "confirm-delete-class-feature": "Confirm deletion of all Orig Class Features",
+ "confirm-delete-feat": "Confirm deletion of all Orig Feats",
+ "confirm-delete-item": "Confirm deletion of all Items",
+ "confirm-delete-mythic-ability": "Confirm deletion of all Mythic Abilities",
+ "confirm-delete-mythic-feat": "Confirm deletion of all Mythic Feats",
+ "confirm-delete-race-trait": "Confirm deletion of all Orig Racial Traits",
+ "confirm-delete-spell-like-abilities": "Confirm deletion of all Orig Spell-like Abilities",
+ "confirm-delete-spells": "Confirm deletion of all Spells",
+ "confirm-delete-trait": "Confirm deletion of all Orig Traits",
+ "consolidated": "Consolidated",
+ "constant": "Constant",
+ "constitution": "Constitution",
+ "constitution-abbrv": "CON",
+ "constitution-abbrv-default": "•CON",
+ "constitution-calculation-abbrv": "CON Calc",
+ "constitution-calculation-skills-abbrv": "Con skills calc",
+ "constitution-penalized": "CON Penalized",
+ "constitution-penalized-title": "Constitution Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "constitution-skills-abbrv": "CON skills",
+ "consumable": "Consumable",
+ "consumable-charge": "Consumable or Item with Charges or Uses",
+ "consumables": "Consumables",
+ "content": "Content",
+ "copper-pieces": "Copper pieces",
+ "copper-pieces-abbrv": "CP",
+ "copperplate": "Copperplate",
+ "copy-duplicate-attrs": "Copy duplicate fields",
+ "core": "Core",
+ "core-rules": "Core Rule Options",
+ "cowering": " Cowering",
+ "craft": "Craft",
+ "create": "Create",
+ "create-attack": "Create Atk",
+ "create-attack-entry": "Create a new attack based on this weapon",
+ "create-dual-wield": "Create dual wield attack using mainhand weapon and offhand weapon at right",
+ "create-macros": "Create Macros",
+ "crit-confirmation-bonus": "Critical confirmation bonus",
+ "critical": " Critical ",
+ "critical-abbrv": "Crit",
+ "critical-confirm": "Crit Confirm",
+ "critical-damage": "Crit Damage",
+ "critical-title": "-3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level",
+ "cs-acrobatics": "Acrobatics",
+ "cs-athletics": "Athletics",
+ "cs-finesse": "Finesse",
+ "cs-influence": "Influence",
+ "cs-misc-skill": "Misc Skill",
+ "cs-nature": "Nature",
+ "cs-perception": "Perception",
+ "cs-performance": "Performance",
+ "cs-religion": "Religion",
+ "cs-society": "Society",
+ "cs-spellcraft": "Spellcraft",
+ "cs-stealth": "Stealth",
+ "cs-survival": "Survival",
+ "currency": "Currency",
+ "current-buffs": "Current Buffs",
+ "current-conditions": "Current Conditions",
+ "current-experience": "Current Experience",
+ "current-hit-points-abbrv": "Curr hp",
+ "current-hp-title": "Player adjustable hit tracking of current hit points remaining",
+ "current-load": "Current Load",
+ "current-power-points-abbrv": "Current PP",
+ "custom": "Custom",
+ "custom-attributes": "Custom attributes",
+ "custom-category-desc": "Custom category such as spell school or other user defined",
+ "custom-crit-confirmation-bonus": "Custom critical confirmation bonus for this attack",
+ "custom-level-abbrv": "Custom Lvl",
+ "custom-name": "Custom Name",
+ "custom-roll": "Custom Roll",
+ "custom-rolls": "Custom Rolls",
+ "custom-url": "Custom URL",
+ "custom-url-title": "Include a custom header image using the provided URL",
+ "cyan": "Cyan",
+ "d-hit-die": "hitdie",
+ "damage": "Damage",
+ "damage-abbrv": "Dmg",
+ "damage-ability": "Dmg Ability",
+ "damage-blade-abbrv": "Melee Dmg",
+ "damage-calculation-abbrv": "Melee Dmg Calc",
+ "damage-dice-affected-by-size": "Damage dice affected by size changes",
+ "damage-macro": "Damage Macro",
+ "damage-macro-desc": "Damage macro, must use brackets",
+ "damage-melee-abbrv": "Melee dmg",
+ "damage-melee-calculation-abbrv": "Melee dmg calc",
+ "damage-modifier-abbrv": "Dmg Mods",
+ "damage-modifiers": "Damage Modifiers",
+ "damage-multiplier-place": "15 etc",
+ "damage-multiplier-title": "Damage ability modifier: 5, 15, 2, etc.",
+ "damage-ranged-abbrv": "Rng dmg",
+ "damage-ranged-calculation-abbrv": "Ranged dmg calc",
+ "damage-reduction": "Damage Reduction",
+ "damage-resistance-abbrv": " DR",
+ "damage-resistance-title": "Damage Reduction: The amount of damage ignored and the type of weapon that negates the ability (eg 5/silver)",
+ "damage-type": "Damage Type",
+ "damage-type-abbrv": "Dmg Type",
+ "damage-type-or-description": "Dmg type / Description",
+ "damage-type-title": "Pierce Blunt Slash other",
+ "dark-azure": "Dark Azure",
+ "dark-blue": "Dark Blue",
+ "dark-brown": "Dark Brown",
+ "dark-cyan": "Dark Cyan",
+ "dark-green": "Dark Green",
+ "dark-grey": "Dark Grey",
+ "dark-olive": "Dark Olive",
+ "dark-orange": "Dark Orange",
+ "dark-pink": "Dark Pink",
+ "dark-purple": "Dark Purple",
+ "dark-red": "Dark Red",
+ "dark-teal": "Dark teal",
+ "dark-violet": "Dark Violet",
+ "dark-yellow": "Dark Yellow",
+ "dazed": " Dazed",
+ "dazzled": " Dazzled",
+ "dead": " Dead",
+ "deafened": " Deafened",
+ "debuff": "Debuff",
+ "debuff-title": "Negative buffs count as penalties",
+ "default": "Default",
+ "default-size": "Default Size",
+ "defense": "DEFENSE",
+ "defense-notes": "Defense Notes",
+ "defense-notes-place": "Put notes about context-sensitive defense bonuses here",
+ "defense-options": "Defense Options",
+ "defense-roll-template": "Defense Roll Template ",
+ "defense-statistics": "Defense Statistics",
+ "defense-statistics-abbrv": "Defense Stats",
+ "defense-values-grid": "Defense Values",
+ "defenses": "Defense",
+ "defensive-abilities": "Defensive Abilities",
+ "defensive-casting-bonus-abbrv": "Def Cast Bonus",
+ "defensive-info": "Defensive Info",
+ "defensively": "Defensively",
+ "deflect": "Deflect",
+ "deflection": "Deflection",
+ "deflection-calculation-abbrv": "Deflection calc",
+ "degenerate": "Degenerate",
+ "deity": "Deity",
+ "delete-ability": "Delete Abilities",
+ "delete-ability-must-confirm-next-checkbox": "Delete all Abilities, must confirm action using next checkbox",
+ "delete-all-old-rows-are-you-sure": " Deletes ALL buffs in old list, are you sure?",
+ "delete-all-rows-are-you-sure": " Deletes ALL rows, are you sure?",
+ "delete-attack": "Delete Attacks",
+ "delete-attack-must-confirm-next-checkbox": "Delete all Attacks, must confirm action using next checkbox",
+ "delete-buff": "Delete Buffs",
+ "delete-buff-must-confirm-next-checkbox": "Delete all Buffs, must confirm action using next checkbox",
+ "delete-class-feature": "Delete Orig Class Features",
+ "delete-class-feature-must-confirm-next-checkbox": "Delete all Orig Class Features, must confirm action using next checkbox",
+ "delete-feat": "Delete Orig Feats",
+ "delete-feat-must-confirm-next-checkbox": "Delete all Orig Feats, must confirm action using next checkbox",
+ "delete-item": "Delete Items",
+ "delete-item-must-confirm-next-checkbox": "Delete all Items, must confirm action using next checkbox",
+ "delete-mythic-ability": "Delete Mythic Abilities",
+ "delete-mythic-ability-must-confirm-next-checkbox": "Delete all Mythic Abilities, must confirm action using next checkbox",
+ "delete-mythic-feat": "Delete Mythic Feats",
+ "delete-mythic-feat-must-confirm-next-checkbox": "Delete all Mythic Feats, must confirm action using next checkbox",
+ "delete-old-buff-list": "Deletes all buffs from the OLD list",
+ "delete-race-trait": "Delete Orig Racial Traits",
+ "delete-race-trait-must-confirm-next-checkbox": "Delete all Orig Racial Traits, must confirm action using next checkbox",
+ "delete-spell-like-abilities": "Delete Orig Spell-like Abilities",
+ "delete-spell-like-abilities-must-confirm-next-checkbox": "Delete all Orig Spell-like Abilities, must confirm action using next checkbox",
+ "delete-spells": "Delete Spells",
+ "delete-spells-must-confirm-next-checkbox": "Delete all Spells, must confirm action using next checkbox",
+ "delete-trait": "Delete Orig Traits",
+ "delete-trait-must-confirm-next-checkbox": "Delete all Orig Traits, must confirm action using next checkbox",
+ "description": "Description",
+ "details-age": "Age",
+ "details-deity": "Deity",
+ "details-height": "Height",
+ "details-homeland": "Homeland",
+ "details-languages": "Languages",
+ "details-occupation": "Occupation",
+ "details-weight": "Weight",
+ "devastating-infusion": "Devastating Infusion",
+ "dexterity": "Dexterity",
+ "dexterity-abbrv": "DEX",
+ "dexterity-abbrv-default": "•DEX",
+ "dexterity-calculation-abbrv": "DEX Calc",
+ "dexterity-calculation-skills-abbrv": "Dex skills calc",
+ "dexterity-penalized": "DEX Penalized",
+ "dexterity-penalized-title": "Dexterity Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "dexterity-skills-abbrv": "DEX skills",
+ "dice": "Dice",
+ "dice-abbrv": "d",
+ "die": "Die",
+ "difficulty-class-abbrv": "DC",
+ "difficulty-class-calculation-desc": "10 + Ability score modifier + DC basis level",
+ "difficulty-class-effect-basis": "DC Basis",
+ "difficulty-class-effect-basis-desc": "Base for calculation of DC and effects, defaults to one half level / hit dice",
+ "difficulty-class-modifier-abbrv": "DC Mod",
+ "diplomacy": "Diplomacy",
+ "disable-calculations": "Disable Calculations",
+ "disable-device": "Disable Device",
+ "disabled": " Disabled",
+ "disabled-at": " Disabled at ",
+ "disabled-buffs": "Disabled Buffs",
+ "disabled-only": "Disabled",
+ "disabled-title": "Not unconscious until hp is under this value",
+ "disguise": "Disguise",
+ "display-advanced-macros": " Display 'add-to-roll' rolltime fields",
+ "display-advanced-macros-title": "Display Advanced fields to add to rolls These will add to any 1d20 roll Evaluated at roll-time, so queries may be used Each requires '0' as default, and [[]] around rolls",
+ "display-advanced-options": " Display user defined and misc fields",
+ "display-advanced-options-title": "Display extra fields for advanced customization, such as columns marked 'user defined'",
+ "display-both-whispers": "Show both roll menu buttons for Monsters/NPCs",
+ "display-both-whispers-title": "Display both sets of menu buttons at top of page: for PC-Whisper and NPC-Whisper",
+ "display-cmb-2": " Display Alt CMB attack type",
+ "display-macro-text": " Display roll templates for customization",
+ "display-macro-text-title": "Display macro fields for customizing roll template rolls",
+ "display-ranged-2": " Display Alt Ranged attack type",
+ "display-settings-config": "Display settings and configuration page",
+ "display-spells-known": "Click this to display spells known column",
+ "do-not-show-again": "Do not show again",
+ "do-not-touch": "Do not use this section unless instructed to by sheet developers",
+ "dodge": "Dodge",
+ "dodge-calculation-abbrv": "Dodge calc",
+ "domain-etc-type-example": "(Sub)Domain/School/Bloodline/Patron",
+ "domain-spells-explanation": "On hybrid that use a mix of prepared and spontaneous spells, this allows the domain checkbox to be used to indicate spontaneous spells that are always available Domain can be used for Mysteries, Spirit Magic, etc",
+ "domains": "Domains / SubDomains / Bloodlines / Patrons / Schools",
+ "double-charisma-abbrv": "2x CHA",
+ "double-constitution-abbrv": "2x CON",
+ "double-dexterity-abbrv": "2x DEX",
+ "double-intelligence-abbrv": "2x INT",
+ "double-strength-abbrv": "2x STR",
+ "double-wisdom-abbrv": "2x WIS",
+ "drag-push": "Drag & Push",
+ "drain": "Drain",
+ "drowning": " Drowning",
+ "dual-wield": "Dual Wield",
+ "dual-wield-beta": "Dual Wield",
+ "dual-wield-instructions": "Paste the Names (if unique) or Row ID For Macros of the mainhand and offhand weapons into the fields below. Set mainhand other values, then press Create.
When penalties, or the number of offhand attacks or damage change, update value here and press Update.",
+ "dungeoneering": "Dungeoneering",
+ "duration": "Duration",
+ "during-combat": "During Combat",
+ "during-combat-place": "List all combat tactics here, including spell, feat, and magic item use",
+ "dying": " Dying",
+ "ecology": "ECOLOGY",
+ "edge": "Edge",
+ "edit-mode": "Edit Mode",
+ "edit-mode-title": "Toggle Expanded mode(full editing) or Compact mode(important fields only)",
+ "edit-time-custom-num-attributes": "Evaluate at edit time custom number attributes",
+ "effect": "Effect",
+ "effective-caster-level": "Effective Caster/character Level: use for effects, if Sp then for caster level checks and concentration",
+ "effective-spell-level": "Effective spell level: use for difficulty class and concentration checks",
+ "effects-target": "Effects/Target",
+ "enable-pfs": " Set to PFS config settings",
+ "enable-pfs-desc": "Sets hit points autocalc, prestige and fame points",
+ "enable-skill-check-query-title": "Skill Checks will include an option to Roll, Take 10, or Take 20",
+ "enable-take-10-or-20-options": "Use Take 10 or 20 or custom?",
+ "enabled-buffs": "Enabled Buffs",
+ "enabled-chkbox": "Enabled",
+ "encumbered-speed": "Encumbered",
+ "encumbered-title": "Medium or heavy encumbrance penalties may limit speed and dexterity bonus to AC",
+ "encumbrance": "Encumbrance",
+ "encumbrance-above-title": "A character can lift as much as his maximum load over his head",
+ "encumbrance-based-on": "Encumbrance based on",
+ "encumbrance-drag-push-title": "A character can generally push or drag along the ground as much as five times his maximum load",
+ "encumbrance-heavy-title": "Over the medium load and up to this weight, the character is heavily encumbered",
+ "encumbrance-light-title": "At this weight of carried equipment or less, the character is unencumbered",
+ "encumbrance-max-title": "At this weight or greater the character is immobilized",
+ "encumbrance-medium-title": "Over the light load and up to this weight, the character is moderately encumbered",
+ "encumbrance-misc-title": "Miscellaneous bonus to load values",
+ "encumbrance-multiplier-title": "The amount that load values will be multiplied",
+ "encumbrance-multiplier-total-title": "Total amount that load values will be multiplied",
+ "encumbrance-off-ground-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it",
+ "encumbrance-size-multiplier-title": "The amount that load values will be multiplied for size Number of legs are accounted for",
+ "encumbrance-source": "Encumbrance Source",
+ "encumbrance-str-bonus-title": "Bonus to Strength score for carrying capacity only",
+ "energy": "Energy",
+ "energy-drained": " Energy Drain",
+ "enforce-requires-training": "Unusable untrained not appear in menu?",
+ "engineering": "Engineering",
+ "enhance": "Enhance",
+ "enhancement": "Enhancement",
+ "enhancement-abbrv": "Enh",
+ "enhancement-bonus": "Enhancement Bonus",
+ "ensure-macros-uptodate": "Ensure macros are up to date",
+ "entangled": " Entangled",
+ "entropic": "Entropic",
+ "environment": "Environment",
+ "equation-macro-place": "#/Equation",
+ "equipment": "Equipment",
+ "equipment-abbrv": "Equip",
+ "equipment-list": "Equipment List",
+ "equipment-type-abbrv": "Equip Type",
+ "equipped": "Equipped",
+ "equipped-title": "Select which armor and shield are equipped",
+ "error-delete-row": "Error! You must delete this row before editing any items in this section",
+ "error-msg1": "Error! You must delete this row before editing any items in this section",
+ "escape-artist": "Escape Artist",
+ "every-rounds-abbrv": "Every n rnds",
+ "everyrounds": "Every",
+ "exhausted": " Exhausted",
+ "expand-all": "Expand All",
+ "expand-cmd": "Lock or unlock all rows",
+ "expand-multiclass": "Expand to reveal more class rows",
+ "experience-and-hero-points": "Experience and Hero Points",
+ "experience-current-place": "Current Experience",
+ "experience-migrated": "Prestige/ Hero Pt flag",
+ "experience-next": "Next Level",
+ "experience-points": "Experience Points",
+ "experience-points-abbrv": "XP",
+ "extra-crit-abbrv": "Extra Crit Dmg",
+ "extra-critical-damage": "Extra Crit Dmg",
+ "extra-critical-damage-title": "Extra Critical Damage",
+ "extra-damage": "Extra Non-Crit Dmg",
+ "extra-damage-condition": "Extra damage condition when dual wielding: Rake, Rend, etc",
+ "extra-damage-or-attack-modifiers": "Extra Damage or Attack Modifiers",
+ "extra-damage-section": "Extra Damage (not multiplied on crit)",
+ "extra-ranks": "Extra ranks:",
+ "extraordinary-abbrv": "Ex",
+ "extraordinary-abilities": "Extraordinary Abilities",
+ "extraordinary-abilities-desc": "Extraordinary abilities are nonmagical They are, however, not something that just anyone can do or even learn to do without extensive training Effects or areas that suppress or negate magic have no effect on extraordinary abilities",
+ "extraordinary-abilities-menu": "Ex",
+ "eyes": "Eyes",
+ "eyes-details": "Eyes Details",
+ "faction-notes": "Faction Notes",
+ "faction-notes-place": "Fame, Prestige, and Faction Notes",
+ "fame": "Fame",
+ "fantasy": "Fantasy (Papyrus)",
+ "fascinated": " Fascinated",
+ "fatigued": " Fatigued",
+ "fatigued-conditions": " Fatigued Conditions",
+ "favored-class": "Favored Class(es)",
+ "favored-class-abbrv": "FC:",
+ "favored-class-hit-points-abbrv": "FC hp",
+ "favored-class-hit-points-title": "Favored Class hp",
+ "favored-class-skill": "Favored Class Skill Ranks",
+ "favored-class-skill-abbrv": "FC Skill",
+ "fear": " Fear",
+ "fear-any": " Shaken/Frightened/Panicked",
+ "feat": "Feat",
+ "feat-name": "Feat Name",
+ "feats": "Feats",
+ "feats-available": "Feats Available",
+ "feats-by-level": "Feats by Level",
+ "feats-calculation": "Feat Calculations",
+ "feature-list-default-values": "Features default values",
+ "feature-macros-v1": "Orig feature macros to v1",
+ "features": "Features",
+ "feet": "Feet",
+ "feet-abbrv": "ft",
+ "fiendish": "Fiendish",
+ "finesse": "Finesse",
+ "flat-footed": " Flat-Footed",
+ "flat-footed-abbrv": "FF AC",
+ "flat-footed-armor-class": "Flat-Footed Armor Class",
+ "flat-footed-armor-class-abbrv": "Flat-Footed",
+ "flat-footed-combat-maneuver-defense-abbrv": "FF CMD",
+ "flat-footed-only-calculation-abbrv": "Flat-foot only calc",
+ "flat-footed-touch-abbrv": "FF Touch",
+ "fly": "Fly",
+ "font": "Font",
+ "font-background": "Font / Background",
+ "footer-aria": "Help links and footer information",
+ "footer-info": "Created by Samuel Marino w/contributions by Vince, Chris Buchholz, Magik, James W | Last updated:",
+ "footnote-a": "⒜ Evaluated at edit time. Must evaluate to number. No queries or rolls. Extended Expressions allowed. Must use ID number to refer to row value. Can refer to ⒜ expressions or number attributes only.",
+ "footnote-b": "⒝ Evaluated at roll time. May output string or number. Queries and rolls allowed. Must put [[brackets]] around rolls. Can refer to ⒜,⒝,⒞ expressions.",
+ "footnote-c": "⒞ Evaluated at roll time. Must evaluate to number. Queries and rolls allowed. [[Brackets]] automatically placed around expression. Can refer to ⒜ or ⒞ expressions or number attributes only (or ⒝ if it evaluates to a number).",
+ "footnote-d": "⒟ The actual roll. Sent to chat. Evaluated at roll time. Can refer to any of above",
+ "footnotes-aria": "Footnotes information",
+ "fortitude": "Fortitude",
+ "fortitude-abbrv": "Fort",
+ "fortitude-calculation-abbrv": "Fort Calc",
+ "fortitude-save": "Fortitude Save",
+ "four-legged-abbrv": "Quad",
+ "frequency": "Frequency",
+ "frequency-abbrv": "Freq",
+ "frequency-title": "Select how often this ability is available",
+ "full-caster-level-abbrv": "Lvl/HD",
+ "full-macro": "Full Macro:",
+ "full-macro-place": "Macro/Query",
+ "gear": "Gear",
+ "gear-not-used-place": "Gear not used in combat",
+ "gear-or-tool": "Gear or Tool",
+ "gear-tool": "Gear and tools",
+ "gear-used-place": "Gear used in combat",
+ "gender": "Gender",
+ "generic-roll-template": "Generic Roll Template ",
+ "geography": "Geography",
+ "giant": "Giant",
+ "global": "Global",
+ "gold": "Gold",
+ "gold-pieces": "Gold pieces",
+ "gold-pieces-abbrv": "GP",
+ "graphpaper": "Graph-paper",
+ "grappled": " Grappled",
+ "grazed": " Grazed ",
+ "grazed-title": "-1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level",
+ "green": "Green",
+ "grey": "Grey",
+ "gritty-title": "All wound penalties are doubled.",
+ "group": "Group",
+ "group-by-school": " Group by school",
+ "group-by-school-desc": "Group spells by school in spells menu",
+ "group-name": "Group by name for attackbook buttons",
+ "hair": "Hair",
+ "hair-details": "Hair Details",
+ "half-caster-level": "½ Caster Level",
+ "half-caster-level-abbrv-selected": "•½ Lvl",
+ "half-charisma-abbrv": "1/2 CHA",
+ "half-constitution-abbrv": "1/2 CON",
+ "half-dexterity-abbrv": "1/2 DEX",
+ "half-intelligence-abbrv": "1/2 INT",
+ "half-level-selected": "•½ Level",
+ "half-strength-abbrv": "1/2 STR",
+ "half-wisdom-abbrv": "1/2 WIS",
+ "handle-animal": "Handle Animal",
+ "hands": "Hands",
+ "hardness-abbrv": "Hard",
+ "hd-not-bab": " Use Level/HD for CMD instead of BAB",
+ "hd-not-bab-title": "If checked use total HD not BAB for CMD",
+ "head": "Head",
+ "headband": "Headband",
+ "header-image": "Header Image",
+ "header-image-default": "Include the default header image on roll templates.(NOTE: setting can be overidden by Simple roll templates which do not display header images.)",
+ "header-image-none": "Do not include a header image",
+ "heading-border-colors": "Heading background and outlines:",
+ "heal": "Heal",
+ "heal-conditions": "Heal Conditions",
+ "health-and-wounds": "Health and Wounds",
+ "healthy": " Healthy ",
+ "heavy": "Heavy",
+ "heavy-armor": "Heavy Armor",
+ "height": "Height",
+ "help-translate": "Help Translate",
+ "helpless": " Helpless",
+ "hero-points": "Hero Points",
+ "hex": "Hex",
+ "hexfreq": "Per 24 hrs per target",
+ "highest-mental-ability": "Highest mental ability",
+ "history": "History",
+ "hit-dice-abbrv": "# HD",
+ "hit-dice-desc": "Number of Hit Dice to roll",
+ "hit-die": "Hit Die",
+ "hit-die-abbrv": "HD",
+ "hit-die-desc": "Number of Sides of Hit Die",
+ "hit-point-adjustment-2-abbrv": "hp adj2",
+ "hit-point-misc-migrated": "Misc hp field",
+ "hit-points": "Hit Points",
+ "hit-points-abbrv": "hp",
+ "hit-points-ability-title": "The Ability Score that contributes a bonus/penalty to the overall character hit points by level",
+ "hit-points-adjustment-1-abbrv": "hp adj1",
+ "hit-points-adjustment-title": "Player configurable adjustment to maximum hit points by way of a formula",
+ "hit-points-class-title": "Hit Points due to Class Only",
+ "hit-points-due-to-hit-dice-abbrv": "Class/HD hp",
+ "hit-points-due-to-hit-dice-title": "Hit points due to class levels and hit dice",
+ "hit-points-modifier-2-title": "The value produced by the hp adj2 formula",
+ "hit-points-modifier-title": "The modifier that comes from the Ability Score chosen to adjust hit points per level",
+ "homeland": "Homeland",
+ "horror-adventures": "Horror Adventures",
+ "how-encumbrance-affects-speed": "How encumbrance affects speed",
+ "hybrid": "Hybrid",
+ "identification-abbrv": "ID",
+ "ignore-encumbrance": "Ignore Encumbrance",
+ "immunities": " Immunities",
+ "immunities-title": "Takes no damage from listed sources (eg acid, fire, paralysis)",
+ "improved": "Improved",
+ "improved-title": "Improved Dual Wield: check here if offhand attack gains iteratives",
+ "in-special-abilities-section": "In list under Special Abilities below",
+ "include-attack-notes": "Include notes or images in attack rolls? Notes and image will be mapped to attack type",
+ "include-attack-totals": "Include Attack Totals?",
+ "include-attacks-?": "Include Attack?",
+ "include-eighth-attack": "Include an 8th attack?",
+ "include-fifth-attack": "Include a 5th attack?",
+ "include-fourth-attack": "Include a 4th attack?",
+ "include-info": "Include info?",
+ "include-information": "Include info?",
+ "include-information-title": "Include these additional attributes with saving throws?",
+ "include-ninth-attack": "Include a 9th attack?",
+ "include-notes": "Include notes in roll",
+ "include-save-notes": "Include Save Notes in roll",
+ "include-second-attack": "Include a 2nd attack?",
+ "include-seventh-attack": "Include a 7th attack?",
+ "include-sixth-attack": "Include a 6th attack?",
+ "include-skill-notes": "Include Skill notes?",
+ "include-skill-totals": "Include Skill Totals?",
+ "include-spell-info": "Include these attributes with each spell roll?",
+ "include-third-attack": "Include a 3rd attack?",
+ "incorporeal": " Incorporeal",
+ "influence": "Influence",
+ "information-abbrv": "Info",
+ "inherent": "Inherent",
+ "inherent-abbrv": "Inhr",
+ "inherent-bonus": "Inherent Bonus",
+ "init-speed-full-macro": "Init and Speed Info Full Macro:",
+ "init-speed-info": "Initiative and Speed Info",
+ "init-speed-info-abbrv": "Init & Speed Info",
+ "init-speed-title": "%{init-speed-info} Post initiative and speed information.",
+ "initiative": "Initiative",
+ "initiative-abbrv": "Init",
+ "initiative-abbrv-caps": "INIT",
+ "initiative-and-speeds": "Initiative and Speeds",
+ "initiative-calculation-abbrv": "Init calc",
+ "initiative-notes": " Initiative Notes",
+ "initiative-notes-title": "Include initiative notes with roll",
+ "insert-macro-attack": "'Add to Attack' Macro:",
+ "insert-macro-damage": "'Add to Damage' Macro:",
+ "insight": "Insight",
+ "instru-a-0": "New sheets begin on the Configuration page Use the Settings button(config-show) to edit the sheet",
+ "instru-a-1": "Checkboxes with a label cause the section with same name (h2 or h3 header) to be revealed or hidden",
+ "instru-a-2": "Screenreader users please turn on reading of Title attributes A lot of information is still in the titles",
+ "instru-a-3": "Screenreader users should check expand all to ensure all content is visible to the reader It is the second checkbox on this page",
+ "intelligence": "Intelligence",
+ "intelligence-abbrv": "INT",
+ "intelligence-abbrv-default": "•INT",
+ "intelligence-calculation-abbrv": "INT Calc",
+ "intelligence-calculation-skills-abbrv": "Int skills calc",
+ "intelligence-penalized": "INT Penalized",
+ "intelligence-penalized-title": "Intelligence Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "intelligence-skills-abbrv": "INT skills",
+ "internal-buffer": "Internal Buffer",
+ "intimidate": "Intimidate",
+ "invalid": "Invalid",
+ "inventory": "Inventory",
+ "invisible": " Invisible",
+ "is-mythic": "Check if this row is Mythic",
+ "is-npc-check-caps": " Is NPC or monster",
+ "is-npc-description": "Sheet is an NPC or Monster",
+ "is-v1": "Is a V1 sheet",
+ "item": "Item",
+ "item-hit-points-abbrv": "hp",
+ "item-list-default-values": "Items Default Values",
+ "item-macros-current": "Equipment macros to current",
+ "item-name": "Item Name",
+ "item-tracking": "Item Tracking",
+ "items": "Items",
+ "iterative-attacks": "Iterative Attacks",
+ "iterative-attacks-abbrv": "Iterative Atks",
+ "iterative-attacks-title": "Add additional attacks for this weapon",
+ "key-ability": "Key Ability",
+ "kinetic": "Kinetic",
+ "kinetic-blast": "Kinetic Blast",
+ "kinetic-blast-attack-damage-macros": "Kinetic Blast attack and damage macros",
+ "kinetic-blast-damage-abbrv": "Kinetic Blast Dmg",
+ "kinetic-energy-blade": "Energy blade/whip",
+ "kinetic-energy-blast": "Energy blast",
+ "kinetic-physical-blade": "Physical blade/whip",
+ "kinetic-physical-blast": "Physical blast",
+ "kineticist": "Kineticist",
+ "kineticist-burn": "Kineticist Burn",
+ "knowledge": "Knowledge",
+ "knowledge-arcana": "Knowledge (Arcana)",
+ "knowledge-dungeoneering": "Knowledge (Dungeoneering)",
+ "knowledge-engineering": "Knowledge (Engineering)",
+ "knowledge-geography": "Knowledge (Geography)",
+ "knowledge-history": "Knowledge (History)",
+ "knowledge-local": "Knowledge (Local)",
+ "knowledge-nature": "Knowledge (Nature)",
+ "knowledge-nobility": "Knowledge (Nobility)",
+ "knowledge-planes": "Knowledge (Planes)",
+ "knowledge-religion": "Knowledge (Religion)",
+ "known-or-special": "Known / Specialties",
+ "languages": "Languages",
+ "legs": "Legs",
+ "legs-title": "How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity",
+ "level": "Level",
+ "level-0-spells": "Level 0 Spells",
+ "level-1-ordinal": "1st Level",
+ "level-1-spells": "Level 1 Spells",
+ "level-10-ordinal": "10th Level",
+ "level-2-ordinal": "2nd Level",
+ "level-2-spells": "Level 2 Spells",
+ "level-3-ordinal": "3rd Level",
+ "level-3-spells": "Level 3 Spells",
+ "level-4-ordinal": "4th Level",
+ "level-4-spells": "Level 4 Spells",
+ "level-5-ordinal": "5th Level",
+ "level-5-spells": "Level 5 Spells",
+ "level-6-ordinal": "6th Level",
+ "level-6-spells": "Level 6 Spells",
+ "level-7-ordinal": "7th Level",
+ "level-7-spells": "Level 7 Spells",
+ "level-8-ordinal": "8th Level",
+ "level-8-spells": "Level 8 Spells",
+ "level-9-ordinal": "9th Level",
+ "level-9-spells": "Level 9 Spells",
+ "level-abbrv": "Lvl",
+ "level-and-ability": "Level and Caster Ability",
+ "level-basis": "Level Basis",
+ "level-current": "Current Class Level",
+ "level-hit-dice": "Level and Hit Dice",
+ "level-hit-dice-abbrv": "Level/HD",
+ "lift": "Lift",
+ "lift-levels": "Lift Levels",
+ "lift-modifiers": "Lift Modifiers",
+ "light": "Light",
+ "light-armor": "Light Armor",
+ "light-brown": "Light Brown",
+ "linguistics": "Linguistics",
+ "link-hit-points-npc-to-pc": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa",
+ "link-hit-points-title": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa",
+ "linked-attacks": "Linked attacks",
+ "lists": "Lists",
+ "load-only": "Load only",
+ "loading": "Loading",
+ "loads": "Loads",
+ "loads-and-lift": "Loads and Lift",
+ "local": "Local",
+ "location": "Location",
+ "location0": "Item is Carried",
+ "location1": "Item is not Carried",
+ "location10": "Headband",
+ "location11": "Neck",
+ "location12": "Ring1",
+ "location13": "Ring2",
+ "location14": "Shield",
+ "location15": "Shoulders",
+ "location16": "Wrist",
+ "location2": "Armor",
+ "location3": "Belt",
+ "location4": "Body",
+ "location5": "Chest",
+ "location6": "Eyes",
+ "location7": "Feet",
+ "location8": "Hands",
+ "location9": "Head",
+ "long": "Long",
+ "lore": "Lore",
+ "lose-dexterity-title": "Lose Dexterity to AC",
+ "lucida": "Lucida Sans Unicode",
+ "luck": "Luck",
+ "macro": "Macro",
+ "macro-options": "Macro Options",
+ "macro-recalc-instructions": "If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button",
+ "macro-text": "Macro Text",
+ "macro-text-advanced": "'Add-to-roll' Macros",
+ "macros": "Macros",
+ "madness-and-effects": "Madnesses and effects",
+ "madnesses": "Madnesses:",
+ "madnesses-and-effects": "Madnesses and effects",
+ "magic-item": "Magic Item",
+ "mainhand-id": "Mainhand Id or Name",
+ "mainhand-penalty": "Mainhand penalty when dual wielding",
+ "mainhand-penalty-abbrv": "M.H. Pen",
+ "maneuverability": "Maneuverability",
+ "manifester-levels": "Manifester Levels",
+ "manual-recalc-after-parse": "Manual ↻ Recalc after Parse",
+ "manual-recalc-for-high-cr": "Check to manually hit recalc after parse is complete (Recommended for high CR creatures with many abilities)",
+ "masterwork": "Masterwork",
+ "masterwork-abbrv": "Mwk",
+ "max-hp-title": "Automatically calculated using Class hit points, Favored Class hit points (see Classes tab), Ability bonus/penalty & Level, misc mod, Drained condition and Mythic Adventures hit points (if enabled)",
+ "maximum-abbrv": "Max",
+ "maximum-ability-abbrv": "Max Ability Dmg",
+ "maximum-calculation-abbrv": "Max Calc",
+ "maximum-damage-ability-title": "Maximum damage ability applied (for Strength score, etc)",
+ "maximum-dexterity-bonus-abbrv": "Max DEX",
+ "maximum-dexterity-bonus-source-abbrv": "Max DEX Source",
+ "maximum-dexterity-title": "Maximum Dexterity to AC limited due to armor or encumbrance",
+ "maximum-encumbrance-title": "Maximum encumbrance: 2x heavy, immobilized",
+ "medium": "Medium",
+ "medium-abbrv-default": "•Medium",
+ "medium-armor": "Medium Armor",
+ "melee": "Melee",
+ "melee-attack": "Melee Attack",
+ "melee-attack-abbrv": "Melee Atk",
+ "melee-attack-notes": "Melee Attack Notes",
+ "melee-attack-notes-place": "Put notes about context-sensitive Melee Attack bonuses here",
+ "melee-calculation": "Melee Atk Calc",
+ "melee-damage": "Melee damage",
+ "melee-image": " Melee Image",
+ "melee-notes": " Melee Notes",
+ "melee2": "Alt Melee",
+ "melee2-attack": "Alt Melee Attack",
+ "melee2-damage": "Alt Melee damage",
+ "melee2-damage-abbrv": "Alt Melee dmg",
+ "mental-modifiers-abbrv": "Mental",
+ "mental-modifiers-total": "Total of all 3 mental ability modifiers",
+ "menu-whisper": "Menu Whisper:",
+ "merge": "Merge",
+ "merge-buffs": "Copy old buffs list into new buffs list",
+ "merge-class-features": "Merge Orig Class Features into Abilities",
+ "merge-feats": "Merge Orig Feats into Abilities",
+ "merge-race-traits": "Merge Orig Racial Traits into Abilities",
+ "merge-slas": "Merge Orig Spell-like Abilities into Abilities",
+ "merge-traits": "Merge Orig Traits into Abilities",
+ "metamagic": "Metamagic",
+ "metamagic-title": "Click to show spell slot field to differentiate slot from spell level",
+ "migrations": "Migrations",
+ "migrations-completed": "Migrations Completed",
+ "minimize-all-cmd": "Minimize / Maximize all rows",
+ "minimize-cmd": "Minimize row",
+ "misc-skill": "Misc Skill",
+ "misc-skill-point-field": "Misc skill point field",
+ "misc-tracking": "Misc Tracking",
+ "miscellaneous-abbrv": "Misc",
+ "miscellaneous-abbrv-default": "•Misc",
+ "miscellaneous-attack-bonus-abbrv": "Misc Atk Bonus",
+ "miscellaneous-bonus": "Miscellaneous Bonus",
+ "miscellaneous-bonus-abbrv": "Misc Bonus",
+ "miscellaneous-damage-bonus-abbrv": "Misc Dmg Bonus",
+ "miscellaneous-macro-abbrv": "Misc Macro",
+ "miscellaneous-skill-abbrv": "Misc Skill",
+ "mode": "Mode",
+ "modifier-2-abbrv": "Mod2",
+ "modifier-abbrv": "Mod",
+ "monster-or-non-player-character": "Sheet represents a Monster or NPC",
+ "monster-or-non-player-character-abbrv": "Monster/NPC",
+ "monster-or-pc-indicator": "Monster or Player Character indicator",
+ "monster-race": "Monster Race",
+ "monster-racial-hit-dice-abbrv": "Racial HD and stats",
+ "monster-rule": "Monster Rule",
+ "monster-template": "Monster Template",
+ "morale": "Morale",
+ "morale-place": "List here under what condition the creature flees combat, if any",
+ "move-adventure-to-background": "Move Adventure to Background",
+ "multiclass": "Multiclass",
+ "multiple-spellclasses": " Has multiple spellcasting classes",
+ "multiplier": "Multiplier",
+ "multiplier-abbrv": "Mult",
+ "mythic-abilities": "Mythic Abilities",
+ "mythic-ability-name": "Mythic Feature/Ability Name",
+ "mythic-bonus-hit-points-abbrv": "Bonus hp",
+ "mythic-bonus-hit-points-title": "Bonus hit points that are gained from each tier advancement: archmage: 3, champion: 5, guardian: 5, hierophant: 4, marshal: 4, or trickster: 4",
+ "mythic-feat-name": "Mythic Feat Name",
+ "mythic-feats": "Mythic Feats",
+ "mythic-hero-power": "Mythic Hero Information and Mythic Power",
+ "mythic-hit-points": "Total Mythic hp",
+ "mythic-hit-points-title": "Bonus hp x Tier This is automatically added to Max hp",
+ "mythic-information": "Mythic Information",
+ "mythic-paragon": " Mythic Paragon",
+ "mythic-paragon-title": "Has Mythic Paragon feat",
+ "mythic-path": "Mythic Path",
+ "mythic-path-features-and-abilities": "Mythic Path Features and Abilities",
+ "mythic-path-name": "Path Name",
+ "mythic-path-title": "Mythic Path: archmage, champion, guardian, hierophant, marshal, or trickster",
+ "mythic-power": "Mythic Power",
+ "mythic-power-avail-title": "How much mythic power you have available to use",
+ "mythic-power-current": "Current MP",
+ "mythic-power-max-title": "The maximum amount of mythic power you have",
+ "mythic-power-maximum": "Max MP",
+ "mythic-power-miscellaneous-title": "Any additional mythic power you gain from abilities or feats",
+ "mythic-power-tier": "Tier MP",
+ "mythic-power-tiers-title": "The amount of mythic power you gain from tiers",
+ "mythic-rating-abbrv": "MR",
+ "mythic-tier": "Tier",
+ "mythic-tier-title": "Mythic tier or rank Mythic tiers range from 1 to 10",
+ "name": "Name",
+ "natural": "Natural",
+ "natural-armor": "Natural Armor",
+ "natural-armor-abbrv": "Nat Armor",
+ "natural-attack": "Natural Attack",
+ "natural-attack-secondary": "Natural Attack (Secondary)",
+ "natural-calculation-abbrv": "Natural Armor calc",
+ "nature": "Nature",
+ "nauseated": " Nauseated",
+ "nav-main-desc": "Main menubar follows this element (it is not inside the menubar element) Menuitem 'all' displays all sections",
+ "neck": "Neck",
+ "negative-number": "Use a negative number to indicate the penalty",
+ "neither": " Neither",
+ "new": "New",
+ "new-features": "New Features and Updates",
+ "next-cast": "Next cast",
+ "next-level": "Next Level",
+ "no": "No",
+ "no-default": "•No",
+ "no-harmless": "No (Harmless)",
+ "no-skills-available": "None Available",
+ "nobility": "Nobility",
+ "non-lethal-abbrv": "NL",
+ "non-player-character-abbrv": "NPC",
+ "non-player-character-attacks-abbrv": "NPC Attacks",
+ "non-player-character-class-one-spells": "NPC Class 1 Spells",
+ "non-player-character-class-two-spells": "NPC Class 2 Spells",
+ "non-player-character-feats": "NPC Feats",
+ "non-proficient-armor-title": "Take the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks",
+ "none": "None",
+ "none-available": "None Available",
+ "none-default": "•None",
+ "nonlethal": "Nonlethal",
+ "nonlethal-damage": "Nonlethal Damage",
+ "nonlethal-damage-title": "Player adjustable tracking of non-lethal damage Character is staggered if nonlethal damage >= current hp, field will outline in yellow",
+ "normal-size": "Normal Size",
+ "not-applicable": "N/A",
+ "not-applicable-abbrv": "N/A",
+ "not-applicable-abbrv-default": "•N/A",
+ "not-carried": "Not Carried",
+ "notes": "Notes",
+ "notes-and-custom-attributes": "Custom attributes",
+ "npc": "NPC",
+ "npc-abilities": "NPC Abilities",
+ "npc-ability-checks": "NPC Ability Checks",
+ "npc-ac-compendium-place": "Format: AC nn, touch nn, flat-footed nn (+n DEX, +n natural, +n size, +n dodge)",
+ "npc-adventure": "NPC Adventure",
+ "npc-all-saves": "NPC All Saves",
+ "npc-all-skills": "NPC All Skills",
+ "npc-aura-compendium-place": "Format: flaming body, unholy aura (DC 26)",
+ "npc-background": "NPC Background",
+ "npc-buttons": "NPC Buttons",
+ "npc-combat-skills": "NPC Combat Skills",
+ "npc-consolidated": "NPC Consolidated",
+ "npc-defenses": "NPC Defenses",
+ "npc-experience-points-abbrv": "XP",
+ "npc-feats-text": "Feats",
+ "npc-hp-compendium-place": "Format: 13 (3d8) +n",
+ "npc-initiative-abbrv": "NPC Init",
+ "npc-initiative-compendium-example": "Format: Alignment Type (Subtype) +Init mod",
+ "npc-items": "NPC Items",
+ "npc-melee-attacks-text-place": "Melee attacks",
+ "npc-migrated": "NPC Settings",
+ "npc-ranged-attacks-text-place": "Ranged attacks",
+ "npc-senses-compendium-place": "Format: blindsense 20 ft, low-light vision; Perception + 20",
+ "npc-special-attacks-place": "List all special combat actions here",
+ "npc-spellike-abilities-text-place": "Spell like abilities",
+ "npc-spells-known-text-place": "Spells known",
+ "npc-spells-prepared-place": "Cleric Spells prepared",
+ "npc-statblock-header": "Monster statblock input section",
+ "npc-statblock-import": "Monster statblock import",
+ "npc-statblock-parse-instructions": "Drag a monster from the compendium here, or type in the statblock values below Then hit the parse button The parser will populate the sheet with the underlying stats and attacks",
+ "npc-statblock-textarea-instructions": "For multiline textareas, paste in exactly as appears in source Keep newlines in input",
+ "number": "Number",
+ "number-cast": "#Cast",
+ "number-extra-attacks": "# O.H. Atks",
+ "number-extra-attacks-title": "Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater",
+ "number-fill-in-skills-show": "Number of craft, perform, profession skills to show:",
+ "number-hit-dice-abbrv": "# HD",
+ "number-misc-skills-show": "Number of Misc skills to show:",
+ "number-prepared": "#Prep",
+ "number-prepared-abbrv": "#Left",
+ "number-prepared-title": "Indicates the number of prepared spells remaining",
+ "number-used": "#Used",
+ "number-used-title": "Indicates the number of times a spell has been cast today.",
+ "occult": "Occult",
+ "occult-adventures": "Occult Adventures",
+ "occult-kineticist": "Occult (Kineticist)",
+ "occult-other": "Occult (Other)",
+ "occupation": "Occupation",
+ "off-ground": "Off Ground",
+ "offense": "OFFENSE",
+ "offhand-damage-multiplier": "Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice",
+ "offhand-damage-multiplier-abbrv": "O.H. dmg mult",
+ "offhand-id": "Offhand Id or Name",
+ "offhand-penalty": "Offhand penalty when dual wielding",
+ "offhand-penalty-abbrv": "O.H. Pen",
+ "old": "Old",
+ "old-school": "Old School, baby!",
+ "olive": "Olive",
+ "one-and-a-half-charisma-abbrv": "15x CHA",
+ "one-and-a-half-constitution-abbrv": "15x CON",
+ "one-and-a-half-dexterity-abbrv": "15x DEX",
+ "one-and-a-half-intelligence-abbrv": "15x INT",
+ "one-and-a-half-strength-abbrv": "15x STR",
+ "one-and-a-half-wisdom-abbrv": "15x WIS",
+ "opposed-combat-maneuver-bonus-abbrv": "CMB (Opposed)",
+ "opposition": "Opposition",
+ "opposition-school-example": "Cost double or prohibited",
+ "options": "Options",
+ "options-attacks-accessible-title": "Use simple accessible template for attacks",
+ "options-attacks-attack-title": "Include Attack notes",
+ "options-attacks-cmb-image-title": "Include the CMB header image",
+ "options-attacks-cmb-title": "Include CMB notes",
+ "options-attacks-header-title": "Include a header image",
+ "options-attacks-melee-image-title": "Include the Melee header image",
+ "options-attacks-melee-title": "Include Melee attack notes",
+ "options-attacks-ranged-image-title": "Include the Ranged header image",
+ "options-attacks-ranged-title": "Include Ranged attack notes",
+ "options-defenses-armor-title": "Show Armor Notes",
+ "options-defenses-cmd-title": "Show CMD Notes",
+ "options-defenses-def-title": "Show Defense Notes",
+ "options-defenses-defensive-abilities-title": "Show Defensive Abilities",
+ "options-defenses-dr-title": "Show Damage Reduction",
+ "options-defenses-immun-title": "Show Immunities",
+ "options-defenses-resis-title": "Show Spell Resistance",
+ "options-defenses-save-title": "Show Save Notes",
+ "options-defenses-weak-title": "Show Weaknesses",
+ "options-spell-caster-level-chk-title": "Roll Caster Level Check",
+ "options-spell-caster-level-title": "Include Caster Level",
+ "options-spell-casting-time-title": "Include Casting Time",
+ "options-spell-comp-title": "Include Components",
+ "options-spell-concentration-chk-title": "Roll Concentration Check",
+ "options-spell-concentration-title": "Include Concentration",
+ "options-spell-damage": " Spell Damage",
+ "options-spell-damage-title": "Include Spell Damage",
+ "options-spell-dc-title": "Include DC",
+ "options-spell-desc-title": "Include Description",
+ "options-spell-duration-title": "Include Duration",
+ "options-spell-level-title": "Include Class/Level",
+ "options-spell-range-title": "Include Range",
+ "options-spell-save-title": "Include Saving Throw",
+ "options-spell-school-title": "Include School",
+ "options-spell-spell-penetration-chk-title": "Include Spell Penetration Check",
+ "options-spell-spellfail-chk-title": "Include Spell Failure Check",
+ "options-spell-sr-title": "Include Spell Resistance",
+ "options-spell-target-title": "Include Targets/Area",
+ "options-spells-accessible-title": "Use simple accessible template for spells",
+ "orange": "Orange",
+ "organization": "Organization",
+ "original-abilities-menus": "Orig Abilities",
+ "original-class-features-list": "Orig Class Features",
+ "original-feats-list": "Orig Feats",
+ "original-racial-traits-list": "Orig Racial Traits",
+ "original-spell-like-abilities-list": "Orig Spell-Like Abilities",
+ "original-traits-list": "Orig Traits",
+ "other": "Other",
+ "other-1": "Other 1",
+ "other-1-abbrv": "Oth 1",
+ "other-2": "Other 2",
+ "other-2-abbrv": "Oth 2",
+ "other-currency": "Currency Not Carried",
+ "other-currency-title": "The amount of currency not actively carried by the character",
+ "other-gear": "Other Gear",
+ "other-items": "Other Items",
+ "other-items-2": "Other Items 2",
+ "other-magic": "Other Magic",
+ "other-magic-abbrv": "Magic",
+ "other-magic-items": "Other Magic Items",
+ "other-spells-per-day-title": "If Spells/Day represents prepared spells, use this to set total Spontaneous Spells/Day Or vice-versa",
+ "over": "Over",
+ "over-heavy-encumbrance-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it",
+ "overcome-spell-resistance-abbrv": "Overcome SR",
+ "overloaded": " Overloaded",
+ "overloaded-title": "While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action)",
+ "pages": "Pages",
+ "paralyzed": " Paralyzed",
+ "parchment-1": "Parchment 1",
+ "parchment-2": "Parchment 2",
+ "parse": "Parse",
+ "path": "Path",
+ "path-number": "Path #",
+ "pathfinder-logo": "Pathfinder RPG Logo © Paizo",
+ "pathfinder-mythic-adventures": "Mythic Adventures",
+ "pathfinder-psionics": "Pathfinder Psionics",
+ "pathfinder-unchained": "Pathfinder Unchained",
+ "penalty": "Penalty",
+ "per-day-abbrv": "/day",
+ "per-month-abbrv": "/month",
+ "per-week-abbrv": "/week",
+ "perception": "Perception",
+ "perday": "Per day",
+ "perform": "Perform",
+ "performance": "Performance",
+ "perlevel": "Per Level",
+ "permanent": "Permanent",
+ "permanent-abbrv": "Perm",
+ "permonth": "Per month",
+ "personal": "Personal",
+ "perweek": "Per week",
+ "petrified": " Petrified",
+ "physical": "Physical",
+ "pick-highest": "Pick Highest",
+ "pierce-blunt-slash-abbrv": "P/B/S",
+ "piercing": "Piercing",
+ "pink": "Pink",
+ "pinned": " Pinned",
+ "planes": "Planes",
+ "platinum-pieces": "Platinum pieces",
+ "platinum-pieces-abbrv": "PP",
+ "player-character": "Sheet represents a Player Character",
+ "player-character-abbrv": "PC",
+ "player-name": "Player Name",
+ "points-per-day": "Points/Day",
+ "post-identification": " Post ID",
+ "post-identification-abbrv": " Post ID",
+ "post-identification-number": " Post ID",
+ "post-identification-numbers": " Post IDs",
+ "post-v1": "V 10",
+ "pounds-abbrv": "lbs",
+ "pounds-title": "Weight in pounds",
+ "power-point-reserve-abbrv": "PP Reserve",
+ "pre-v1": "Prev 10",
+ "precision-abbrv": "Extra Dmg",
+ "precision-damage-title": "Extra or Precision Damage (not added to critical damage)",
+ "precision-damage-type": "Extra Damage type",
+ "prepared": "Prepared",
+ "prepared-manual": "Prepared Manual Tracking",
+ "prepared-spells-explanation": "On prepared casters, spells with a positive number in uses are considered 'prepared', uses represents the number of times memorized and usable that are left",
+ "prestige-points": "Prestige Points",
+ "primary-attack": "Primary Attack",
+ "profane": "Profane",
+ "profession": "Profession",
+ "proficiency": "Proficiency",
+ "proficiency-abbrv": "Prof",
+ "proficiency-title": "Proficient with weapon or attack",
+ "prone": " Prone",
+ "psionic-ability-title": "The psionic class key ability modifier source",
+ "psionic-focus": " Psionic Focus",
+ "psionic-focus-title": "Is maintaining psionic focus",
+ "psionic-information": "Psionic Information",
+ "psionic-manifester-level-and-power-points": "Psionic Manifester Level and Power Points",
+ "psionic-manifester-levels-title": "The total adjusted manifester level",
+ "psionic-manifester-lvls-title": "The sum of the levels of psionic classes that have a key ability score selected on the right",
+ "psionic-manifester-miscellaneous-title": "Any miscellaneous modifiers to the manifester level",
+ "psionic-power-points-available-title": "How many power points you have available to use",
+ "psionic-power-points-bonus-title": "The amount of bonus power points you gain from manifester level and key ability modifier",
+ "psionic-power-points-class-title": "The amount of base bonus power points you gain from you class(es)",
+ "psionic-power-points-miscellaneous-title": "Any additional power points you gain from race, traits or feats",
+ "psionic-power-points-reserve-title": "Your power point reserve is equal to your base power points gained from your class, bonus power points from a high key ability score, and any additional bonus power points from sources such as your character race and feat selections",
+ "public-roll": "Roll: Public",
+ "public-rolls": "Public Rolls",
+ "purple": "Purple",
+ "quantity-abbrv": "Qty",
+ "questions-feedback": "Questions/Feedback?",
+ "quick-stats": "QUICK STATS",
+ "race": "Race",
+ "race-hd": "Race only",
+ "race-hd-default": "•Race only",
+ "race-hd-only": "HD Only",
+ "race-hit-points": "Race Hit Points",
+ "race-hit-points-abbrv": "Race hp",
+ "racial-bonus": "Racial",
+ "racial-modifiers": "Racial Modifiers",
+ "racial-trait-name": "Racial Trait Name",
+ "racial-traits": "Racial Traits",
+ "rake-rend-etc": "Condition - Rake, Rend, etc",
+ "range": "Range",
+ "range-custom": "Custom #",
+ "range-custom-place": "Flat # or # /level",
+ "range-in-feet": "Range(′)",
+ "range-in-feet-long": "Range (ft)",
+ "range-per-level-desc": "Number ( for 'Per Level' or 'Number'), or special range desc ('line' or 'cone')",
+ "ranged": "Ranged",
+ "ranged-attack": "Ranged Attack",
+ "ranged-attack-abbrv": "Rng Atk",
+ "ranged-attack-notes": "Ranged Attack Notes",
+ "ranged-attack-notes-place": "Put notes about context-sensitive Ranged Attack bonuses here",
+ "ranged-calculation": "Rng Atk Calc",
+ "ranged-damage": "Ranged damage",
+ "ranged-image": " Ranged Image",
+ "ranged-notes": " Ranged Notes",
+ "ranged-touch-ray": "Ranged Touch / Ray",
+ "ranged-touch-ray2": "Alt Ranged Touch / Ray",
+ "ranged2": "Alt Ranged",
+ "ranged2-attack": "Alt Ranged Attack",
+ "ranged2-damage": "Alt Ranged damage",
+ "ranged2-damage-abbrv": "Alt Ranged dmg",
+ "rangeddmg-ability-buffs": "Damage and check buffs",
+ "ranks": "Ranks",
+ "ranks-remaining": "Ranks Remaining",
+ "reach": "Reach (ft)",
+ "reach-notes": "Reach Notes",
+ "reach-small": "Reach",
+ "recalculate-abbrv": "Recalc",
+ "recalculate-cmd": "Recalculate Sheet",
+ "recalculate-hit-points": "Recalculate hp and reset to max",
+ "recalculate-hit-points-title": "Recalculate hp and Temp hp and set current hp to max",
+ "recalculating": "Recalculating",
+ "red": "Red",
+ "reflex": "Reflex",
+ "reflex-abbrv": "Ref",
+ "reflex-calculation-abbrv": "Ref Calc",
+ "reflex-save": "Reflex Save",
+ "religion": "Religion",
+ "remove-giant": "Remove Giant",
+ "remove-young": "Remove Young",
+ "requires-training": "Requires Training",
+ "requires-training-abbrv": "RT",
+ "reset": "Reset",
+ "resistance": " Resistance",
+ "resistance-abbrv": "Resist",
+ "resistances": "Resistances",
+ "resistances-title": "Ignores some damage of the indicated type each time it takes damage of that kind (eg acid 10)",
+ "resolute": "Resolute",
+ "ride": "Ride",
+ "ring-one": "Ring 1",
+ "ring-two": "Ring 2",
+ "roll": "Roll",
+ "roll-appearance": "Roll Appearance",
+ "roll-configuration": "Roll Configuration",
+ "roll-template": "Roll Template",
+ "roll-template-info": "Roll Template Info",
+ "roll-time-custom-attributes": "Evaluate at roll time custom attributes",
+ "roll-time-custom-num-attributes": "Evaluate at roll time custom number attributes",
+ "rolls": "Rolls",
+ "rounds": "Rounds",
+ "row-id-desc": "Row ID for macros under ID section of the row. Does not appear in compact Mode.",
+ "row-identification-for-macros": "Row ID for macros",
+ "rule": "Rule",
+ "rule-category": "Category of rule this falls under",
+ "rule-options": "Rule Options",
+ "run": "Run",
+ "run-multiplier-abbrv": "Run Mult",
+ "sacred": "Sacred",
+ "sanity": "Sanity",
+ "sanity-abbrv": "SAN",
+ "sanity-beta": "Sanity",
+ "sanity-damage": "Sanity Damage",
+ "sanity-edge": "Sanity Edge",
+ "sanity-npc-abbrv": "NPC SAN",
+ "sanity-save-custom-modifier": "Custom Will save mod for save vs sanity effects",
+ "sanity-save-modifier": "Will Mod",
+ "sanity-score": "Sanity Score",
+ "sanity-threshold": "Sanity Threshold",
+ "save": "Save",
+ "save-difficulty-class": "Save
DC",
+ "save-effect": "Save Effect",
+ "save-no-harmless": "No Harmless",
+ "save-notes": " Save Notes",
+ "save-notes-place": "Put notes about context-sensitive Saving Throw bonuses here",
+ "save-yes-harmless": "Yes Harmless",
+ "saves": "Saves",
+ "saving-throw": " Saving Throw",
+ "saving-throws": "Saving Throws",
+ "school": "School",
+ "school-etc": "School, etc",
+ "score": "Score",
+ "score-miscellaneous-abbrv": "Score Misc",
+ "script": "Script",
+ "scroll-desc": "Scroll long Descriptions",
+ "scroll-desc-title": "Scroll long descriptions in roll templates.",
+ "secondary-hit-die-abbrv": "HDie2",
+ "see-text": "See text",
+ "see_text": "See Text",
+ "segoe": "Segoe UI Unicode",
+ "select-buffs": "Select Buffs",
+ "select-class-or-manual-default": "•Select Class from grid or enter other manually",
+ "select-one-default": "•Select One",
+ "select-spell-resistance-default": "•Select SR",
+ "sense-motive": "Sense Motive",
+ "senses": "Senses",
+ "set-armor": "Set Armor",
+ "set-as-armor": "Set armor values using this row",
+ "set-as-shield": "Set shield values using this row",
+ "set-buffs": "Set Buffs",
+ "set-on-equipment": "Set on Equipment page",
+ "set-sheet-color": "Set sheet color to rolltemplate color",
+ "set-shield": "Set Shield",
+ "settings": "Settings",
+ "sheet-configuration": "Sheet Configuration",
+ "sheet-created-after-v1": "Sheet created at version 100 or later",
+ "sheet-guide": "KNOWN ISSUES / Wiki HOW TO Guide",
+ "shield": "Shield",
+ "shield-calculation-abbrv": "Shield calc",
+ "shield-default": "•Shield",
+ "shield-one": "Shield 1",
+ "shield-two": "Shield 2",
+ "short-description": "Short Description",
+ "short-description-abbrv": "Short Desc",
+ "shoulders": "Shoulders",
+ "show-all-conditions": "SHOW ALL CONDITIONS",
+ "show-all-conditions-desc": "Show conditions that do not have a numeric effect on sheet stats.",
+ "show-announcements": "Check to reveal Announcements section",
+ "show-arcane-reservoir-title": "Show Arcane Reservoir in spell point field",
+ "show-graph-paper": "Show graphpaper background",
+ "show-in-menu": "Show",
+ "show-in-menu-title": "Click to display a button for this row in the appropriate command menu",
+ "show-more-fields": "Show more fields",
+ "show-old-announcements": "Check to reveal Old Announcements section",
+ "show-onetime-columns": "Show onetime columns",
+ "show-onetime-columns-title": "Show feat, race, trait, and class and requires training columns",
+ "show-onetime-fields": "Show more fields",
+ "show-onetime-item-fields-title": "Show item equipment type, hardness, item-hp, item-hp|max, and value",
+ "show-phrenic-spellpoint-pool": " Show Spell Points for Phrenic Pool or Mesmerist Tricks",
+ "show-phrenic-spellpoint-pool-title": "Show Phrenic Pool or Mesmerist Tricks in spell point field",
+ "show-skills": "Expand to show more custom skills",
+ "show-spellpoint-arcane-reservoir": " Show Spell Points for Arcane Reservoir",
+ "show-uses": " Show uses",
+ "show-uses-spell-desc": "Show # spells used per day in spells menu",
+ "showsect-cmd": "Click to expand",
+ "sickened": " Sickened",
+ "silver-pieces": "Silver pieces",
+ "silver-pieces-abbrv": "SP",
+ "simple-template": "Use Simple Template",
+ "size": "Size",
+ "size-calculation-abbrv": "Size calc",
+ "size-colossal": "Colossal",
+ "size-diminutive": "Diminutive",
+ "size-fine": "Fine",
+ "size-gargantuan": "Gargantuan",
+ "size-huge": "Huge",
+ "size-large": "Large",
+ "size-modifier-attack": "Attack Size Modifier",
+ "size-small": "Small",
+ "size-tiny": "Tiny",
+ "skill": "Skill",
+ "skill-bonus-macro": "Skill Bonus Macro",
+ "skill-calculation-speed": " Skill calc speed",
+ "skill-checks": "Skill Checks",
+ "skill-checks-abbrv": "Skll chk",
+ "skill-checks-calculation-abbrv": "Skill check calc",
+ "skill-macros-current": "Skill macros to current",
+ "skill-macros-migrated": "Skill Macros",
+ "skill-miscellaneous": "Skill Misc",
+ "skill-notes": "Skill Notes",
+ "skill-notes-place": "Put notes about context-sensitive Skill bonuses here",
+ "skill-options": "Skill Options",
+ "skill-rank-totals": "Skill Rank Totals",
+ "skill-ranks": "Skill Ranks",
+ "skill-size-modifier": "Skill",
+ "skill-size-title": "Size adjustment for skills Double for stealth",
+ "skill-take10-dropdown": "Skill take 10 dropdown",
+ "skill-untrained": "Skill is untrained",
+ "skills": "Skills",
+ "skills-per-hit-die": "Skill Ranks per hit die due to race",
+ "skills-per-hit-die-abbrv": "Skill pts /HD",
+ "skills-per-level": "Skill Ranks per level due to Class only",
+ "skills-per-level-abbrv": "Skill pts /lvl",
+ "skin": "Skin",
+ "skin-details": "Skin Details",
+ "slashing": "Slashing",
+ "sleight-of-hand": "Sleight of Hand",
+ "slot": "Slot",
+ "slowed": "Slowed",
+ "society": "Society",
+ "song": "Song",
+ "source": "Source",
+ "source-ability": "Linked ability ID for",
+ "source-ability-placeholder": "Linked ability ID",
+ "source-ability-title": "ID of the ability from the Abilities list that, when changed, updates this attack entry",
+ "source-attack": "Linked attack ID",
+ "source-attack-placeholder": "Linked attack ID",
+ "source-attack-title": "ID of the attack from the Attacks list that, when changed, updates this attack entry",
+ "source-item": "Linked item ID for",
+ "source-item-name": "Linked item name",
+ "source-item-placeholder": "Linked item ID",
+ "source-item-title": "ID of the item from the equipment list that, when changed, updates this attack entry",
+ "source-mainhand": "Mainhand ID",
+ "source-name": "Source Name",
+ "source-offhand": "Offhand ID",
+ "source-spell": "Linked spell ID for",
+ "source-spell-name": "Linked spell name",
+ "source-spell-placeholder": "Linked spell ID",
+ "source-spell-title": "ID of the spell from the Spells list that, when changed, updates this attack entry",
+ "source-title": "Source of ability - class or race",
+ "space": "Space (ft)",
+ "space-reach": "Space and Reach",
+ "special": "Special",
+ "special-abilities": "Special Abilities",
+ "special-abilities-abbrv": "Spec Abil",
+ "special-abilities-and-content": "Special Abilities and Content",
+ "special-abilities-and-content-place": "Format: Special Abilities (newline) Ability Name (Ex): ability description (newline) description of monster",
+ "special-ability-name": "Special Ability Name",
+ "special-attacks": "Special Attacks",
+ "special-attacks-abbrv": "Spec Atk",
+ "special-defense": "Special Defenses",
+ "special-defense-notes": "Special Defenses and Notes",
+ "special-qualities": "Special Qualities",
+ "special-qualities-abbrv": "SQ",
+ "special-qualities-place": "Special qualities moved to abilities list for monsters parsed after v100",
+ "speed": "Speed",
+ "speed-base-title": "The base speed for the character",
+ "speed-calculation-abbrv": "Speed calc",
+ "speed-halved": " Speed Halved",
+ "speed-multiplier-title": "Run Multiplier",
+ "speed-notes": "Speed Notes",
+ "speed-run-title": "The maximum distance that the character can run in a straight line during your turn",
+ "speed-space-reach": "Speed, Space and Reach",
+ "speed-title": "The modified speed due to encumbrance",
+ "speeds": "Speeds",
+ "spell": "Spell",
+ "spell-casting-time-place": "Casting Time",
+ "spell-class-one": "Spell Class 1",
+ "spell-class-two": "Spell Class 2",
+ "spell-class-zero": "Spell Class 0",
+ "spell-components": "Components",
+ "spell-damage": "Spell Damage",
+ "spell-domain-chk": "Domain",
+ "spell-duration": "Duration",
+ "spell-failure": "Spell Fail",
+ "spell-failure-chance": "Spell Failure Chance",
+ "spell-failure-chk": "Spell Failure Check",
+ "spell-level": "Spell Level",
+ "spell-level-abbrv": "Spell lvl",
+ "spell-level-miscellaneous-abbrv": "Spell lvl misc",
+ "spell-level-miscellaneous-desc": "Spell level and DC bonus",
+ "spell-like-abbrv": "Sp",
+ "spell-like-abilities": "Spell-Like Abilities",
+ "spell-like-abilities-abbrv": "SLAs",
+ "spell-like-abilities-class-zero": "Spell Like Abilities Class 0",
+ "spell-like-abilities-default": "•Spell-like Abilities",
+ "spell-like-abilities-menu": "Sp",
+ "spell-like-abilities-option": "Spell Like Abilities",
+ "spell-lists": "Spell List",
+ "spell-macros-current": "Spell macros to current",
+ "spell-migration": "Spell Migration",
+ "spell-mythic-chk": "Mythic",
+ "spell-name": "Spell Name",
+ "spell-penetration-abbrv": "Spell Pen",
+ "spell-penetration-abbrv-short": "SP",
+ "spell-penetration-bonus-abbrv": "Spell Pen Bonus",
+ "spell-penetration-bonus-label": "Bonus to caster level check for Spell Penetration",
+ "spell-penetration-check": "Spell Penetration Check",
+ "spell-penetration-modifier-abbrv": "Spell Pen Mod",
+ "spell-points": "Spell Points",
+ "spell-points-abbrv": "SP",
+ "spell-range": "Spell Range",
+ "spell-resist-bonus-abbrv": "SR Bonus",
+ "spell-resistance": "Spell Resistance",
+ "spell-resistance-abbrv": "SR",
+ "spell-resistance-abbrv2": "Spell Resist",
+ "spell-resistance-title": "Spell Resistance: Avoids the effects of spells and spell-like abilities that directly affect it Caster Level check vs SR to negate resistance",
+ "spell-roll-options": "Spell Roll Options",
+ "spell-roll-template": "Spell Roll Template ",
+ "spell-school-place": "Spell School [descriptor]",
+ "spell-targets-area-effect": "Targets/ Area/ Effect",
+ "spell-tracking": "Spell Tracking",
+ "spellbook": "Spellbook",
+ "spellbook-only-prepared-spells": " Show only prepared spells in spellbook menu",
+ "spellcasting-ability": "Spellcasting Ability",
+ "spellcasting-classes": "Spellcasting Classes",
+ "spellclass-level-base": "Spellclass level, concentration, and base stats",
+ "spellclass-options": "SpellcasterOptions",
+ "spellcraft": "Spellcraft",
+ "spellpoints": "Spellpoints",
+ "spellranges-migrated": "Spell Ranges",
+ "spells": "Spells",
+ "spells-known": "Spells Known",
+ "spells-migrated": "Spells",
+ "spells-migrated-title": "Spells migrated If you have not deleted original spells you can remigrate To remigrate, delete all spells on spells tab and uncheck, then press refresh",
+ "spells-notes": "Spells Notes",
+ "spells-per-day": "Spells/Day",
+ "spells-prepared": "Spells Prepared",
+ "spells-ranges": "Spell Ranges",
+ "sphere-power": "Spheres of Power",
+ "spontaneous": "Spontaneous",
+ "spontaneous-spells-known": "(Spontaneous) Spells Known",
+ "stable": " Stable",
+ "staggered": " Staggered",
+ "statistics": "STATISTICS",
+ "statistics-rolls-abbrv": "Stats rolls:",
+ "statistics-rolls-title": "Defense stats and other future stat blocks",
+ "stealth": "Stealth",
+ "strength": "Strength",
+ "strength-abbrv": "STR",
+ "strength-abbrv-default": "•STR",
+ "strength-bonus-abbrv": "STR Bonus",
+ "strength-calculation-abbrv": "STR Calc",
+ "strength-calculation-skills-abbrv": "Str skills calc",
+ "strength-penalized": "STR Penalized",
+ "strength-penalized-title": "Strength Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "strength-skills-abbrv": "STR skills",
+ "stunned": "Stunned",
+ "suffocating": " Suffocating",
+ "sum-uses-from-spells": "Sum of 'Uses' fields in spell rows",
+ "sum-uses-spells": "Spontaneous
# Used",
+ "supernatural-abbrv": "Su",
+ "supernatural-abilities": "Supernatural Abilities",
+ "supernatural-abilities-menu": "Su",
+ "survival": "Survival",
+ "swim": "Swim",
+ "swim-speed": "Swim",
+ "synchronize-class": "Sync Class",
+ "tactics": "TACTICS",
+ "tahoma": "Tahoma",
+ "tan": "Tan",
+ "target": " Target",
+ "targets-area-effect": "Targets/Area/Effect",
+ "teal": "Teal",
+ "template": "Template",
+ "temporary": "Temporary",
+ "temporary-abbrv": "Temp",
+ "temporary-hit-points-abbrv": "Temp hp",
+ "temporary-hit-points-buff-title": "Temporary hit points that come from active Buffs (see Core tab)",
+ "temporary-hit-points-calculation-abbrv": "Temp hp Calc",
+ "temporary-hit-points-maximum-title": "Temporary hit points max if using as secondary pool",
+ "temporary-hit-points-miscellaneous-title": "Player configurable temporary hit points that add to the total Temp hp value",
+ "temporary-hit-points-title": "Current Temporary hit points",
+ "temporary-hp-calculations": "Temp hp calculations",
+ "threshold": "Threshold",
+ "threshold-miscellaneous-abbrv": "Threshold Misc",
+ "title": "Title/Nickname",
+ "toggle-background-skills": " Background Skills",
+ "toggle-buff": "When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet Also, only the visible/selected buffs will count towards the totals",
+ "toggle-consolidated-skills": " Consolidated Skills",
+ "toggle-endurance-feat": " Has Endurance Feat",
+ "toggle-gritty-mode": " Gritty Mode",
+ "toggle-horror-adventures": " Enable Horror Adventures",
+ "toggle-horror-adventures-long": " Display/Enable Horror Adventures Character Sheet Items",
+ "toggle-mythic-adventures": " Display/Enable Mythic Adventures Character Sheet Items",
+ "toggle-psionics": " Display/Enable Psionics Character Sheet Items",
+ "toggle-unchained-skills": " Display/Enable Unchained Skills",
+ "toggle-wound-threshold": " Display Wound Thresholds",
+ "total": "Total",
+ "total-background-skill-ranks": "Total Background Skill Ranks",
+ "total-feats": "Total Feats",
+ "total-listed": "Total spells",
+ "total-spells-manually": "Total spells manually",
+ "total-weight-title": "Total weight carried by character",
+ "totals": "Totals:",
+ "touch": "Touch",
+ "touch-armor-class-abbrv": "Touch",
+ "touch-armor-class-calculation-abbrv": "Touch Calc",
+ "touch-melee2": "Alt Touch (alt melee)",
+ "tower": "Tower",
+ "tower-shield": "Tower Shield",
+ "trait": "Trait",
+ "trait-name": "Trait Name",
+ "traits": "Traits",
+ "traits-and-racial-traits": "Traits and Racial Traits",
+ "traits-monster-rules": "Traits/MRules",
+ "treasure": "Treasure",
+ "two-legged-default": "•Biped",
+ "two-weapon": "Two Weapon",
+ "type": "Type",
+ "type-or-sub-type": "Type/(sub-type)",
+ "unarmed-strike": "Unarmed Strike",
+ "uncanny-dodge-desc": " Do not lose DEX when Flat-Footed",
+ "uncanny-dodge-title": "If checked, AC will not auto adjust when a condition is checked that causes loss of DEX to AC, except for immobilizing conditions",
+ "unconscious": " Unconscious",
+ "undead": "Undead",
+ "undead-title": "Creature is undead, uses Charisma for hit points, abilities, skills instead of Constitution",
+ "uniform-resource-locater-abbrv": "URL",
+ "unknownrange": "Unknown Range",
+ "unlock-defense-dropdowns": "Allow AC and CMD to use different ability scores",
+ "unlock-defense-dropdowns-title": "If checked, CMD could use different ability in 2nd dropdown than AC uses For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both",
+ "untyped": "Untyped",
+ "untyped-default": "•Untyped",
+ "upcoming-changes": "Upcoming Changes",
+ "update": "Update",
+ "update-hp-when-max-changes": " Update curr HP when max HP changes",
+ "update-hp-when-max-changes-title": "When max hp changes, updates current hit points by same amount",
+ "update-spell-macros": "Update spell macros",
+ "update-to-latest": "Update all sheets to latest version",
+ "update-weapons": "Update existing dual wield attacks with new penalties or improved state",
+ "url-link": "URL will appear in chat",
+ "use-buff-bonus-stacking": " Use buff bonus types and stacking",
+ "use-class-features": " Use Separate Class Features List",
+ "use-dual-wield-beta": " Use Dual Wield",
+ "use-dwarf-encumbrance": " Uses dwarf encumbrance rules",
+ "use-dwarf-encumbrance-title": "Use Dwarf encumbrance rules: base speed not lowered due to load or armor encumbrance",
+ "use-feats": " Use Separate Feats List",
+ "use-hero-points": " Use Hero Points",
+ "use-kineticist-burn": " Use Kineticist Burn",
+ "use-magic-device": "Use Magic Device",
+ "use-prestige-fame": " Use Prestige and Fame Points",
+ "use-racial-traits": " Use Separate Racial Traits List",
+ "use-round-corners-on-simple-templates": " Round Corners on non-simple template",
+ "use-simple-template-attacks": " Use Attack Simple Template",
+ "use-simple-template-spells": " Use Spell Simple Template",
+ "use-simple-templates": " Use Other Simple Templates",
+ "use-size-abbrv": "Use sze",
+ "use-spell-like-abilities": " Use Separate spell-like ability List",
+ "use-traits": " Use Separate Traits List",
+ "used": "Used",
+ "user-defined": "User Defined",
+ "uses": "Uses",
+ "uses-attack-type": "Uses indicated attack type",
+ "uses-per-day": "Uses/Day",
+ "uses-spell-points": " Uses Spell Points",
+ "uses-spell-points-title": "Character uses spell points",
+ "uses-spells": " Uses Spells",
+ "uses-spells-migrated": "Uses Spells flag",
+ "uses-spells-title": "Character has spells",
+ "v1": "Post v1",
+ "value": "Value",
+ "value-abbrv": "Val",
+ "verdana": " Verdana",
+ "version": "Version",
+ "version-abbrv": "Ver",
+ "versus-abbrv": "Vs",
+ "versus-armor-class": "vs AC",
+ "versus-combat-maneuver-bonus": "vs CMB",
+ "versus-combat-maneuver-defense": "vs CMD",
+ "versus-flat-footed": "vs FF",
+ "versus-flat-footed-touch": "vs FF Touch",
+ "versus-touch": "vs Touch",
+ "violet": "Violet",
+ "vision": "Vision",
+ "vision-details": "Vision Details",
+ "vision-senses": "Vision/Senses",
+ "vision-title": "@{vision} Low-light vision('see twice as far as normal in dim light'), Darkvision('see with no light source at all'), etc",
+ "weaknesses": " Weaknesses",
+ "weaknesses-title": "Adverse conditions may apply if applicable (eg sunlight powerlessness/staggered)",
+ "weapon": "Weapon",
+ "weapon-attributes": "Weapon Attributes",
+ "weapon-default": "•Weapon",
+ "weapon-notes": "Weapon Notes",
+ "weapons": "Weapons",
+ "weight": "Weight",
+ "weight-abbrv": "Wt",
+ "whisper-character-rolls": "PC rolls:",
+ "whisper-gm": "Roll: GM",
+ "whisper-non-player-character-rolls": "NPC rolls:",
+ "whisper-rolls-title": "GM or Public",
+ "whisper-to-game-master": "Whisper GM",
+ "white": "White",
+ "willpower": "Will",
+ "willpower-abbrv": "Will",
+ "willpower-calculation-abbrv": "Will Calc",
+ "willpower-save": "Will Save",
+ "willpower-save-abbrv": "Will Save",
+ "wisdom": "Wisdom",
+ "wisdom-abbrv": "WIS",
+ "wisdom-abbrv-default": "•WIS",
+ "wisdom-calculation-abbrv": "WIS Calc",
+ "wisdom-calculation-skills-abbrv": "Wis skills calc",
+ "wisdom-penalized": "WIS Penalized",
+ "wisdom-penalized-title": "Wisdom Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "wisdom-skills-abbrv": "WIS skills",
+ "worn": "Worn",
+ "worn-armor": "Worn Armor",
+ "worn-equipment": "Worn Equipment",
+ "worn-equipment-hardness-title": "The hardness of the item that helps prevent it from taking hit point damage",
+ "worn-equipment-hp-max-title": "The maximum possible hit points of the item",
+ "worn-equipment-hp-title": "The current hit points of the item",
+ "worn-equipment-migrated": "Worn Equipment",
+ "worn-equipment-name-title": "Brief description of the item",
+ "worn-equipment-quantity-title": "Quantity or charges If the item has charges, this is how many remain",
+ "worn-equipment-short-desc-title": "Short description of the item, may include macro text which will print to chat",
+ "worn-equipment-slot-title": "Set carried/not-carried or location if item being worn or carried now",
+ "worn-equipment-title": "The equipment currently worn by the character",
+ "worn-equipment-value-title": "The value of the item measured in gold pieces",
+ "worn-equipment-weight-title": "The weight of the item",
+ "worn-item-name": "Worn Item Name",
+ "worn-items": "Worn Items",
+ "worn-shield": "Worn Shield",
+ "wound-threshold": "Wound Threshold",
+ "wounded": " Wounded ",
+ "wounded-title": "-2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level",
+ "wrist": "Wrist",
+ "yellow": "Yellow",
+ "yes": "Yes",
+ "yes-default": "•Yes",
+ "yes-harmless": "Yes (Harmless)",
+ "yes-harmless-object": "Yes (Harmless, Object)",
+ "yes-object": "Yes (Object)",
+ "yes-or-custom": "Yes or Custom",
+ "young": "Young"
+}
\ No newline at end of file
diff --git a/Pathfinder Community/translations/hu.json b/Pathfinder Community/translations/hu.json
new file mode 100644
index 0000000000..7e541a46fc
--- /dev/null
+++ b/Pathfinder Community/translations/hu.json
@@ -0,0 +1,2103 @@
+{
+ "use-header-images": "Use header images",
+ "conditions-list": "bleed,blinded,cowering,dazed,dazzled,dead,deafened,disabled,drowning,dying,energy-drained,entangled,exhausted,fascinated,fatigued,flat-footed,grappled,helpless,incorporeal,invisible,nauseated,paralyzed,petrified,pinned,prone,fear-any,sickened,stable,staggered,stunned,suffocating,unconscious",
+ "skills-list": "acrobatics,appraise,artistry,artistry-00,artistry-01,artistry-02,artistry-03,artistry-04,artistry-05,artistry-06,artistry-07,artistry-08,artistry-09,artistry-10,artistry-11,artistry-12,artistry-13,bluff,climb,craft,craft-00,craft-01,craft-02,craft-03,craft-04,craft-05,craft-06,craft-07,craft-08,craft-09,craft-10,craft-11,craft-12,craft-13,diplomacy,disable-device,disguise,escape-artist,fly,handle-animal,heal,intimidate,knowledge,knowledge-00,knowledge-01,knowledge-02,knowledge-03,knowledge-arcana,knowledge-dungeoneering,knowledge-engineering,knowledge-geography,knowledge-history,knowledge-local,knowledge-nature,knowledge-nobility,knowledge-planes,knowledge-religion,linguistics,lore,lore-00,lore-01,lore-02,lore-03,lore-04,lore-05,lore-06,lore-07,lore-08,lore-09,lore-10,lore-11,lore-12,lore-13,perception,perform,perform-00,perform-01,perform-02,perform-03,perform-04,perform-05,perform-06,perform-07,perform-08,perform-09,perform-10,perform-11,perform-12,perform-13,profession,profession-00,profession-01,profession-02,profession-03,profession-04,profession-05,profession-06,profession-07,profession-08,profession-09,profession-10,profession-11,profession-12,profession-13,ride,sense-motive,sleight-of-hand,spellcraft,stealth,survival,swim,use-magic-device,miscellaneous,miscellaneous-00,miscellaneous-01,miscellaneous-02,miscellaneous-03,miscellaneous-04,miscellaneous-05,miscellaneous-06,miscellaneous-07,miscellaneous-08,miscellaneous-09,miscellaneous-10,miscellaneous-11,miscellaneous-12,miscellaneous-13,cs-acrobatics,cs-athletics,cs-finesse,cs-influence,cs-nature,cs-perception,cs-performance,cs-religion,cs-society,cs-spellcraft,cs-stealth,cs-survival,cs-miscellaneous,cs-miscellaneous-00,cs-miscellaneous-01,cs-miscellaneous-02,cs-miscellaneous-03,cs-miscellaneous-04,cs-miscellaneous-05,cs-miscellaneous-06,cs-miscellaneous-07,cs-miscellaneous-08,cs-miscellaneous-09,cs-miscellaneous-10,cs-miscellaneous-11,cs-miscellaneous-12,cs-miscellaneous-13",
+ "1-ordinal": "1st",
+ "1-ordinal-class": "1st Class",
+ "1-ordinal-class-level": "1st Class Lvl",
+ "1-ordinal-spellclass": "1st Spellcasting Class",
+ "1-size-larger": "1 sz larger",
+ "1-size-smaller": "1 sz smaller",
+ "10-ordinal": "10th",
+ "100-at-level-1": " Use max hp for first level/HD",
+ "100-at-level-1-title": "Use max hit points for first level Racial hit dice are considered 'first' if character has both racial and class hit dice",
+ "2-ordinal": "2nd",
+ "2-ordinal-class": "2nd Class",
+ "2-ordinal-class-level": "2nd Class Lvl",
+ "2-ordinal-spellclass": "2nd Spellcasting Class",
+ "2-sizes-larger": "2 sz larger",
+ "2-sizes-smaller": "2 sz smaller",
+ "24-per-target": "Per 24hrs per target",
+ "24-per-target-abbrv": "Hex (1/24/target)",
+ "3-ordinal": "3rd",
+ "3-ordinal-class": "3rd Class",
+ "3-ordinal-class-level": "3rd Class Lvl",
+ "3-ordinal-spellclass": "3rd Spellcasting Class",
+ "3-sizes-larger": "3 sz larger",
+ "3-sizes-smaller": "3 sz smaller",
+ "4-ordinal": "4th",
+ "4-ordinal-class": "4th Class",
+ "4-ordinal-class-level": "4th Class Lvl",
+ "5-ordinal": "5th",
+ "5-ordinal-class": "5th Class",
+ "5-ordinal-class-level": "5th Class Lvl",
+ "6-ordinal": "6th",
+ "6-ordinal-class": "6th Class",
+ "6-ordinal-class-level": "6th Class Lvl",
+ "7-ordinal": "7th",
+ "8-ordinal": "8th",
+ "9-ordinal": "9th",
+ "Ex": "Ex",
+ "NPC-all": "NPC-All",
+ "No (Harmless)": "No (Harmless)",
+ "No": "No",
+ "Sp": "Sp",
+ "Su": "Su",
+ "Yes (Harmless)": "Yes (Harmless)",
+ "Yes": "Yes",
+ "abilities": "Abilities",
+ "ability": "Ability",
+ "ability-attack-dropdowns": " Ability and Attack Type Dropdowns",
+ "ability-basis": "Ability Basis",
+ "ability-basis-desc": "DC Ability basis: usually CHA for spellcasting ability, CON for poison, breathweapon, or other damage abilities",
+ "ability-bonus": "Ability Bonus",
+ "ability-checks": "Ability Checks",
+ "ability-checks-abbrv": "Abil chk",
+ "ability-checks-calculation-abbrv": "Ability check calc",
+ "ability-damage-desc": "For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious",
+ "ability-drain-desc": "Ability drain actually reduces the relevant ability score Modify all skills and statistics related to that ability This might cause you to lose skill points, hit points, and other bonuses",
+ "ability-list-default-values": "Abilities default values",
+ "ability-lists-flags": "Ability list flags",
+ "ability-macros-current": "Ability macros to current",
+ "ability-menus": "Ability Menus",
+ "ability-name": "Ability Name",
+ "ability-penalty-desc": "Penalties function just like ability damage, but they cannot cause you to fall unconscious or die Penalties cannot decrease your ability score to less than 1",
+ "ability-roll-template": "Ability Roll Template",
+ "ability-score": "Ability Score",
+ "ability-scores": "Ability Scores",
+ "ability-skill-checks": "Ability & Skill Checks",
+ "ability-tracking": "Ability Tracking",
+ "ability-type": "Ability Type",
+ "ability-type-title": "Select the type of ability if applicable Ex(Extraordinary), Sp(Spell-like ability), or Su(Supernatural)",
+ "above-head": "Above Head",
+ "accessibility": "Accessibility",
+ "acp-may-apply-title": "Armor Check Penalty may apply.",
+ "acp-verysmall-abbrv": "ACP",
+ "acrobatics": "Acrobatics",
+ "add": "Add",
+ "add-class-levels": "Add Class Levels",
+ "add-custom-column": "Add Custom Column",
+ "add-hit-dice": "Add Race/Monster HD",
+ "add-note-to-roll": "Add note to roll",
+ "add-note-to-roll-desc": "To add note text as comment at bottom of a roll, select the roll type. Use for content dependent modifiers.",
+ "add-skill-bonus-macro": "Add Skill Bonus Macro?",
+ "add-template": "Quickly update character with template",
+ "additional-attack-macro-query-included-with-crits": "Additional Attack Macro/Query (included with crits)",
+ "additional-damage": "Extra Damage",
+ "additional-damage-macro-query-included-with-crits": "Additional Damage Macro/Query (included with crits)",
+ "additional-damage-title": "Add additional, precision, or extra critical damage",
+ "additional-modifier-or-macro": "Additional modifier or macro, eg [[1d6]], [[2d20k1]], etc",
+ "adjust-damage-by-size": " Adjust damage based on size",
+ "advanced": "Advanced",
+ "advanced-class-guide": "Advanced Class Guide",
+ "adventure": "Adventure ",
+ "adventure-skills": "Adventure Skills",
+ "adventuring-gear-tool": "Adventuring Gear or Tool",
+ "age": "Age",
+ "alchemical": "Alchemical",
+ "alignment": "Alignment",
+ "alignment-abbrv": "Align",
+ "alignment-type-init": "Align Type Init",
+ "all": "All",
+ "all-abilities": "All Abilities",
+ "all-attacks": "All Attacks",
+ "all-attacks-insert-macro-attack": "Add to Attack Roll macro",
+ "all-attacks-insert-macro-cmb": "Add to CMB Roll macro",
+ "all-attacks-insert-macro-cmb-damage": "Add to CMB Dmg macro",
+ "all-attacks-insert-macro-damage": "Add to Dmg macro",
+ "all-attacks-insert-macro-melee": "Add to Melee Attack Roll macro",
+ "all-attacks-insert-macro-melee-damage": "Add to Melee Dmg macro",
+ "all-attacks-insert-macro-ranged": "Add to Ranged Attack Roll macro",
+ "all-attacks-insert-macro-ranged-damage": "Add to Ranged Dmg macro",
+ "all-attacks-macro-insert-section": "Attack 'Add-to-roll' Macros",
+ "all-checks": "All Checks",
+ "all-checks-calc": "All checks calc",
+ "all-features-desc": "Features list contains Special Abilities, Special Qualities, Feats, etc",
+ "all-other-desc": "Miscellaneous includes any not found under another tab",
+ "all-saves": "All Saves",
+ "all-saves-macro": "All Saves Macro",
+ "all-saves-macro-title": "@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.",
+ "all-skills": "All Skills",
+ "alternate-ability-cmb-desc": "Alternate ability combat maneuver",
+ "alternate-ability-melee-desc": "Alternate ability melee attack",
+ "alternate-ability-ranged-desc": "Alternate ability ranged attack",
+ "alternate-favored-class": "Alternate Favored Class point counter",
+ "alternate-favored-class-abbrv": "FC Alt",
+ "always-show-domain-spells": " Always show spells marked 'domain' in spellbook menu",
+ "ammo": "Ammo",
+ "ammunition": "Ammunition",
+ "announcements": "Announcements:",
+ "announcements-old": "Old Announcements",
+ "apply-font-chatrolls": " Apply font to chat rolls",
+ "appraise": "Appraise",
+ "arcana": "Arcana",
+ "arial": "Arial",
+ "arial-default": "•Lucida Grande/Arial",
+ "armor": "Armor",
+ "armor-and-shield": "Armor and Shield",
+ "armor-attributes": "Armor Attributes",
+ "armor-calculation-abbrv": "Armor calc",
+ "armor-check-penalty": "Armor Check Penalty",
+ "armor-check-penalty-abbrv": "ACP",
+ "armor-class": "Armor Class",
+ "armor-class-abbrv": "AC",
+ "armor-class-abbrv-default": "•AC",
+ "armor-class-bonus": "AC Bonus",
+ "armor-class-calculation-abbrv": "AC Calc",
+ "armor-default": "•Armor",
+ "armor-notes": " Armor Notes",
+ "armor-notes-place": "Put notes about context-sensitive AC bonuses here",
+ "armor-or-shield": "Armor or Shield",
+ "armor-penalties": "Armor Penalties",
+ "armor-shield": "Armor/Shield",
+ "armor-shield-bonus": "Armor or Shield bonus to Armor Class",
+ "armor-shield-load-default": "•Armor, Shield & Load",
+ "armor-shield-name": "Armor or Shield Name",
+ "armor-shield-only": "Armor & Shield only",
+ "armor-two": "Armor 2",
+ "armor-type": "Armor or Shield Type",
+ "artistry": "Artistry",
+ "at-will": "At Will",
+ "athletics": "Athletics",
+ "attack": "Attack",
+ "attack-1": "Attack 1",
+ "attack-1-ordinal": "1st Attack",
+ "attack-10-ordinal": "10th Attack",
+ "attack-2": "Attack 2",
+ "attack-2-ordinal": "2nd Attack",
+ "attack-3": "Attack 3",
+ "attack-3-ordinal": "3rd Attack",
+ "attack-4": "Attack 4",
+ "attack-4-ordinal": "4th Attack",
+ "attack-5": "Attack 5",
+ "attack-5-ordinal": "5th Attack",
+ "attack-6": "Attack 6",
+ "attack-6-ordinal": "6th Attack",
+ "attack-7": "Attack 7",
+ "attack-7-ordinal": "7th Attack",
+ "attack-8": "Attack 8",
+ "attack-8-ordinal": "8th Attack",
+ "attack-9": "Attack 9",
+ "attack-9-ordinal": "9th Attack",
+ "attack-and-combat-maneuver-bonuses": "Attack and Combat Maneuver Bonuses",
+ "attack-and-damage": "Attack & dmg",
+ "attack-bonus-dropdowns": " Attack bonus dropdowns",
+ "attack-grid-rows-migrated": "Attack grid extra rows",
+ "attack-list-default-values": "Attacks default values",
+ "attack-macro": "Attack Macro",
+ "attack-macros-current": "Attack macros to current",
+ "attack-modifier-abbrv": "Attack Mod",
+ "attack-modifiers-abbrv": "Attack Mods",
+ "attack-notes": "Attack Notes",
+ "attack-notes-place": "Put notes about context-sensitive Attack bonuses here",
+ "attack-penalty": "Attack penalty",
+ "attack-roll-template": "Attack Roll Template ",
+ "attack-type": "Attack Type",
+ "attack-type-abbrv": "Atk Type",
+ "attacks": "Attacks",
+ "attacks-dmg-migrated": "Dmg Multiplier",
+ "attacks-dmg-migrated-title": "Repeating Attack damage multiplier migrated",
+ "attacks-macros-migrated": "Attack Macro v5",
+ "attacks-macros2-migrated": "Attack Macro v6",
+ "attacks-macros64-migrated": "Attack Macro v64",
+ "attacks-migrated-title": "Repeating Attack macros migrated If an attack rolltemplate does not appear correct, delete the macro text and click into another field, the system will reset the macro text to defaults Repeat for iterative attacks macros",
+ "atwill": "At Will",
+ "aura": "Aura",
+ "automatically-calculate-hit-points-abbrv": " Auto-calc hp",
+ "average-hit-point-abbrv": "Avg hp:",
+ "azure": "Azure",
+ "background": "Background",
+ "background-ranks-remaining": "Background Ranks Remaining",
+ "background-skills": " Background Skills",
+ "background-title": "Choose a background image",
+ "base": "Base",
+ "base-attack-bonus": "Base Attack Bonus",
+ "base-attack-bonus-abbrv": "BAB",
+ "base-attacks": "Base Attacks",
+ "base-level": "Base Level",
+ "base-points-per-day": "Base Points/Day",
+ "base-speed": "Base",
+ "base-spells-per-day": "Base
Spells/Day",
+ "base-statistics": "Base Statistics",
+ "base-statistics-place": "If the creature has buffs and other effects active that modify his stats, the base stats should be quickly summarized here",
+ "base-value": "Base",
+ "before-combat": "Before Combat",
+ "before-combat-place": "List any spells and/or abilities used before combat His stats should reflect these spells",
+ "belt": "Belt",
+ "black": "Black",
+ "black-default": "•Black",
+ "blank": "Blank",
+ "blast": "Blast",
+ "blast-damage-abbrv": "Blast Dmg",
+ "blast-damage-modifier-abbrv": "Blast Dmg Mod",
+ "bleed": " Bleed",
+ "blinded": " Blinded",
+ "block-roll-template": "Block Text Roll Template ",
+ "bludgeoning": "Bludgeoning",
+ "blue": "Blue",
+ "bluff": "Bluff",
+ "body": "Body",
+ "bonus": "Bonus",
+ "bonus-or-penalty": "The bonus or penalty to apply",
+ "bonus-points": "Ability Bonus",
+ "bonus-power-points-abbrv": "Bonus PP",
+ "bonus-spells": "Bonus Spells",
+ "bonus-type": "Bonus Type",
+ "bonus-type-title": "Type of bonus for stacking purposes. Treat armor, shield, natural armor as bonuses (on bonus dropdown), not 'type' of bonus to AC.",
+ "brown": "Brown",
+ "buff": "Buff",
+ "buff-ability-checks-title": "Bonus to ability checks and initiative",
+ "buff-ability-skill-checks": "Bonus to Ability & Skill Checks and Initiative",
+ "buff-aid": "Aid",
+ "buff-aid-note": "+@{b2_val} morale bonus on saving throws against fear effects.",
+ "buff-air-barrier": "Air Barrier",
+ "buff-air-barrier-note": "At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance.",
+ "buff-archons-aura": "Archon's Aura",
+ "buff-archons-aura-note": "lasts until it successfully hits caster with an attack",
+ "buff-armor-class-title": "Bonus to armor class and CMD",
+ "buff-armor-title": "Enhancement to armor bonus to AC",
+ "buff-attack-title": "Bonus to all attacks",
+ "buff-bane": "Bane",
+ "buff-bane-note": "@{b2_val} penalty on saving throws against fear effects.",
+ "buff-battle-spirit": "Battle Spirit",
+ "buff-battle-ward": "Battle Ward",
+ "buff-battle-ward-note": "The next time a foe makes an attack roll against the target, the ward activates and grants a @{b1_val} deflection bonus to the warded creature's AC. Each subsequent time the warded creature is attacked, the defection bonus decreases by 1.",
+ "buff-bless": "Bless",
+ "buff-bless-note": "+@{b2_val} morale bonus on saving throws against fear effects.",
+ "buff-blessing-of-fervor": "Blessing of Fervor",
+ "buff-blessing-of-fervor-note": "Pick speed bonus by checking buff 4, or Attack/AC/Reflex bonus, or other bonuses per round.",
+ "buff-bone-ward": "Bone Ward",
+ "buff-calculation": "Buff calc",
+ "buff-caster-level-title": "Bonus to spell caster level",
+ "buff-charisma-based-skills-penalty-title": "Penalty to charisma based skills",
+ "buff-charisma-based-skills-title": "Bonus to charisma based skills",
+ "buff-charisma-penalty-title": "Penalty to charisma. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-charisma-title": "Bonus to Charisma ability score",
+ "buff-cmd-title": "Bonus to CMD only",
+ "buff-combat-maneuver-bonus-title": "Bonus to all CMB attacks",
+ "buff-combat-maneuver-bonus2-title": "Bonus to 'Alt CMB' attacks only",
+ "buff-consecrate": "Consecrate (if undead)",
+ "buff-consecrate-note": "Channel energy DCs increase by 3. Double this and all penalties if alter present.",
+ "buff-constitution-based-skills-penalty-title": "Penalty to constitution based skills",
+ "buff-constitution-based-skills-title": "Bonus to constitution based skills",
+ "buff-constitution-penalty-title": "Penalty to constitution. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-constitution-title": "Bonus to Constitution ability score",
+ "buff-crushing-despair": "Crushing Despair",
+ "buff-curse": "Curse",
+ "buff-curse-note": "You must enable/disable -6 to any ability, or -4 to Attacks/Saves/Checks, or uncheck all for 50% chance to act normally curse.",
+ "buff-damage-melee-title": "Bonus to melee damage",
+ "buff-damage-ranged-title": "Bonus to ranged damage",
+ "buff-damage-title": "Bonus to all attack damage",
+ "buff-death-knell": "Death Knell",
+ "buff-deflection-title": "Deflection bonus to AC",
+ "buff-desecrate": "Desecrate (if undead)",
+ "buff-desecrate-note": "+3 to save vs channel energy. Double all bonuses if alter present.",
+ "buff-dexterity-based-skills-penalty-title": "Penalty to dexterity based skills",
+ "buff-dexterity-based-skills-title": "Bonus to dexterity based skills",
+ "buff-dexterity-penalty-title": "Penalty to dexterity. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-dexterity-title": "Bonus to Dexterity ability score",
+ "buff-divine-favor": "Divine Favor",
+ "buff-dodge-title": "Dodge bonus to AC",
+ "buff-elemental-overflow": "Elemental Overflow",
+ "buff-elemental-overflow-note": "chance to ignore the effects of a critical hit or sneak attack",
+ "buff-enlarge-person": "Enlarge Person",
+ "buff-enlarge-person-note": "Reach increased, height x2, weight x4.",
+ "buff-flat-footed-title": "Bonus to flat-footed AC only",
+ "buff-fortitude-title": "Bonus to fortitude saving throws",
+ "buff-good-hope": "Good Hope",
+ "buff-hampering-hex": "Hampering Hex",
+ "buff-haste": "Haste",
+ "buff-haste-note": "When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. All modes of movement increase.",
+ "buff-heroism": "Heroism",
+ "buff-initiative-title": "Bonus to initiative",
+ "buff-inspire-courage": "Inspire Courage",
+ "buff-inspire-courage-note": "+@{b2_val} morale bonus on saving throws against charm and fear effects.",
+ "buff-inspire-greatness": "Inspire Greatness",
+ "buff-inspired-rage": "Inspired Rage",
+ "buff-inspired-rage-note": "**Inspired Rage**, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.",
+ "buff-intelligence-based-skills-penalty-title": "Penalty to intelligence based skills",
+ "buff-intelligence-based-skills-title": "Bonus to intelligence based skills",
+ "buff-intelligence-penalty-title": "Penalty to intelligence. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-intelligence-title": "Bonus to Intelligence ability score",
+ "buff-kinetic-blast-damage-title": "Bonus to kinetic blast damage",
+ "buff-kinetic-blast-title": "Bonus to kinetic blast attack",
+ "buff-mage-armor": "Mage Armor",
+ "buff-magearmor-note": "made of force, incorporeal creatures can't bypass it the way they do normal armor.",
+ "buff-magic-vestment": "Magic Vestment",
+ "buff-melee-title": "Bonus to all melee attack rolls",
+ "buff-melee2-title": "Bonus to 'Alt Melee' attack rolls only",
+ "buff-natural-title": "Enhancement to natural armor bonus to AC",
+ "buff-notes": "Buff Notes",
+ "buff-prayer": "Prayer",
+ "buff-prayer-debuff": "Prayer (Debuff)",
+ "buff-rage": "Rage",
+ "buff-rage-note": "A barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.",
+ "buff-rage-unchained": "Rage (Unchained)",
+ "buff-ranged-title": "Bonus to all ranged attack rolls",
+ "buff-ranged2-title": "Bonus to 'Alt Ranged' attack rolls only",
+ "buff-reduce-person": "Reduce Person",
+ "buff-reduce-person-note": "Reach decreased, height /2, weight /4.",
+ "buff-reflex-title": "Bonus to reflex saving throws",
+ "buff-saves-title": "Bonus to saving throws",
+ "buff-shield": "Shield",
+ "buff-shield-note": "Negates magic missile attacks directed at you. This bonus applies against incorporeal touch attacks, since it is a force effect.",
+ "buff-shield-of-faith": "Shield of Faith",
+ "buff-shield-title": "Enhancement to shield bonus to AC",
+ "buff-size-title": "Bonus to size, +1=one size larger, -1=one size smaller",
+ "buff-skill-checks-title": "Bonus to skill checks",
+ "buff-slow": "Slow",
+ "buff-slow-note": "Also apply *Staggered* condition.",
+ "buff-speed-title": "Bonus to speed",
+ "buff-spell-caster-level-title": "Bonus to spell caster level",
+ "buff-stardust": "Stardust",
+ "buff-stardust-note": " @{b1_val} penalty to sight based perception checks",
+ "buff-strength-based-skills-penalty-title": "Penalty to strength based skills",
+ "buff-strength-based-skills-title": "Bonus to strength based skills",
+ "buff-strength-penalty-title": "Penalty to strength. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-strength-title": "Bonus to Strength ability score",
+ "buff-temp-hp-title": "Temporary hit points",
+ "buff-touch-title": "Bonus to touch AC class only",
+ "buff-type-title": "Tab this row will appear under. Categorize buffs for user convenience.",
+ "buff-ward": "Ward",
+ "buff-ward-note": "Lasts until the warded creature is hit or fails a saving throw",
+ "buff-will-title": "Bonus to will saving throws",
+ "buff-wisdom-based-skills-penalty-title": "Penalty to wisdom based skills",
+ "buff-wisdom-based-skills-title": "Bonus to wisdom based skills",
+ "buff-wisdom-penalty-title": "Penalty to wisdom. For every 2 points of damage you take, apply a –1 penalty to skills and statistics",
+ "buff-wisdom-title": "Bonus to Wisdom ability score",
+ "buffs": "Buffs",
+ "buffs-conditions-edit-section": "Set and edit buffs and conditions",
+ "buffs-conditions-section": "Buffs and Conditions",
+ "buffs-conditions-status-section": "Buff and Condition status panels",
+ "buffs-migrated": "Buffs",
+ "buffs-migrated-title": "Buffs migrated to Buffs repeating section Cannot be remigrated",
+ "buffs-set": "Set Buffs",
+ "buffs-showsect-cmd": "Click to expand buff edit area",
+ "burn": "Burn",
+ "burrow-speed": "Burrow",
+ "buttons": "Buttons",
+ "buttons-showsect-cmd": "Show chat ability command buttons",
+ "calculate-abbrv": "Calc",
+ "calculation": "Calculation",
+ "calculation-abbrv": "Calc",
+ "cannot-parse": "Cannot parse",
+ "cantrips": "Cantrips",
+ "carried": "Carried",
+ "carried-currency": "Carried Currency",
+ "carried-currency-title": "The amount of currency carried on the character that will contribute to total load",
+ "carried-default": "•Carried",
+ "carried-equipment": "Carried Equipment",
+ "carried-not-worn": "Carried (not worn)",
+ "carried-weight": "Carried Weight",
+ "cast-defensive-bonus": "Concentration Bonus when casting defensively",
+ "cast-defensive-bonus-abbrv": "Cast Def Bonus",
+ "cast-defensively": "Cast Defensively",
+ "cast-defensively-abbrv": "Cast Def",
+ "cast-defensively-check": "Cast Defensively Check",
+ "cast-defensively-difficulty-class-abbrv": "Cast Def DC",
+ "caster-class-level": "Spellcasting class and level",
+ "caster-level": " Caster Level",
+ "caster-level-abbrv": "CL",
+ "caster-level-basis-abbreviation": "CL basis",
+ "caster-level-basis-explanation": "Race/class basis defaults to total character level",
+ "caster-level-calculation": "Caster Lvl Calc",
+ "caster-level-check": "Casterlevel Check",
+ "caster-level-check-abbrv": "CL Check",
+ "caster-level-check-abbrv2": "Casterlvl Chk",
+ "caster-level-check-notes": "Caster-level Check notes",
+ "caster-level-miscellaneous-abbrv": "Cl misc",
+ "caster-level-miscellaneous-abbrv2": "Caster lvl misc",
+ "caster-level-modifier-abbrv": "CL Mod",
+ "casting-time": "Casting Time",
+ "casting-time-abbrv": "Cast Time",
+ "casting-type": "Casting Type: ",
+ "category": "Category",
+ "celestial": "Celestial",
+ "challenge-rating-abbrv": "CR",
+ "char": "Character Details",
+ "char-h-exp": "Expand Character Details",
+ "character-import": "HeroLab Character Import",
+ "character-import-desc": "Hero Lab XML Import
Used to import characters from Hero Lab via XML files
Step 1: Save the character as an XML file in Hero Lab (File -> Save Custom Output)
Step 2: Use Code Beautify's XML to JSON converter (link below) to convert the contents of the XML file to JSON (paste contents of XML file from a text editor into the text area labelled 'Xml Input', click 'XML to JSON', then copy the text from the Result area on the right)
Step 3: Paste the JSON into the text field below these instructions
Step 4: Profit!
Code Beautify: ",
+ "character-level": "Character Level",
+ "character-level-abbrv": "Character lvl",
+ "character-name": "Character Name",
+ "charged": "Charged",
+ "charged-magic": "Charged Magic Item",
+ "charged-magics": "Charged Magic Items",
+ "charges": "Charges",
+ "charisma": "Charisma",
+ "charisma-abbrv": "CHA",
+ "charisma-abbrv-default": "•CHA",
+ "charisma-calculation-abbrv": "CHA Calc",
+ "charisma-calculation-skills-abbrv": "Cha skills calc",
+ "charisma-penalized": "CHA Penalized",
+ "charisma-penalized-title": "Charisma Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "charisma-skills-abbrv": "CHA skills",
+ "check": "Check",
+ "check-calculation": "Check Calc",
+ "checks": "Checks",
+ "chest": "Chest",
+ "chocolate-brown": "Chocolate Brown",
+ "choose-background": "Choose Background:",
+ "circumstance": "Circumstance",
+ "class skill-bonus|armor-check-penalty|size-mod|condition-penalty": "Class Skill Bonus / Armor check penalty / Size mod / Condition penalty",
+ "class skill-bonus|armor-check-penalty|size-mod|condition-penalty-abbrv": "Cl/Ac/Sz/Co",
+ "class": "Class",
+ "class-0": "0th Class",
+ "class-0-default": "•0th Class",
+ "class-0-title": "Class 0: 1st class",
+ "class-1": "1st Class",
+ "class-1-title": "Class 1: 2nd class",
+ "class-2": "2nd Class",
+ "class-2-title": "Class 2: 3rd class",
+ "class-3": "3rd Class",
+ "class-3-title": "Class 3: 4th class",
+ "class-4": "4th Class",
+ "class-4-title": "Class 4: 5th class",
+ "class-5": "5th Class",
+ "class-5-title": "Class 5: 6th class",
+ "class-abilities": "Abilities",
+ "class-ability": "Class Ability",
+ "class-and-level": "Class(es) and levels",
+ "class-bonus": "Class Bonus",
+ "class-features": "Class Features",
+ "class-hd": "Class HD",
+ "class-hit-points": "Class Hit Points",
+ "class-hit-points-abbrv": "Class hp",
+ "class-information": "Class Information",
+ "class-level-abbrv": "CL",
+ "class-name": "Class Name",
+ "class-number": "Class #",
+ "class-number-explanation": "Class number, this number used in dropdowns when selecting class (cannot create select by name)",
+ "class-power-points-abbrv": "Class PP",
+ "class-race": "Class and Race",
+ "class-race-information-abbrv": "Class and Race Information",
+ "class-race-xp": "Class, Race, Experience",
+ "class-skill": "Class Skill",
+ "class-skill-abbrv": "CS",
+ "class-skills-migrated": "Class skill checkboxes",
+ "cleanup-old-attributes": "Cleanup old attributes",
+ "cleanup-old-spell-lists": "Cleanup old spell lists",
+ "climb": "Climb",
+ "close": "Close",
+ "column-cmd": "Split into two columns",
+ "combat-effects-migrated": "Combat Effects",
+ "combat-effects-migrated-title": "Attack and damage effects migrated to Buffs Cannot be remigrated",
+ "combat-gear": "Combat Gear",
+ "combat-maneuver": "Combat Maneuver",
+ "combat-maneuver-bonus-abbrv": "CMB",
+ "combat-maneuver-bonus-abbrv2": "Alt CMB",
+ "combat-maneuver-bonus-calculation-abbrv": "CMB calc",
+ "combat-maneuver-bonus-image": " CMB Image",
+ "combat-maneuver-bonus-notes": " CMB Notes",
+ "combat-maneuver-bonus-notes-place": "Put notes about context-sensitive CMB bonuses here",
+ "combat-maneuver-bonus-only-abbrv": "CMB Only",
+ "combat-maneuver-defense-abbrv": "CMD",
+ "combat-maneuver-defense-calculation-abbrv": "CMD Calc",
+ "combat-maneuver-defense-notes": "CMD Notes",
+ "combat-maneuver-defense-notes-place": "Put notes about context-sensitive CMD bonuses here",
+ "combat-maneuver-notes-place": "Put notes about context-sensitive CMD bonuses here",
+ "combat-skills": "Combat Skills",
+ "comic-sans": " Comic Sans",
+ "common-buff": "Common Buff",
+ "common-buff-title": "Quickly add common buff/debuff.",
+ "compact-mode": "Compact Mode",
+ "compendium-drag-drop-compatible": " Compendium drag-n-drop compatible ",
+ "compendium-drag-n-drop-desc": "Drag items, spells, etc from the compendium to an empty row below to auto populate the information Compendium is at the italic i icon above the chat",
+ "competence": "Competence",
+ "components": "Components",
+ "composite": "Composite",
+ "composite-energy-blade": "Composite energy blade/whip",
+ "composite-energy-blast": "Composite energy blast",
+ "composite-physical-blade": "Composite physical blade/whip",
+ "composite-physical-blast": "Composite physical blast",
+ "concentration": " Concentration",
+ "concentration-abbrv": "Conc",
+ "concentration-bonus-desc": "Bonus to concentration rolls = caster level plus ability score",
+ "concentration-check": "Concentration Check",
+ "concentration-check-abbrv": "Concentration",
+ "concentration-check-notes": "Concentration Check notes",
+ "concentration-label": "Concentration",
+ "concentration-miscellaneous-abbrv": "Conc Misc",
+ "concentration-modifier-abbrv": "Conc Mod",
+ "condition": "Condition",
+ "condition-abbrv": "Cond",
+ "condition-bleed-title": "A creature takes the listed amount of damage at the beginning of its turn. Stopped by DC 15 Heal check or spell that cures hp damage.",
+ "condition-blinded-note": "–4 penalty on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.",
+ "condition-blinded-speed": "Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed.",
+ "condition-blinded-title": "-2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.",
+ "condition-cowering-title": "-2 penalty to Armor Class and loses its Dexterity bonus",
+ "condition-dazed-title": "The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.",
+ "condition-dazzled-note": "-1 penalty on sight-based Perception checks",
+ "condition-dazzled-title": "-1 penalty on attack rolls and sight-based Perception checks",
+ "condition-dead-title": "You're dead...",
+ "condition-deafened-note": "-4 penalty on opposed Perception checks, automatically fails Perception checks based on sound",
+ "condition-deafened-spellonly": "Has a 20% chance of spell failure when casting spells with verbal components",
+ "condition-deafened-title": "-4 penalty on initiative rolls, -4 penalty on opposed Perception checks, automatically fails Perception checks based on sound, and has a 20% chance of spell failure when casting spells with verbal components",
+ "condition-description": "Modifiers due to conditions that affect this bonus",
+ "condition-disabled-title": "A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act.",
+ "condition-drowning-title": "When the character finally fails her CON check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.",
+ "condition-dying-title": "A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 CON check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its CON score, it dies.",
+ "condition-energy-drained-title": "-1 penalty on all attack rolls, combat maneuver checks, combat maneuver defense, saving throws, skill checks, and ability checks Additionally there is a 5 hp reduction to both current hp and maximum hp",
+ "condition-entangled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity, moves at half speed, cannot run or charge",
+ "condition-exhausted-title": "-6 penalty to Strength and Dexterity, moves at half speed, cannot run or charge",
+ "condition-fascinated-title": "–4 penalty on skill checks made as reactions, such as Perception checks",
+ "condition-fatigued-title": "-2 penalty to Strength and Dexterity, cannot run or charge",
+ "condition-fear-title": "-2 penalty on attack rolls, saving throws, skill checks, and ability checks; if frightened must also flee; if panicked must also drop items and flee.",
+ "condition-flat-footed-title": "Flat-Footed: loses DEX bonus to AC and CMD (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability",
+ "condition-grappled-cmb-note": "**+**[[2]] to grapple or escape a grapple.",
+ "condition-grappled-invisible-note": "If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled",
+ "condition-grappled-spell-note": "A character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell.",
+ "condition-grappled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity, cannot move",
+ "condition-helpless-note": "Melee attacks against a helpless target get a +4 bonus",
+ "condition-helpless-title": "Set Dexterity to 0 (-5 DEX-mod), melee attacks against a helpless target get a +4 bonus",
+ "condition-incorporeal-title": "Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.",
+ "condition-invisible-title": "+2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any)",
+ "condition-lose-dexterity-abbrv": " Lose DEX",
+ "condition-maximum-dexterity-abbrv": " Max DEX",
+ "condition-nauseated-title": "Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.",
+ "condition-nocharge-note": "Cannot run or charge",
+ "condition-paralyzed-note": "Helpless, but can take purely mental actions",
+ "condition-paralyzed-title": "Effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions",
+ "condition-petrified-title": "A petrified character has been turned to stone and is considered unconscious.",
+ "condition-pinned-spell-note": "A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component.",
+ "condition-pinned-title": "Cannot move and is denied Dexterity bonus. Additional -4 penalty to Armor Class",
+ "condition-prone-note": "+4 bonus to Armor Class against ranged attacks, –4 penalty to AC against melee attacks",
+ "condition-prone-title": "-4 penalty on melee attack rolls, gains a +4 circumstance bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks",
+ "condition-sickened-title": "-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks",
+ "condition-stable-title": "The character is no longer dying, but is still unconscious.",
+ "condition-staggered-title": "A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.",
+ "condition-stunned-title": "-2 penalty to Armor Class, and loses Dexterity bonus to AC (if any)",
+ "condition-suffocating-title": "When the character fails one of these CON checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.",
+ "condition-unconscious-title": "Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s CON score), or from nonlethal damage in excess of current hit points.",
+ "conditions": "Conditions",
+ "conditions-set": "Set Conditions",
+ "conditions-showsect-cmd": "Click to expand condition edit area",
+ "config-header-image-info": "Header images are iconic images that appear in the header of roll templates All macros on the sheet include {{header_image=image attribute}} Each roll template has a specific image attribute that works with the options below ie The Spells roll template would use {{header_image=@{header_image-pf_spell}}} Attack images can be set from within each weapon's \"Options\" section Hover over the template names below to learn the specific image attributes You can substitute images for any roll template by using the URL column below or using the syntax {{header_image=[name](url)}} For best results, try to keep header images under 32x32px",
+ "config-roll-template-info1": "Roll templates use a combination of predetermined HTML, CSS, and macro-text to format the output of macros Roll templates included in the Pathfinder sheet: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block",
+ "config-roll-template-info2": "Macro roll template syntax: &{template:roll template name} {{key=value}}",
+ "config-roll-template-info3": "Below is a list of each roll template along with it's defined properties(keys) Keys can only be used once within a macro A key that is not defined may still be included in the macro and will be displayed on a new row as determined by the roll template ie {{foo=foo}} Property values may consist of text, attributes, in-line rolls, images, hyperlinks, etc, or any combination of such values",
+ "config-roll-template-info4": "Each has a @{toggle_accessible_flag} , this makes the following string appear or not: {{accessible=true}} If accessible is set, then an alternate rolltemplate is used that does not uses divs or tables but only labels and spans, which some users may find easier to use This can also be set globally by checking \"use simple templates\"",
+ "config-roll-template-info5": "Use this syntax to customize output of rolls in the "macro-text" fields found on the sheet",
+ "config-roll-template-pf_ability": "Ability Roll Template (pf_ability)
Used for all Abilities(Class Features, Feats, Traits, etc) 2 column format except for the \"description\" property",
+ "config-roll-template-pf_attack": "Attack Roll Template (pf_attack)
Used for attacks 2 column format except for the \"description\" property (note: @{macro_options} is used by the sheet to enable the toggling of notes related to attacks and contains the properties for @{melee_notes}, @{ranged_notes}, @{cmb_notes}, and @{attack_notes})\n\t\t\t\t\t\t\t",
+ "config-roll-template-pf_block": "Block Text Roll Template (pf_block)
Used for Inventory rolls Key/Property names are not shown in this template Best for long blocks of text\n\t\t\t\t\t\t\t",
+ "config-roll-template-pf_defense": "Defense Roll Template (pf_defense)
Used for Saving Throws (note: @{macro_options} is used by the sheet to enable the toggling of notes related to defense and contains the properties for @{dr_notes}, @{resistances_notes}, @{immunities_notes}, @{weaknesses_notes}, @{sr_notes}, @{armor_notes}, @{save_notes}, @{cmd_notes}, and @{defense-notes})\n\t\t\t\t\t\t\t",
+ "config-roll-template-pf_generic": "Generic Roll Template (pf_generic)
Used for Ability checks, Initiative, Spell Failure Check, Skill Checks, Concentration Check, Caster Level Check 2 column format, except for righttext_X(1-10), lefttext_X(1-10), and the description keys\n\t\t\t\t\t\t\t",
+ "config-roll-template-pf_spell": "Spell Roll Template (pf_spell)
Used for all spell-based sheet rolls Primarily formatted to emulate a typical spell stat-block (note: @{spell_options} is used by the sheet to enable the toggling of spell attributes and contains ALL pf_spell specific properties)\n\t\t\t\t\t\t\t",
+ "config-update-spell-macros-info1": "This is a mapping of old spell ids to new spell ids for use in upgrading macros",
+ "config-update-spell-macros-info2": "\n\t\t\t\t\t\tClick Modify for each spell level and delete all the old spell lists to eliminate old redundant attributes and possibly speed up your sheet\n\t\t\t\t\t\tOnce you delete the below you will not be able to re-migrate the spells\n\t\t\t\t\t",
+ "configuration": "Configuration",
+ "confirm-critical": "Crit Confirm",
+ "confirm-critical-bonus": "Crit Confirmation Bonus",
+ "confirm-critical-bonus-abbrv": "+Crit",
+ "confirm-delete-ability": "Confirm deletion of all Abilities",
+ "confirm-delete-attack": "Confirm deletion of all Attacks",
+ "confirm-delete-buff": "Confirm deletion of all Buffs",
+ "confirm-delete-class-feature": "Confirm deletion of all Orig Class Features",
+ "confirm-delete-feat": "Confirm deletion of all Orig Feats",
+ "confirm-delete-item": "Confirm deletion of all Items",
+ "confirm-delete-mythic-ability": "Confirm deletion of all Mythic Abilities",
+ "confirm-delete-mythic-feat": "Confirm deletion of all Mythic Feats",
+ "confirm-delete-race-trait": "Confirm deletion of all Orig Racial Traits",
+ "confirm-delete-spell-like-abilities": "Confirm deletion of all Orig Spell-like Abilities",
+ "confirm-delete-spells": "Confirm deletion of all Spells",
+ "confirm-delete-trait": "Confirm deletion of all Orig Traits",
+ "consolidated": "Consolidated",
+ "constant": "Constant",
+ "constitution": "Constitution",
+ "constitution-abbrv": "CON",
+ "constitution-abbrv-default": "•CON",
+ "constitution-calculation-abbrv": "CON Calc",
+ "constitution-calculation-skills-abbrv": "Con skills calc",
+ "constitution-penalized": "CON Penalized",
+ "constitution-penalized-title": "Constitution Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "constitution-skills-abbrv": "CON skills",
+ "consumable": "Consumable",
+ "consumable-charge": "Consumable or Item with Charges or Uses",
+ "consumables": "Consumables",
+ "content": "Content",
+ "copper-pieces": "Copper pieces",
+ "copper-pieces-abbrv": "CP",
+ "copperplate": "Copperplate",
+ "copy-duplicate-attrs": "Copy duplicate fields",
+ "core": "Core",
+ "core-rules": "Core Rule Options",
+ "cowering": " Cowering",
+ "craft": "Craft",
+ "create": "Create",
+ "create-attack": "Create Atk",
+ "create-attack-entry": "Create a new attack based on this weapon",
+ "create-dual-wield": "Create dual wield attack using mainhand weapon and offhand weapon at right",
+ "create-macros": "Create Macros",
+ "crit-confirmation-bonus": "Critical confirmation bonus",
+ "critical": " Critical ",
+ "critical-abbrv": "Crit",
+ "critical-confirm": "Crit Confirm",
+ "critical-damage": "Crit Damage",
+ "critical-title": "-3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level",
+ "cs-acrobatics": "Acrobatics",
+ "cs-athletics": "Athletics",
+ "cs-finesse": "Finesse",
+ "cs-influence": "Influence",
+ "cs-misc-skill": "Misc Skill",
+ "cs-nature": "Nature",
+ "cs-perception": "Perception",
+ "cs-performance": "Performance",
+ "cs-religion": "Religion",
+ "cs-society": "Society",
+ "cs-spellcraft": "Spellcraft",
+ "cs-stealth": "Stealth",
+ "cs-survival": "Survival",
+ "currency": "Currency",
+ "current-buffs": "Current Buffs",
+ "current-conditions": "Current Conditions",
+ "current-experience": "Current Experience",
+ "current-hit-points-abbrv": "Curr hp",
+ "current-hp-title": "Player adjustable hit tracking of current hit points remaining",
+ "current-load": "Current Load",
+ "current-power-points-abbrv": "Current PP",
+ "custom": "Custom",
+ "custom-attributes": "Custom attributes",
+ "custom-category-desc": "Custom category such as spell school or other user defined",
+ "custom-crit-confirmation-bonus": "Custom critical confirmation bonus for this attack",
+ "custom-level-abbrv": "Custom Lvl",
+ "custom-name": "Custom Name",
+ "custom-roll": "Custom Roll",
+ "custom-rolls": "Custom Rolls",
+ "custom-url": "Custom URL",
+ "custom-url-title": "Include a custom header image using the provided URL",
+ "cyan": "Cyan",
+ "d-hit-die": "hitdie",
+ "damage": "Damage",
+ "damage-abbrv": "Dmg",
+ "damage-ability": "Dmg Ability",
+ "damage-blade-abbrv": "Melee Dmg",
+ "damage-calculation-abbrv": "Melee Dmg Calc",
+ "damage-dice-affected-by-size": "Damage dice affected by size changes",
+ "damage-macro": "Damage Macro",
+ "damage-macro-desc": "Damage macro, must use brackets",
+ "damage-melee-abbrv": "Melee dmg",
+ "damage-melee-calculation-abbrv": "Melee dmg calc",
+ "damage-modifier-abbrv": "Dmg Mods",
+ "damage-modifiers": "Damage Modifiers",
+ "damage-multiplier-place": "15 etc",
+ "damage-multiplier-title": "Damage ability modifier: 5, 15, 2, etc.",
+ "damage-ranged-abbrv": "Rng dmg",
+ "damage-ranged-calculation-abbrv": "Ranged dmg calc",
+ "damage-reduction": "Damage Reduction",
+ "damage-resistance-abbrv": " DR",
+ "damage-resistance-title": "Damage Reduction: The amount of damage ignored and the type of weapon that negates the ability (eg 5/silver)",
+ "damage-type": "Damage Type",
+ "damage-type-abbrv": "Dmg Type",
+ "damage-type-or-description": "Dmg type / Description",
+ "damage-type-title": "Pierce Blunt Slash other",
+ "dark-azure": "Dark Azure",
+ "dark-blue": "Dark Blue",
+ "dark-brown": "Dark Brown",
+ "dark-cyan": "Dark Cyan",
+ "dark-green": "Dark Green",
+ "dark-grey": "Dark Grey",
+ "dark-olive": "Dark Olive",
+ "dark-orange": "Dark Orange",
+ "dark-pink": "Dark Pink",
+ "dark-purple": "Dark Purple",
+ "dark-red": "Dark Red",
+ "dark-teal": "Dark teal",
+ "dark-violet": "Dark Violet",
+ "dark-yellow": "Dark Yellow",
+ "dazed": " Dazed",
+ "dazzled": " Dazzled",
+ "dead": " Dead",
+ "deafened": " Deafened",
+ "debuff": "Debuff",
+ "debuff-title": "Negative buffs count as penalties",
+ "default": "Default",
+ "default-size": "Default Size",
+ "defense": "DEFENSE",
+ "defense-notes": "Defense Notes",
+ "defense-notes-place": "Put notes about context-sensitive defense bonuses here",
+ "defense-options": "Defense Options",
+ "defense-roll-template": "Defense Roll Template ",
+ "defense-statistics": "Defense Statistics",
+ "defense-statistics-abbrv": "Defense Stats",
+ "defense-values-grid": "Defense Values",
+ "defenses": "Defense",
+ "defensive-abilities": "Defensive Abilities",
+ "defensive-casting-bonus-abbrv": "Def Cast Bonus",
+ "defensive-info": "Defensive Info",
+ "defensively": "Defensively",
+ "deflect": "Deflect",
+ "deflection": "Deflection",
+ "deflection-calculation-abbrv": "Deflection calc",
+ "degenerate": "Degenerate",
+ "deity": "Deity",
+ "delete-ability": "Delete Abilities",
+ "delete-ability-must-confirm-next-checkbox": "Delete all Abilities, must confirm action using next checkbox",
+ "delete-all-old-rows-are-you-sure": " Deletes ALL buffs in old list, are you sure?",
+ "delete-all-rows-are-you-sure": " Deletes ALL rows, are you sure?",
+ "delete-attack": "Delete Attacks",
+ "delete-attack-must-confirm-next-checkbox": "Delete all Attacks, must confirm action using next checkbox",
+ "delete-buff": "Delete Buffs",
+ "delete-buff-must-confirm-next-checkbox": "Delete all Buffs, must confirm action using next checkbox",
+ "delete-class-feature": "Delete Orig Class Features",
+ "delete-class-feature-must-confirm-next-checkbox": "Delete all Orig Class Features, must confirm action using next checkbox",
+ "delete-feat": "Delete Orig Feats",
+ "delete-feat-must-confirm-next-checkbox": "Delete all Orig Feats, must confirm action using next checkbox",
+ "delete-item": "Delete Items",
+ "delete-item-must-confirm-next-checkbox": "Delete all Items, must confirm action using next checkbox",
+ "delete-mythic-ability": "Delete Mythic Abilities",
+ "delete-mythic-ability-must-confirm-next-checkbox": "Delete all Mythic Abilities, must confirm action using next checkbox",
+ "delete-mythic-feat": "Delete Mythic Feats",
+ "delete-mythic-feat-must-confirm-next-checkbox": "Delete all Mythic Feats, must confirm action using next checkbox",
+ "delete-old-buff-list": "Deletes all buffs from the OLD list",
+ "delete-race-trait": "Delete Orig Racial Traits",
+ "delete-race-trait-must-confirm-next-checkbox": "Delete all Orig Racial Traits, must confirm action using next checkbox",
+ "delete-spell-like-abilities": "Delete Orig Spell-like Abilities",
+ "delete-spell-like-abilities-must-confirm-next-checkbox": "Delete all Orig Spell-like Abilities, must confirm action using next checkbox",
+ "delete-spells": "Delete Spells",
+ "delete-spells-must-confirm-next-checkbox": "Delete all Spells, must confirm action using next checkbox",
+ "delete-trait": "Delete Orig Traits",
+ "delete-trait-must-confirm-next-checkbox": "Delete all Orig Traits, must confirm action using next checkbox",
+ "description": "Description",
+ "details-age": "Age",
+ "details-deity": "Deity",
+ "details-height": "Height",
+ "details-homeland": "Homeland",
+ "details-languages": "Languages",
+ "details-occupation": "Occupation",
+ "details-weight": "Weight",
+ "devastating-infusion": "Devastating Infusion",
+ "dexterity": "Dexterity",
+ "dexterity-abbrv": "DEX",
+ "dexterity-abbrv-default": "•DEX",
+ "dexterity-calculation-abbrv": "DEX Calc",
+ "dexterity-calculation-skills-abbrv": "Dex skills calc",
+ "dexterity-penalized": "DEX Penalized",
+ "dexterity-penalized-title": "Dexterity Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "dexterity-skills-abbrv": "DEX skills",
+ "dice": "Dice",
+ "dice-abbrv": "d",
+ "die": "Die",
+ "difficulty-class-abbrv": "DC",
+ "difficulty-class-calculation-desc": "10 + Ability score modifier + DC basis level",
+ "difficulty-class-effect-basis": "DC Basis",
+ "difficulty-class-effect-basis-desc": "Base for calculation of DC and effects, defaults to one half level / hit dice",
+ "difficulty-class-modifier-abbrv": "DC Mod",
+ "diplomacy": "Diplomacy",
+ "disable-calculations": "Disable Calculations",
+ "disable-device": "Disable Device",
+ "disabled": " Disabled",
+ "disabled-at": " Disabled at ",
+ "disabled-buffs": "Disabled Buffs",
+ "disabled-only": "Disabled",
+ "disabled-title": "Not unconscious until hp is under this value",
+ "disguise": "Disguise",
+ "display-advanced-macros": " Display 'add-to-roll' rolltime fields",
+ "display-advanced-macros-title": "Display Advanced fields to add to rolls These will add to any 1d20 roll Evaluated at roll-time, so queries may be used Each requires '0' as default, and [[]] around rolls",
+ "display-advanced-options": " Display user defined and misc fields",
+ "display-advanced-options-title": "Display extra fields for advanced customization, such as columns marked 'user defined'",
+ "display-both-whispers": "Show both roll menu buttons for Monsters/NPCs",
+ "display-both-whispers-title": "Display both sets of menu buttons at top of page: for PC-Whisper and NPC-Whisper",
+ "display-cmb-2": " Display Alt CMB attack type",
+ "display-macro-text": " Display roll templates for customization",
+ "display-macro-text-title": "Display macro fields for customizing roll template rolls",
+ "display-ranged-2": " Display Alt Ranged attack type",
+ "display-settings-config": "Display settings and configuration page",
+ "display-spells-known": "Click this to display spells known column",
+ "do-not-show-again": "Do not show again",
+ "do-not-touch": "Do not use this section unless instructed to by sheet developers",
+ "dodge": "Dodge",
+ "dodge-calculation-abbrv": "Dodge calc",
+ "domain-etc-type-example": "(Sub)Domain/School/Bloodline/Patron",
+ "domain-spells-explanation": "On hybrid that use a mix of prepared and spontaneous spells, this allows the domain checkbox to be used to indicate spontaneous spells that are always available Domain can be used for Mysteries, Spirit Magic, etc",
+ "domains": "Domains / SubDomains / Bloodlines / Patrons / Schools",
+ "double-charisma-abbrv": "2x CHA",
+ "double-constitution-abbrv": "2x CON",
+ "double-dexterity-abbrv": "2x DEX",
+ "double-intelligence-abbrv": "2x INT",
+ "double-strength-abbrv": "2x STR",
+ "double-wisdom-abbrv": "2x WIS",
+ "drag-push": "Drag & Push",
+ "drain": "Drain",
+ "drowning": " Drowning",
+ "dual-wield": "Dual Wield",
+ "dual-wield-beta": "Dual Wield",
+ "dual-wield-instructions": "Paste the Names (if unique) or Row ID For Macros of the mainhand and offhand weapons into the fields below. Set mainhand other values, then press Create.
When penalties, or the number of offhand attacks or damage change, update value here and press Update.",
+ "dungeoneering": "Dungeoneering",
+ "duration": "Duration",
+ "during-combat": "During Combat",
+ "during-combat-place": "List all combat tactics here, including spell, feat, and magic item use",
+ "dying": " Dying",
+ "ecology": "ECOLOGY",
+ "edge": "Edge",
+ "edit-mode": "Edit Mode",
+ "edit-mode-title": "Toggle Expanded mode(full editing) or Compact mode(important fields only)",
+ "edit-time-custom-num-attributes": "Evaluate at edit time custom number attributes",
+ "effect": "Effect",
+ "effective-caster-level": "Effective Caster/character Level: use for effects, if Sp then for caster level checks and concentration",
+ "effective-spell-level": "Effective spell level: use for difficulty class and concentration checks",
+ "effects-target": "Effects/Target",
+ "enable-pfs": " Set to PFS config settings",
+ "enable-pfs-desc": "Sets hit points autocalc, prestige and fame points",
+ "enable-skill-check-query-title": "Skill Checks will include an option to Roll, Take 10, or Take 20",
+ "enable-take-10-or-20-options": "Use Take 10 or 20 or custom?",
+ "enabled-buffs": "Enabled Buffs",
+ "enabled-chkbox": "Enabled",
+ "encumbered-speed": "Encumbered",
+ "encumbered-title": "Medium or heavy encumbrance penalties may limit speed and dexterity bonus to AC",
+ "encumbrance": "Encumbrance",
+ "encumbrance-above-title": "A character can lift as much as his maximum load over his head",
+ "encumbrance-based-on": "Encumbrance based on",
+ "encumbrance-drag-push-title": "A character can generally push or drag along the ground as much as five times his maximum load",
+ "encumbrance-heavy-title": "Over the medium load and up to this weight, the character is heavily encumbered",
+ "encumbrance-light-title": "At this weight of carried equipment or less, the character is unencumbered",
+ "encumbrance-max-title": "At this weight or greater the character is immobilized",
+ "encumbrance-medium-title": "Over the light load and up to this weight, the character is moderately encumbered",
+ "encumbrance-misc-title": "Miscellaneous bonus to load values",
+ "encumbrance-multiplier-title": "The amount that load values will be multiplied",
+ "encumbrance-multiplier-total-title": "Total amount that load values will be multiplied",
+ "encumbrance-off-ground-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it",
+ "encumbrance-size-multiplier-title": "The amount that load values will be multiplied for size Number of legs are accounted for",
+ "encumbrance-source": "Encumbrance Source",
+ "encumbrance-str-bonus-title": "Bonus to Strength score for carrying capacity only",
+ "energy": "Energy",
+ "energy-drained": " Energy Drain",
+ "enforce-requires-training": "Unusable untrained not appear in menu?",
+ "engineering": "Engineering",
+ "enhance": "Enhance",
+ "enhancement": "Enhancement",
+ "enhancement-abbrv": "Enh",
+ "enhancement-bonus": "Enhancement Bonus",
+ "ensure-macros-uptodate": "Ensure macros are up to date",
+ "entangled": " Entangled",
+ "entropic": "Entropic",
+ "environment": "Environment",
+ "equation-macro-place": "#/Equation",
+ "equipment": "Equipment",
+ "equipment-abbrv": "Equip",
+ "equipment-list": "Equipment List",
+ "equipment-type-abbrv": "Equip Type",
+ "equipped": "Equipped",
+ "equipped-title": "Select which armor and shield are equipped",
+ "error-delete-row": "Error! You must delete this row before editing any items in this section",
+ "error-msg1": "Error! You must delete this row before editing any items in this section",
+ "escape-artist": "Escape Artist",
+ "every-rounds-abbrv": "Every n rnds",
+ "everyrounds": "Every",
+ "exhausted": " Exhausted",
+ "expand-all": "Expand All",
+ "expand-cmd": "Lock or unlock all rows",
+ "expand-multiclass": "Expand to reveal more class rows",
+ "experience-and-hero-points": "Experience and Hero Points",
+ "experience-current-place": "Current Experience",
+ "experience-migrated": "Prestige/ Hero Pt flag",
+ "experience-next": "Next Level",
+ "experience-points": "Experience Points",
+ "experience-points-abbrv": "XP",
+ "extra-crit-abbrv": "Extra Crit Dmg",
+ "extra-critical-damage": "Extra Crit Dmg",
+ "extra-critical-damage-title": "Extra Critical Damage",
+ "extra-damage": "Extra Non-Crit Dmg",
+ "extra-damage-condition": "Extra damage condition when dual wielding: Rake, Rend, etc",
+ "extra-damage-or-attack-modifiers": "Extra Damage or Attack Modifiers",
+ "extra-damage-section": "Extra Damage (not multiplied on crit)",
+ "extra-ranks": "Extra ranks:",
+ "extraordinary-abbrv": "Ex",
+ "extraordinary-abilities": "Extraordinary Abilities",
+ "extraordinary-abilities-desc": "Extraordinary abilities are nonmagical They are, however, not something that just anyone can do or even learn to do without extensive training Effects or areas that suppress or negate magic have no effect on extraordinary abilities",
+ "extraordinary-abilities-menu": "Ex",
+ "eyes": "Eyes",
+ "eyes-details": "Eyes Details",
+ "faction-notes": "Faction Notes",
+ "faction-notes-place": "Fame, Prestige, and Faction Notes",
+ "fame": "Fame",
+ "fantasy": "Fantasy (Papyrus)",
+ "fascinated": " Fascinated",
+ "fatigued": " Fatigued",
+ "fatigued-conditions": " Fatigued Conditions",
+ "favored-class": "Favored Class(es)",
+ "favored-class-abbrv": "FC:",
+ "favored-class-hit-points-abbrv": "FC hp",
+ "favored-class-hit-points-title": "Favored Class hp",
+ "favored-class-skill": "Favored Class Skill Ranks",
+ "favored-class-skill-abbrv": "FC Skill",
+ "fear": " Fear",
+ "fear-any": " Shaken/Frightened/Panicked",
+ "feat": "Feat",
+ "feat-name": "Feat Name",
+ "feats": "Feats",
+ "feats-available": "Feats Available",
+ "feats-by-level": "Feats by Level",
+ "feats-calculation": "Feat Calculations",
+ "feature-list-default-values": "Features default values",
+ "feature-macros-v1": "Orig feature macros to v1",
+ "features": "Features",
+ "feet": "Feet",
+ "feet-abbrv": "ft",
+ "fiendish": "Fiendish",
+ "finesse": "Finesse",
+ "flat-footed": " Flat-Footed",
+ "flat-footed-abbrv": "FF AC",
+ "flat-footed-armor-class": "Flat-Footed Armor Class",
+ "flat-footed-armor-class-abbrv": "Flat-Footed",
+ "flat-footed-combat-maneuver-defense-abbrv": "FF CMD",
+ "flat-footed-only-calculation-abbrv": "Flat-foot only calc",
+ "flat-footed-touch-abbrv": "FF Touch",
+ "fly": "Fly",
+ "font": "Font",
+ "font-background": "Font / Background",
+ "footer-aria": "Help links and footer information",
+ "footer-info": "Created by Samuel Marino w/contributions by Vince, Chris Buchholz, Magik, James W | Last updated:",
+ "footnote-a": "⒜ Evaluated at edit time. Must evaluate to number. No queries or rolls. Extended Expressions allowed. Must use ID number to refer to row value. Can refer to ⒜ expressions or number attributes only.",
+ "footnote-b": "⒝ Evaluated at roll time. May output string or number. Queries and rolls allowed. Must put [[brackets]] around rolls. Can refer to ⒜,⒝,⒞ expressions.",
+ "footnote-c": "⒞ Evaluated at roll time. Must evaluate to number. Queries and rolls allowed. [[Brackets]] automatically placed around expression. Can refer to ⒜ or ⒞ expressions or number attributes only (or ⒝ if it evaluates to a number).",
+ "footnote-d": "⒟ The actual roll. Sent to chat. Evaluated at roll time. Can refer to any of above",
+ "footnotes-aria": "Footnotes information",
+ "fortitude": "Fortitude",
+ "fortitude-abbrv": "Fort",
+ "fortitude-calculation-abbrv": "Fort Calc",
+ "fortitude-save": "Fortitude Save",
+ "four-legged-abbrv": "Quad",
+ "frequency": "Frequency",
+ "frequency-abbrv": "Freq",
+ "frequency-title": "Select how often this ability is available",
+ "full-caster-level-abbrv": "Lvl/HD",
+ "full-macro": "Full Macro:",
+ "full-macro-place": "Macro/Query",
+ "gear": "Gear",
+ "gear-not-used-place": "Gear not used in combat",
+ "gear-or-tool": "Gear or Tool",
+ "gear-tool": "Gear and tools",
+ "gear-used-place": "Gear used in combat",
+ "gender": "Gender",
+ "generic-roll-template": "Generic Roll Template ",
+ "geography": "Geography",
+ "giant": "Giant",
+ "global": "Global",
+ "gold": "Gold",
+ "gold-pieces": "Gold pieces",
+ "gold-pieces-abbrv": "GP",
+ "graphpaper": "Graph-paper",
+ "grappled": " Grappled",
+ "grazed": " Grazed ",
+ "grazed-title": "-1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level",
+ "green": "Green",
+ "grey": "Grey",
+ "gritty-title": "All wound penalties are doubled.",
+ "group": "Group",
+ "group-by-school": " Group by school",
+ "group-by-school-desc": "Group spells by school in spells menu",
+ "group-name": "Group by name for attackbook buttons",
+ "hair": "Hair",
+ "hair-details": "Hair Details",
+ "half-caster-level": "½ Caster Level",
+ "half-caster-level-abbrv-selected": "•½ Lvl",
+ "half-charisma-abbrv": "1/2 CHA",
+ "half-constitution-abbrv": "1/2 CON",
+ "half-dexterity-abbrv": "1/2 DEX",
+ "half-intelligence-abbrv": "1/2 INT",
+ "half-level-selected": "•½ Level",
+ "half-strength-abbrv": "1/2 STR",
+ "half-wisdom-abbrv": "1/2 WIS",
+ "handle-animal": "Handle Animal",
+ "hands": "Hands",
+ "hardness-abbrv": "Hard",
+ "hd-not-bab": " Use Level/HD for CMD instead of BAB",
+ "hd-not-bab-title": "If checked use total HD not BAB for CMD",
+ "head": "Head",
+ "headband": "Headband",
+ "header-image": "Header Image",
+ "header-image-default": "Include the default header image on roll templates.(NOTE: setting can be overidden by Simple roll templates which do not display header images.)",
+ "header-image-none": "Do not include a header image",
+ "heading-border-colors": "Heading background and outlines:",
+ "heal": "Heal",
+ "heal-conditions": "Heal Conditions",
+ "health-and-wounds": "Health and Wounds",
+ "healthy": " Healthy ",
+ "heavy": "Heavy",
+ "heavy-armor": "Heavy Armor",
+ "height": "Height",
+ "help-translate": "Help Translate",
+ "helpless": " Helpless",
+ "hero-points": "Hero Points",
+ "hex": "Hex",
+ "hexfreq": "Per 24 hrs per target",
+ "highest-mental-ability": "Highest mental ability",
+ "history": "History",
+ "hit-dice-abbrv": "# HD",
+ "hit-dice-desc": "Number of Hit Dice to roll",
+ "hit-die": "Hit Die",
+ "hit-die-abbrv": "HD",
+ "hit-die-desc": "Number of Sides of Hit Die",
+ "hit-point-adjustment-2-abbrv": "hp adj2",
+ "hit-point-misc-migrated": "Misc hp field",
+ "hit-points": "Hit Points",
+ "hit-points-abbrv": "hp",
+ "hit-points-ability-title": "The Ability Score that contributes a bonus/penalty to the overall character hit points by level",
+ "hit-points-adjustment-1-abbrv": "hp adj1",
+ "hit-points-adjustment-title": "Player configurable adjustment to maximum hit points by way of a formula",
+ "hit-points-class-title": "Hit Points due to Class Only",
+ "hit-points-due-to-hit-dice-abbrv": "Class/HD hp",
+ "hit-points-due-to-hit-dice-title": "Hit points due to class levels and hit dice",
+ "hit-points-modifier-2-title": "The value produced by the hp adj2 formula",
+ "hit-points-modifier-title": "The modifier that comes from the Ability Score chosen to adjust hit points per level",
+ "homeland": "Homeland",
+ "horror-adventures": "Horror Adventures",
+ "how-encumbrance-affects-speed": "How encumbrance affects speed",
+ "hybrid": "Hybrid",
+ "identification-abbrv": "ID",
+ "ignore-encumbrance": "Ignore Encumbrance",
+ "immunities": " Immunities",
+ "immunities-title": "Takes no damage from listed sources (eg acid, fire, paralysis)",
+ "improved": "Improved",
+ "improved-title": "Improved Dual Wield: check here if offhand attack gains iteratives",
+ "in-special-abilities-section": "In list under Special Abilities below",
+ "include-attack-notes": "Include notes or images in attack rolls? Notes and image will be mapped to attack type",
+ "include-attack-totals": "Include Attack Totals?",
+ "include-attacks-?": "Include Attack?",
+ "include-eighth-attack": "Include an 8th attack?",
+ "include-fifth-attack": "Include a 5th attack?",
+ "include-fourth-attack": "Include a 4th attack?",
+ "include-info": "Include info?",
+ "include-information": "Include info?",
+ "include-information-title": "Include these additional attributes with saving throws?",
+ "include-ninth-attack": "Include a 9th attack?",
+ "include-notes": "Include notes in roll",
+ "include-save-notes": "Include Save Notes in roll",
+ "include-second-attack": "Include a 2nd attack?",
+ "include-seventh-attack": "Include a 7th attack?",
+ "include-sixth-attack": "Include a 6th attack?",
+ "include-skill-notes": "Include Skill notes?",
+ "include-skill-totals": "Include Skill Totals?",
+ "include-spell-info": "Include these attributes with each spell roll?",
+ "include-third-attack": "Include a 3rd attack?",
+ "incorporeal": " Incorporeal",
+ "influence": "Influence",
+ "information-abbrv": "Info",
+ "inherent": "Inherent",
+ "inherent-abbrv": "Inhr",
+ "inherent-bonus": "Inherent Bonus",
+ "init-speed-full-macro": "Init and Speed Info Full Macro:",
+ "init-speed-info": "Initiative and Speed Info",
+ "init-speed-info-abbrv": "Init & Speed Info",
+ "init-speed-title": "%{init-speed-info} Post initiative and speed information.",
+ "initiative": "Initiative",
+ "initiative-abbrv": "Init",
+ "initiative-abbrv-caps": "INIT",
+ "initiative-and-speeds": "Initiative and Speeds",
+ "initiative-calculation-abbrv": "Init calc",
+ "initiative-notes": " Initiative Notes",
+ "initiative-notes-title": "Include initiative notes with roll",
+ "insert-macro-attack": "'Add to Attack' Macro:",
+ "insert-macro-damage": "'Add to Damage' Macro:",
+ "insight": "Insight",
+ "instru-a-0": "New sheets begin on the Configuration page Use the Settings button(config-show) to edit the sheet",
+ "instru-a-1": "Checkboxes with a label cause the section with same name (h2 or h3 header) to be revealed or hidden",
+ "instru-a-2": "Screenreader users please turn on reading of Title attributes A lot of information is still in the titles",
+ "instru-a-3": "Screenreader users should check expand all to ensure all content is visible to the reader It is the second checkbox on this page",
+ "intelligence": "Intelligence",
+ "intelligence-abbrv": "INT",
+ "intelligence-abbrv-default": "•INT",
+ "intelligence-calculation-abbrv": "INT Calc",
+ "intelligence-calculation-skills-abbrv": "Int skills calc",
+ "intelligence-penalized": "INT Penalized",
+ "intelligence-penalized-title": "Intelligence Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "intelligence-skills-abbrv": "INT skills",
+ "internal-buffer": "Internal Buffer",
+ "intimidate": "Intimidate",
+ "invalid": "Invalid",
+ "inventory": "Inventory",
+ "invisible": " Invisible",
+ "is-mythic": "Check if this row is Mythic",
+ "is-npc-check-caps": " Is NPC or monster",
+ "is-npc-description": "Sheet is an NPC or Monster",
+ "is-v1": "Is a V1 sheet",
+ "item": "Item",
+ "item-hit-points-abbrv": "hp",
+ "item-list-default-values": "Items Default Values",
+ "item-macros-current": "Equipment macros to current",
+ "item-name": "Item Name",
+ "item-tracking": "Item Tracking",
+ "items": "Items",
+ "iterative-attacks": "Iterative Attacks",
+ "iterative-attacks-abbrv": "Iterative Atks",
+ "iterative-attacks-title": "Add additional attacks for this weapon",
+ "key-ability": "Key Ability",
+ "kinetic": "Kinetic",
+ "kinetic-blast": "Kinetic Blast",
+ "kinetic-blast-attack-damage-macros": "Kinetic Blast attack and damage macros",
+ "kinetic-blast-damage-abbrv": "Kinetic Blast Dmg",
+ "kinetic-energy-blade": "Energy blade/whip",
+ "kinetic-energy-blast": "Energy blast",
+ "kinetic-physical-blade": "Physical blade/whip",
+ "kinetic-physical-blast": "Physical blast",
+ "kineticist": "Kineticist",
+ "kineticist-burn": "Kineticist Burn",
+ "knowledge": "Knowledge",
+ "knowledge-arcana": "Knowledge (Arcana)",
+ "knowledge-dungeoneering": "Knowledge (Dungeoneering)",
+ "knowledge-engineering": "Knowledge (Engineering)",
+ "knowledge-geography": "Knowledge (Geography)",
+ "knowledge-history": "Knowledge (History)",
+ "knowledge-local": "Knowledge (Local)",
+ "knowledge-nature": "Knowledge (Nature)",
+ "knowledge-nobility": "Knowledge (Nobility)",
+ "knowledge-planes": "Knowledge (Planes)",
+ "knowledge-religion": "Knowledge (Religion)",
+ "known-or-special": "Known / Specialties",
+ "languages": "Languages",
+ "legs": "Legs",
+ "legs-title": "How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity",
+ "level": "Level",
+ "level-0-spells": "Level 0 Spells",
+ "level-1-ordinal": "1st Level",
+ "level-1-spells": "Level 1 Spells",
+ "level-10-ordinal": "10th Level",
+ "level-2-ordinal": "2nd Level",
+ "level-2-spells": "Level 2 Spells",
+ "level-3-ordinal": "3rd Level",
+ "level-3-spells": "Level 3 Spells",
+ "level-4-ordinal": "4th Level",
+ "level-4-spells": "Level 4 Spells",
+ "level-5-ordinal": "5th Level",
+ "level-5-spells": "Level 5 Spells",
+ "level-6-ordinal": "6th Level",
+ "level-6-spells": "Level 6 Spells",
+ "level-7-ordinal": "7th Level",
+ "level-7-spells": "Level 7 Spells",
+ "level-8-ordinal": "8th Level",
+ "level-8-spells": "Level 8 Spells",
+ "level-9-ordinal": "9th Level",
+ "level-9-spells": "Level 9 Spells",
+ "level-abbrv": "Lvl",
+ "level-and-ability": "Level and Caster Ability",
+ "level-basis": "Level Basis",
+ "level-current": "Current Class Level",
+ "level-hit-dice": "Level and Hit Dice",
+ "level-hit-dice-abbrv": "Level/HD",
+ "lift": "Lift",
+ "lift-levels": "Lift Levels",
+ "lift-modifiers": "Lift Modifiers",
+ "light": "Light",
+ "light-armor": "Light Armor",
+ "light-brown": "Light Brown",
+ "linguistics": "Linguistics",
+ "link-hit-points-npc-to-pc": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa",
+ "link-hit-points-title": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa",
+ "linked-attacks": "Linked attacks",
+ "lists": "Lists",
+ "load-only": "Load only",
+ "loading": "Loading",
+ "loads": "Loads",
+ "loads-and-lift": "Loads and Lift",
+ "local": "Local",
+ "location": "Location",
+ "location0": "Item is Carried",
+ "location1": "Item is not Carried",
+ "location10": "Headband",
+ "location11": "Neck",
+ "location12": "Ring1",
+ "location13": "Ring2",
+ "location14": "Shield",
+ "location15": "Shoulders",
+ "location16": "Wrist",
+ "location2": "Armor",
+ "location3": "Belt",
+ "location4": "Body",
+ "location5": "Chest",
+ "location6": "Eyes",
+ "location7": "Feet",
+ "location8": "Hands",
+ "location9": "Head",
+ "long": "Long",
+ "lore": "Lore",
+ "lose-dexterity-title": "Lose Dexterity to AC",
+ "lucida": "Lucida Sans Unicode",
+ "luck": "Luck",
+ "macro": "Macro",
+ "macro-options": "Macro Options",
+ "macro-recalc-instructions": "If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button",
+ "macro-text": "Macro Text",
+ "macro-text-advanced": "'Add-to-roll' Macros",
+ "macros": "Macros",
+ "madness-and-effects": "Madnesses and effects",
+ "madnesses": "Madnesses:",
+ "madnesses-and-effects": "Madnesses and effects",
+ "magic-item": "Magic Item",
+ "mainhand-id": "Mainhand Id or Name",
+ "mainhand-penalty": "Mainhand penalty when dual wielding",
+ "mainhand-penalty-abbrv": "M.H. Pen",
+ "maneuverability": "Maneuverability",
+ "manifester-levels": "Manifester Levels",
+ "manual-recalc-after-parse": "Manual ↻ Recalc after Parse",
+ "manual-recalc-for-high-cr": "Check to manually hit recalc after parse is complete (Recommended for high CR creatures with many abilities)",
+ "masterwork": "Masterwork",
+ "masterwork-abbrv": "Mwk",
+ "max-hp-title": "Automatically calculated using Class hit points, Favored Class hit points (see Classes tab), Ability bonus/penalty & Level, misc mod, Drained condition and Mythic Adventures hit points (if enabled)",
+ "maximum-abbrv": "Max",
+ "maximum-ability-abbrv": "Max Ability Dmg",
+ "maximum-calculation-abbrv": "Max Calc",
+ "maximum-damage-ability-title": "Maximum damage ability applied (for Strength score, etc)",
+ "maximum-dexterity-bonus-abbrv": "Max DEX",
+ "maximum-dexterity-bonus-source-abbrv": "Max DEX Source",
+ "maximum-dexterity-title": "Maximum Dexterity to AC limited due to armor or encumbrance",
+ "maximum-encumbrance-title": "Maximum encumbrance: 2x heavy, immobilized",
+ "medium": "Medium",
+ "medium-abbrv-default": "•Medium",
+ "medium-armor": "Medium Armor",
+ "melee": "Melee",
+ "melee-attack": "Melee Attack",
+ "melee-attack-abbrv": "Melee Atk",
+ "melee-attack-notes": "Melee Attack Notes",
+ "melee-attack-notes-place": "Put notes about context-sensitive Melee Attack bonuses here",
+ "melee-calculation": "Melee Atk Calc",
+ "melee-damage": "Melee damage",
+ "melee-image": " Melee Image",
+ "melee-notes": " Melee Notes",
+ "melee2": "Alt Melee",
+ "melee2-attack": "Alt Melee Attack",
+ "melee2-damage": "Alt Melee damage",
+ "melee2-damage-abbrv": "Alt Melee dmg",
+ "mental-modifiers-abbrv": "Mental",
+ "mental-modifiers-total": "Total of all 3 mental ability modifiers",
+ "menu-whisper": "Menu Whisper:",
+ "merge": "Merge",
+ "merge-buffs": "Copy old buffs list into new buffs list",
+ "merge-class-features": "Merge Orig Class Features into Abilities",
+ "merge-feats": "Merge Orig Feats into Abilities",
+ "merge-race-traits": "Merge Orig Racial Traits into Abilities",
+ "merge-slas": "Merge Orig Spell-like Abilities into Abilities",
+ "merge-traits": "Merge Orig Traits into Abilities",
+ "metamagic": "Metamagic",
+ "metamagic-title": "Click to show spell slot field to differentiate slot from spell level",
+ "migrations": "Migrations",
+ "migrations-completed": "Migrations Completed",
+ "minimize-all-cmd": "Minimize / Maximize all rows",
+ "minimize-cmd": "Minimize row",
+ "misc-skill": "Misc Skill",
+ "misc-skill-point-field": "Misc skill point field",
+ "misc-tracking": "Misc Tracking",
+ "miscellaneous-abbrv": "Misc",
+ "miscellaneous-abbrv-default": "•Misc",
+ "miscellaneous-attack-bonus-abbrv": "Misc Atk Bonus",
+ "miscellaneous-bonus": "Miscellaneous Bonus",
+ "miscellaneous-bonus-abbrv": "Misc Bonus",
+ "miscellaneous-damage-bonus-abbrv": "Misc Dmg Bonus",
+ "miscellaneous-macro-abbrv": "Misc Macro",
+ "miscellaneous-skill-abbrv": "Misc Skill",
+ "mode": "Mode",
+ "modifier-2-abbrv": "Mod2",
+ "modifier-abbrv": "Mod",
+ "monster-or-non-player-character": "Sheet represents a Monster or NPC",
+ "monster-or-non-player-character-abbrv": "Monster/NPC",
+ "monster-or-pc-indicator": "Monster or Player Character indicator",
+ "monster-race": "Monster Race",
+ "monster-racial-hit-dice-abbrv": "Racial HD and stats",
+ "monster-rule": "Monster Rule",
+ "monster-template": "Monster Template",
+ "morale": "Morale",
+ "morale-place": "List here under what condition the creature flees combat, if any",
+ "move-adventure-to-background": "Move Adventure to Background",
+ "multiclass": "Multiclass",
+ "multiple-spellclasses": " Has multiple spellcasting classes",
+ "multiplier": "Multiplier",
+ "multiplier-abbrv": "Mult",
+ "mythic-abilities": "Mythic Abilities",
+ "mythic-ability-name": "Mythic Feature/Ability Name",
+ "mythic-bonus-hit-points-abbrv": "Bonus hp",
+ "mythic-bonus-hit-points-title": "Bonus hit points that are gained from each tier advancement: archmage: 3, champion: 5, guardian: 5, hierophant: 4, marshal: 4, or trickster: 4",
+ "mythic-feat-name": "Mythic Feat Name",
+ "mythic-feats": "Mythic Feats",
+ "mythic-hero-power": "Mythic Hero Information and Mythic Power",
+ "mythic-hit-points": "Total Mythic hp",
+ "mythic-hit-points-title": "Bonus hp x Tier This is automatically added to Max hp",
+ "mythic-information": "Mythic Information",
+ "mythic-paragon": " Mythic Paragon",
+ "mythic-paragon-title": "Has Mythic Paragon feat",
+ "mythic-path": "Mythic Path",
+ "mythic-path-features-and-abilities": "Mythic Path Features and Abilities",
+ "mythic-path-name": "Path Name",
+ "mythic-path-title": "Mythic Path: archmage, champion, guardian, hierophant, marshal, or trickster",
+ "mythic-power": "Mythic Power",
+ "mythic-power-avail-title": "How much mythic power you have available to use",
+ "mythic-power-current": "Current MP",
+ "mythic-power-max-title": "The maximum amount of mythic power you have",
+ "mythic-power-maximum": "Max MP",
+ "mythic-power-miscellaneous-title": "Any additional mythic power you gain from abilities or feats",
+ "mythic-power-tier": "Tier MP",
+ "mythic-power-tiers-title": "The amount of mythic power you gain from tiers",
+ "mythic-rating-abbrv": "MR",
+ "mythic-tier": "Tier",
+ "mythic-tier-title": "Mythic tier or rank Mythic tiers range from 1 to 10",
+ "name": "Name",
+ "natural": "Natural",
+ "natural-armor": "Natural Armor",
+ "natural-armor-abbrv": "Nat Armor",
+ "natural-attack": "Natural Attack",
+ "natural-attack-secondary": "Natural Attack (Secondary)",
+ "natural-calculation-abbrv": "Natural Armor calc",
+ "nature": "Nature",
+ "nauseated": " Nauseated",
+ "nav-main-desc": "Main menubar follows this element (it is not inside the menubar element) Menuitem 'all' displays all sections",
+ "neck": "Neck",
+ "negative-number": "Use a negative number to indicate the penalty",
+ "neither": " Neither",
+ "new": "New",
+ "new-features": "New Features and Updates",
+ "next-cast": "Next cast",
+ "next-level": "Next Level",
+ "no": "No",
+ "no-default": "•No",
+ "no-harmless": "No (Harmless)",
+ "no-skills-available": "None Available",
+ "nobility": "Nobility",
+ "non-lethal-abbrv": "NL",
+ "non-player-character-abbrv": "NPC",
+ "non-player-character-attacks-abbrv": "NPC Attacks",
+ "non-player-character-class-one-spells": "NPC Class 1 Spells",
+ "non-player-character-class-two-spells": "NPC Class 2 Spells",
+ "non-player-character-feats": "NPC Feats",
+ "non-proficient-armor-title": "Take the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks",
+ "none": "None",
+ "none-available": "None Available",
+ "none-default": "•None",
+ "nonlethal": "Nonlethal",
+ "nonlethal-damage": "Nonlethal Damage",
+ "nonlethal-damage-title": "Player adjustable tracking of non-lethal damage Character is staggered if nonlethal damage >= current hp, field will outline in yellow",
+ "normal-size": "Normal Size",
+ "not-applicable": "N/A",
+ "not-applicable-abbrv": "N/A",
+ "not-applicable-abbrv-default": "•N/A",
+ "not-carried": "Not Carried",
+ "notes": "Notes",
+ "notes-and-custom-attributes": "Custom attributes",
+ "npc": "NPC",
+ "npc-abilities": "NPC Abilities",
+ "npc-ability-checks": "NPC Ability Checks",
+ "npc-ac-compendium-place": "Format: AC nn, touch nn, flat-footed nn (+n DEX, +n natural, +n size, +n dodge)",
+ "npc-adventure": "NPC Adventure",
+ "npc-all-saves": "NPC All Saves",
+ "npc-all-skills": "NPC All Skills",
+ "npc-aura-compendium-place": "Format: flaming body, unholy aura (DC 26)",
+ "npc-background": "NPC Background",
+ "npc-buttons": "NPC Buttons",
+ "npc-combat-skills": "NPC Combat Skills",
+ "npc-consolidated": "NPC Consolidated",
+ "npc-defenses": "NPC Defenses",
+ "npc-experience-points-abbrv": "XP",
+ "npc-feats-text": "Feats",
+ "npc-hp-compendium-place": "Format: 13 (3d8) +n",
+ "npc-initiative-abbrv": "NPC Init",
+ "npc-initiative-compendium-example": "Format: Alignment Type (Subtype) +Init mod",
+ "npc-items": "NPC Items",
+ "npc-melee-attacks-text-place": "Melee attacks",
+ "npc-migrated": "NPC Settings",
+ "npc-ranged-attacks-text-place": "Ranged attacks",
+ "npc-senses-compendium-place": "Format: blindsense 20 ft, low-light vision; Perception + 20",
+ "npc-special-attacks-place": "List all special combat actions here",
+ "npc-spellike-abilities-text-place": "Spell like abilities",
+ "npc-spells-known-text-place": "Spells known",
+ "npc-spells-prepared-place": "Cleric Spells prepared",
+ "npc-statblock-header": "Monster statblock input section",
+ "npc-statblock-import": "Monster statblock import",
+ "npc-statblock-parse-instructions": "Drag a monster from the compendium here, or type in the statblock values below Then hit the parse button The parser will populate the sheet with the underlying stats and attacks",
+ "npc-statblock-textarea-instructions": "For multiline textareas, paste in exactly as appears in source Keep newlines in input",
+ "number": "Number",
+ "number-cast": "#Cast",
+ "number-extra-attacks": "# O.H. Atks",
+ "number-extra-attacks-title": "Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater",
+ "number-fill-in-skills-show": "Number of craft, perform, profession skills to show:",
+ "number-hit-dice-abbrv": "# HD",
+ "number-misc-skills-show": "Number of Misc skills to show:",
+ "number-prepared": "#Prep",
+ "number-prepared-abbrv": "#Left",
+ "number-prepared-title": "Indicates the number of prepared spells remaining",
+ "number-used": "#Used",
+ "number-used-title": "Indicates the number of times a spell has been cast today.",
+ "occult": "Occult",
+ "occult-adventures": "Occult Adventures",
+ "occult-kineticist": "Occult (Kineticist)",
+ "occult-other": "Occult (Other)",
+ "occupation": "Occupation",
+ "off-ground": "Off Ground",
+ "offense": "OFFENSE",
+ "offhand-damage-multiplier": "Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice",
+ "offhand-damage-multiplier-abbrv": "O.H. dmg mult",
+ "offhand-id": "Offhand Id or Name",
+ "offhand-penalty": "Offhand penalty when dual wielding",
+ "offhand-penalty-abbrv": "O.H. Pen",
+ "old": "Old",
+ "old-school": "Old School, baby!",
+ "olive": "Olive",
+ "one-and-a-half-charisma-abbrv": "15x CHA",
+ "one-and-a-half-constitution-abbrv": "15x CON",
+ "one-and-a-half-dexterity-abbrv": "15x DEX",
+ "one-and-a-half-intelligence-abbrv": "15x INT",
+ "one-and-a-half-strength-abbrv": "15x STR",
+ "one-and-a-half-wisdom-abbrv": "15x WIS",
+ "opposed-combat-maneuver-bonus-abbrv": "CMB (Opposed)",
+ "opposition": "Opposition",
+ "opposition-school-example": "Cost double or prohibited",
+ "options": "Options",
+ "options-attacks-accessible-title": "Use simple accessible template for attacks",
+ "options-attacks-attack-title": "Include Attack notes",
+ "options-attacks-cmb-image-title": "Include the CMB header image",
+ "options-attacks-cmb-title": "Include CMB notes",
+ "options-attacks-header-title": "Include a header image",
+ "options-attacks-melee-image-title": "Include the Melee header image",
+ "options-attacks-melee-title": "Include Melee attack notes",
+ "options-attacks-ranged-image-title": "Include the Ranged header image",
+ "options-attacks-ranged-title": "Include Ranged attack notes",
+ "options-defenses-armor-title": "Show Armor Notes",
+ "options-defenses-cmd-title": "Show CMD Notes",
+ "options-defenses-def-title": "Show Defense Notes",
+ "options-defenses-defensive-abilities-title": "Show Defensive Abilities",
+ "options-defenses-dr-title": "Show Damage Reduction",
+ "options-defenses-immun-title": "Show Immunities",
+ "options-defenses-resis-title": "Show Spell Resistance",
+ "options-defenses-save-title": "Show Save Notes",
+ "options-defenses-weak-title": "Show Weaknesses",
+ "options-spell-caster-level-chk-title": "Roll Caster Level Check",
+ "options-spell-caster-level-title": "Include Caster Level",
+ "options-spell-casting-time-title": "Include Casting Time",
+ "options-spell-comp-title": "Include Components",
+ "options-spell-concentration-chk-title": "Roll Concentration Check",
+ "options-spell-concentration-title": "Include Concentration",
+ "options-spell-damage": " Spell Damage",
+ "options-spell-damage-title": "Include Spell Damage",
+ "options-spell-dc-title": "Include DC",
+ "options-spell-desc-title": "Include Description",
+ "options-spell-duration-title": "Include Duration",
+ "options-spell-level-title": "Include Class/Level",
+ "options-spell-range-title": "Include Range",
+ "options-spell-save-title": "Include Saving Throw",
+ "options-spell-school-title": "Include School",
+ "options-spell-spell-penetration-chk-title": "Include Spell Penetration Check",
+ "options-spell-spellfail-chk-title": "Include Spell Failure Check",
+ "options-spell-sr-title": "Include Spell Resistance",
+ "options-spell-target-title": "Include Targets/Area",
+ "options-spells-accessible-title": "Use simple accessible template for spells",
+ "orange": "Orange",
+ "organization": "Organization",
+ "original-abilities-menus": "Orig Abilities",
+ "original-class-features-list": "Orig Class Features",
+ "original-feats-list": "Orig Feats",
+ "original-racial-traits-list": "Orig Racial Traits",
+ "original-spell-like-abilities-list": "Orig Spell-Like Abilities",
+ "original-traits-list": "Orig Traits",
+ "other": "Other",
+ "other-1": "Other 1",
+ "other-1-abbrv": "Oth 1",
+ "other-2": "Other 2",
+ "other-2-abbrv": "Oth 2",
+ "other-currency": "Currency Not Carried",
+ "other-currency-title": "The amount of currency not actively carried by the character",
+ "other-gear": "Other Gear",
+ "other-items": "Other Items",
+ "other-items-2": "Other Items 2",
+ "other-magic": "Other Magic",
+ "other-magic-abbrv": "Magic",
+ "other-magic-items": "Other Magic Items",
+ "other-spells-per-day-title": "If Spells/Day represents prepared spells, use this to set total Spontaneous Spells/Day Or vice-versa",
+ "over": "Over",
+ "over-heavy-encumbrance-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it",
+ "overcome-spell-resistance-abbrv": "Overcome SR",
+ "overloaded": " Overloaded",
+ "overloaded-title": "While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action)",
+ "pages": "Pages",
+ "paralyzed": " Paralyzed",
+ "parchment-1": "Parchment 1",
+ "parchment-2": "Parchment 2",
+ "parse": "Parse",
+ "path": "Path",
+ "path-number": "Path #",
+ "pathfinder-logo": "Pathfinder RPG Logo © Paizo",
+ "pathfinder-mythic-adventures": "Mythic Adventures",
+ "pathfinder-psionics": "Pathfinder Psionics",
+ "pathfinder-unchained": "Pathfinder Unchained",
+ "penalty": "Penalty",
+ "per-day-abbrv": "/day",
+ "per-month-abbrv": "/month",
+ "per-week-abbrv": "/week",
+ "perception": "Perception",
+ "perday": "Per day",
+ "perform": "Perform",
+ "performance": "Performance",
+ "perlevel": "Per Level",
+ "permanent": "Permanent",
+ "permanent-abbrv": "Perm",
+ "permonth": "Per month",
+ "personal": "Personal",
+ "perweek": "Per week",
+ "petrified": " Petrified",
+ "physical": "Physical",
+ "pick-highest": "Pick Highest",
+ "pierce-blunt-slash-abbrv": "P/B/S",
+ "piercing": "Piercing",
+ "pink": "Pink",
+ "pinned": " Pinned",
+ "planes": "Planes",
+ "platinum-pieces": "Platinum pieces",
+ "platinum-pieces-abbrv": "PP",
+ "player-character": "Sheet represents a Player Character",
+ "player-character-abbrv": "PC",
+ "player-name": "Player Name",
+ "points-per-day": "Points/Day",
+ "post-identification": " Post ID",
+ "post-identification-abbrv": " Post ID",
+ "post-identification-number": " Post ID",
+ "post-identification-numbers": " Post IDs",
+ "post-v1": "V 10",
+ "pounds-abbrv": "lbs",
+ "pounds-title": "Weight in pounds",
+ "power-point-reserve-abbrv": "PP Reserve",
+ "pre-v1": "Prev 10",
+ "precision-abbrv": "Extra Dmg",
+ "precision-damage-title": "Extra or Precision Damage (not added to critical damage)",
+ "precision-damage-type": "Extra Damage type",
+ "prepared": "Prepared",
+ "prepared-manual": "Prepared Manual Tracking",
+ "prepared-spells-explanation": "On prepared casters, spells with a positive number in uses are considered 'prepared', uses represents the number of times memorized and usable that are left",
+ "prestige-points": "Prestige Points",
+ "primary-attack": "Primary Attack",
+ "profane": "Profane",
+ "profession": "Profession",
+ "proficiency": "Proficiency",
+ "proficiency-abbrv": "Prof",
+ "proficiency-title": "Proficient with weapon or attack",
+ "prone": " Prone",
+ "psionic-ability-title": "The psionic class key ability modifier source",
+ "psionic-focus": " Psionic Focus",
+ "psionic-focus-title": "Is maintaining psionic focus",
+ "psionic-information": "Psionic Information",
+ "psionic-manifester-level-and-power-points": "Psionic Manifester Level and Power Points",
+ "psionic-manifester-levels-title": "The total adjusted manifester level",
+ "psionic-manifester-lvls-title": "The sum of the levels of psionic classes that have a key ability score selected on the right",
+ "psionic-manifester-miscellaneous-title": "Any miscellaneous modifiers to the manifester level",
+ "psionic-power-points-available-title": "How many power points you have available to use",
+ "psionic-power-points-bonus-title": "The amount of bonus power points you gain from manifester level and key ability modifier",
+ "psionic-power-points-class-title": "The amount of base bonus power points you gain from you class(es)",
+ "psionic-power-points-miscellaneous-title": "Any additional power points you gain from race, traits or feats",
+ "psionic-power-points-reserve-title": "Your power point reserve is equal to your base power points gained from your class, bonus power points from a high key ability score, and any additional bonus power points from sources such as your character race and feat selections",
+ "public-roll": "Roll: Public",
+ "public-rolls": "Public Rolls",
+ "purple": "Purple",
+ "quantity-abbrv": "Qty",
+ "questions-feedback": "Questions/Feedback?",
+ "quick-stats": "QUICK STATS",
+ "race": "Race",
+ "race-hd": "Race only",
+ "race-hd-default": "•Race only",
+ "race-hd-only": "HD Only",
+ "race-hit-points": "Race Hit Points",
+ "race-hit-points-abbrv": "Race hp",
+ "racial-bonus": "Racial",
+ "racial-modifiers": "Racial Modifiers",
+ "racial-trait-name": "Racial Trait Name",
+ "racial-traits": "Racial Traits",
+ "rake-rend-etc": "Condition - Rake, Rend, etc",
+ "range": "Range",
+ "range-custom": "Custom #",
+ "range-custom-place": "Flat # or # /level",
+ "range-in-feet": "Range(′)",
+ "range-in-feet-long": "Range (ft)",
+ "range-per-level-desc": "Number ( for 'Per Level' or 'Number'), or special range desc ('line' or 'cone')",
+ "ranged": "Ranged",
+ "ranged-attack": "Ranged Attack",
+ "ranged-attack-abbrv": "Rng Atk",
+ "ranged-attack-notes": "Ranged Attack Notes",
+ "ranged-attack-notes-place": "Put notes about context-sensitive Ranged Attack bonuses here",
+ "ranged-calculation": "Rng Atk Calc",
+ "ranged-damage": "Ranged damage",
+ "ranged-image": " Ranged Image",
+ "ranged-notes": " Ranged Notes",
+ "ranged-touch-ray": "Ranged Touch / Ray",
+ "ranged-touch-ray2": "Alt Ranged Touch / Ray",
+ "ranged2": "Alt Ranged",
+ "ranged2-attack": "Alt Ranged Attack",
+ "ranged2-damage": "Alt Ranged damage",
+ "ranged2-damage-abbrv": "Alt Ranged dmg",
+ "rangeddmg-ability-buffs": "Damage and check buffs",
+ "ranks": "Ranks",
+ "ranks-remaining": "Ranks Remaining",
+ "reach": "Reach (ft)",
+ "reach-notes": "Reach Notes",
+ "reach-small": "Reach",
+ "recalculate-abbrv": "Recalc",
+ "recalculate-cmd": "Recalculate Sheet",
+ "recalculate-hit-points": "Recalculate hp and reset to max",
+ "recalculate-hit-points-title": "Recalculate hp and Temp hp and set current hp to max",
+ "recalculating": "Recalculating",
+ "red": "Red",
+ "reflex": "Reflex",
+ "reflex-abbrv": "Ref",
+ "reflex-calculation-abbrv": "Ref Calc",
+ "reflex-save": "Reflex Save",
+ "religion": "Religion",
+ "remove-giant": "Remove Giant",
+ "remove-young": "Remove Young",
+ "requires-training": "Requires Training",
+ "requires-training-abbrv": "RT",
+ "reset": "Reset",
+ "resistance": " Resistance",
+ "resistance-abbrv": "Resist",
+ "resistances": "Resistances",
+ "resistances-title": "Ignores some damage of the indicated type each time it takes damage of that kind (eg acid 10)",
+ "resolute": "Resolute",
+ "ride": "Ride",
+ "ring-one": "Ring 1",
+ "ring-two": "Ring 2",
+ "roll": "Roll",
+ "roll-appearance": "Roll Appearance",
+ "roll-configuration": "Roll Configuration",
+ "roll-template": "Roll Template",
+ "roll-template-info": "Roll Template Info",
+ "roll-time-custom-attributes": "Evaluate at roll time custom attributes",
+ "roll-time-custom-num-attributes": "Evaluate at roll time custom number attributes",
+ "rolls": "Rolls",
+ "rounds": "Rounds",
+ "row-id-desc": "Row ID for macros under ID section of the row. Does not appear in compact Mode.",
+ "row-identification-for-macros": "Row ID for macros",
+ "rule": "Rule",
+ "rule-category": "Category of rule this falls under",
+ "rule-options": "Rule Options",
+ "run": "Run",
+ "run-multiplier-abbrv": "Run Mult",
+ "sacred": "Sacred",
+ "sanity": "Sanity",
+ "sanity-abbrv": "SAN",
+ "sanity-beta": "Sanity",
+ "sanity-damage": "Sanity Damage",
+ "sanity-edge": "Sanity Edge",
+ "sanity-npc-abbrv": "NPC SAN",
+ "sanity-save-custom-modifier": "Custom Will save mod for save vs sanity effects",
+ "sanity-save-modifier": "Will Mod",
+ "sanity-score": "Sanity Score",
+ "sanity-threshold": "Sanity Threshold",
+ "save": "Save",
+ "save-difficulty-class": "Save
DC",
+ "save-effect": "Save Effect",
+ "save-no-harmless": "No Harmless",
+ "save-notes": " Save Notes",
+ "save-notes-place": "Put notes about context-sensitive Saving Throw bonuses here",
+ "save-yes-harmless": "Yes Harmless",
+ "saves": "Saves",
+ "saving-throw": " Saving Throw",
+ "saving-throws": "Saving Throws",
+ "school": "School",
+ "school-etc": "School, etc",
+ "score": "Score",
+ "score-miscellaneous-abbrv": "Score Misc",
+ "script": "Script",
+ "scroll-desc": "Scroll long Descriptions",
+ "scroll-desc-title": "Scroll long descriptions in roll templates.",
+ "secondary-hit-die-abbrv": "HDie2",
+ "see-text": "See text",
+ "see_text": "See Text",
+ "segoe": "Segoe UI Unicode",
+ "select-buffs": "Select Buffs",
+ "select-class-or-manual-default": "•Select Class from grid or enter other manually",
+ "select-one-default": "•Select One",
+ "select-spell-resistance-default": "•Select SR",
+ "sense-motive": "Sense Motive",
+ "senses": "Senses",
+ "set-armor": "Set Armor",
+ "set-as-armor": "Set armor values using this row",
+ "set-as-shield": "Set shield values using this row",
+ "set-buffs": "Set Buffs",
+ "set-on-equipment": "Set on Equipment page",
+ "set-sheet-color": "Set sheet color to rolltemplate color",
+ "set-shield": "Set Shield",
+ "settings": "Settings",
+ "sheet-configuration": "Sheet Configuration",
+ "sheet-created-after-v1": "Sheet created at version 100 or later",
+ "sheet-guide": "KNOWN ISSUES / Wiki HOW TO Guide",
+ "shield": "Shield",
+ "shield-calculation-abbrv": "Shield calc",
+ "shield-default": "•Shield",
+ "shield-one": "Shield 1",
+ "shield-two": "Shield 2",
+ "short-description": "Short Description",
+ "short-description-abbrv": "Short Desc",
+ "shoulders": "Shoulders",
+ "show-all-conditions": "SHOW ALL CONDITIONS",
+ "show-all-conditions-desc": "Show conditions that do not have a numeric effect on sheet stats.",
+ "show-announcements": "Check to reveal Announcements section",
+ "show-arcane-reservoir-title": "Show Arcane Reservoir in spell point field",
+ "show-graph-paper": "Show graphpaper background",
+ "show-in-menu": "Show",
+ "show-in-menu-title": "Click to display a button for this row in the appropriate command menu",
+ "show-more-fields": "Show more fields",
+ "show-old-announcements": "Check to reveal Old Announcements section",
+ "show-onetime-columns": "Show onetime columns",
+ "show-onetime-columns-title": "Show feat, race, trait, and class and requires training columns",
+ "show-onetime-fields": "Show more fields",
+ "show-onetime-item-fields-title": "Show item equipment type, hardness, item-hp, item-hp|max, and value",
+ "show-phrenic-spellpoint-pool": " Show Spell Points for Phrenic Pool or Mesmerist Tricks",
+ "show-phrenic-spellpoint-pool-title": "Show Phrenic Pool or Mesmerist Tricks in spell point field",
+ "show-skills": "Expand to show more custom skills",
+ "show-spellpoint-arcane-reservoir": " Show Spell Points for Arcane Reservoir",
+ "show-uses": " Show uses",
+ "show-uses-spell-desc": "Show # spells used per day in spells menu",
+ "showsect-cmd": "Click to expand",
+ "sickened": " Sickened",
+ "silver-pieces": "Silver pieces",
+ "silver-pieces-abbrv": "SP",
+ "simple-template": "Use Simple Template",
+ "size": "Size",
+ "size-calculation-abbrv": "Size calc",
+ "size-colossal": "Colossal",
+ "size-diminutive": "Diminutive",
+ "size-fine": "Fine",
+ "size-gargantuan": "Gargantuan",
+ "size-huge": "Huge",
+ "size-large": "Large",
+ "size-modifier-attack": "Attack Size Modifier",
+ "size-small": "Small",
+ "size-tiny": "Tiny",
+ "skill": "Skill",
+ "skill-bonus-macro": "Skill Bonus Macro",
+ "skill-calculation-speed": " Skill calc speed",
+ "skill-checks": "Skill Checks",
+ "skill-checks-abbrv": "Skll chk",
+ "skill-checks-calculation-abbrv": "Skill check calc",
+ "skill-macros-current": "Skill macros to current",
+ "skill-macros-migrated": "Skill Macros",
+ "skill-miscellaneous": "Skill Misc",
+ "skill-notes": "Skill Notes",
+ "skill-notes-place": "Put notes about context-sensitive Skill bonuses here",
+ "skill-options": "Skill Options",
+ "skill-rank-totals": "Skill Rank Totals",
+ "skill-ranks": "Skill Ranks",
+ "skill-size-modifier": "Skill",
+ "skill-size-title": "Size adjustment for skills Double for stealth",
+ "skill-take10-dropdown": "Skill take 10 dropdown",
+ "skill-untrained": "Skill is untrained",
+ "skills": "Skills",
+ "skills-per-hit-die": "Skill Ranks per hit die due to race",
+ "skills-per-hit-die-abbrv": "Skill pts /HD",
+ "skills-per-level": "Skill Ranks per level due to Class only",
+ "skills-per-level-abbrv": "Skill pts /lvl",
+ "skin": "Skin",
+ "skin-details": "Skin Details",
+ "slashing": "Slashing",
+ "sleight-of-hand": "Sleight of Hand",
+ "slot": "Slot",
+ "slowed": "Slowed",
+ "society": "Society",
+ "song": "Song",
+ "source": "Source",
+ "source-ability": "Linked ability ID for",
+ "source-ability-placeholder": "Linked ability ID",
+ "source-ability-title": "ID of the ability from the Abilities list that, when changed, updates this attack entry",
+ "source-attack": "Linked attack ID",
+ "source-attack-placeholder": "Linked attack ID",
+ "source-attack-title": "ID of the attack from the Attacks list that, when changed, updates this attack entry",
+ "source-item": "Linked item ID for",
+ "source-item-name": "Linked item name",
+ "source-item-placeholder": "Linked item ID",
+ "source-item-title": "ID of the item from the equipment list that, when changed, updates this attack entry",
+ "source-mainhand": "Mainhand ID",
+ "source-name": "Source Name",
+ "source-offhand": "Offhand ID",
+ "source-spell": "Linked spell ID for",
+ "source-spell-name": "Linked spell name",
+ "source-spell-placeholder": "Linked spell ID",
+ "source-spell-title": "ID of the spell from the Spells list that, when changed, updates this attack entry",
+ "source-title": "Source of ability - class or race",
+ "space": "Space (ft)",
+ "space-reach": "Space and Reach",
+ "special": "Special",
+ "special-abilities": "Special Abilities",
+ "special-abilities-abbrv": "Spec Abil",
+ "special-abilities-and-content": "Special Abilities and Content",
+ "special-abilities-and-content-place": "Format: Special Abilities (newline) Ability Name (Ex): ability description (newline) description of monster",
+ "special-ability-name": "Special Ability Name",
+ "special-attacks": "Special Attacks",
+ "special-attacks-abbrv": "Spec Atk",
+ "special-defense": "Special Defenses",
+ "special-defense-notes": "Special Defenses and Notes",
+ "special-qualities": "Special Qualities",
+ "special-qualities-abbrv": "SQ",
+ "special-qualities-place": "Special qualities moved to abilities list for monsters parsed after v100",
+ "speed": "Speed",
+ "speed-base-title": "The base speed for the character",
+ "speed-calculation-abbrv": "Speed calc",
+ "speed-halved": " Speed Halved",
+ "speed-multiplier-title": "Run Multiplier",
+ "speed-notes": "Speed Notes",
+ "speed-run-title": "The maximum distance that the character can run in a straight line during your turn",
+ "speed-space-reach": "Speed, Space and Reach",
+ "speed-title": "The modified speed due to encumbrance",
+ "speeds": "Speeds",
+ "spell": "Spell",
+ "spell-casting-time-place": "Casting Time",
+ "spell-class-one": "Spell Class 1",
+ "spell-class-two": "Spell Class 2",
+ "spell-class-zero": "Spell Class 0",
+ "spell-components": "Components",
+ "spell-damage": "Spell Damage",
+ "spell-domain-chk": "Domain",
+ "spell-duration": "Duration",
+ "spell-failure": "Spell Fail",
+ "spell-failure-chance": "Spell Failure Chance",
+ "spell-failure-chk": "Spell Failure Check",
+ "spell-level": "Spell Level",
+ "spell-level-abbrv": "Spell lvl",
+ "spell-level-miscellaneous-abbrv": "Spell lvl misc",
+ "spell-level-miscellaneous-desc": "Spell level and DC bonus",
+ "spell-like-abbrv": "Sp",
+ "spell-like-abilities": "Spell-Like Abilities",
+ "spell-like-abilities-abbrv": "SLAs",
+ "spell-like-abilities-class-zero": "Spell Like Abilities Class 0",
+ "spell-like-abilities-default": "•Spell-like Abilities",
+ "spell-like-abilities-menu": "Sp",
+ "spell-like-abilities-option": "Spell Like Abilities",
+ "spell-lists": "Spell List",
+ "spell-macros-current": "Spell macros to current",
+ "spell-migration": "Spell Migration",
+ "spell-mythic-chk": "Mythic",
+ "spell-name": "Spell Name",
+ "spell-penetration-abbrv": "Spell Pen",
+ "spell-penetration-abbrv-short": "SP",
+ "spell-penetration-bonus-abbrv": "Spell Pen Bonus",
+ "spell-penetration-bonus-label": "Bonus to caster level check for Spell Penetration",
+ "spell-penetration-check": "Spell Penetration Check",
+ "spell-penetration-modifier-abbrv": "Spell Pen Mod",
+ "spell-points": "Spell Points",
+ "spell-points-abbrv": "SP",
+ "spell-range": "Spell Range",
+ "spell-resist-bonus-abbrv": "SR Bonus",
+ "spell-resistance": "Spell Resistance",
+ "spell-resistance-abbrv": "SR",
+ "spell-resistance-abbrv2": "Spell Resist",
+ "spell-resistance-title": "Spell Resistance: Avoids the effects of spells and spell-like abilities that directly affect it Caster Level check vs SR to negate resistance",
+ "spell-roll-options": "Spell Roll Options",
+ "spell-roll-template": "Spell Roll Template ",
+ "spell-school-place": "Spell School [descriptor]",
+ "spell-targets-area-effect": "Targets/ Area/ Effect",
+ "spell-tracking": "Spell Tracking",
+ "spellbook": "Spellbook",
+ "spellbook-only-prepared-spells": " Show only prepared spells in spellbook menu",
+ "spellcasting-ability": "Spellcasting Ability",
+ "spellcasting-classes": "Spellcasting Classes",
+ "spellclass-level-base": "Spellclass level, concentration, and base stats",
+ "spellclass-options": "SpellcasterOptions",
+ "spellcraft": "Spellcraft",
+ "spellpoints": "Spellpoints",
+ "spellranges-migrated": "Spell Ranges",
+ "spells": "Spells",
+ "spells-known": "Spells Known",
+ "spells-migrated": "Spells",
+ "spells-migrated-title": "Spells migrated If you have not deleted original spells you can remigrate To remigrate, delete all spells on spells tab and uncheck, then press refresh",
+ "spells-notes": "Spells Notes",
+ "spells-per-day": "Spells/Day",
+ "spells-prepared": "Spells Prepared",
+ "spells-ranges": "Spell Ranges",
+ "sphere-power": "Spheres of Power",
+ "spontaneous": "Spontaneous",
+ "spontaneous-spells-known": "(Spontaneous) Spells Known",
+ "stable": " Stable",
+ "staggered": " Staggered",
+ "statistics": "STATISTICS",
+ "statistics-rolls-abbrv": "Stats rolls:",
+ "statistics-rolls-title": "Defense stats and other future stat blocks",
+ "stealth": "Stealth",
+ "strength": "Strength",
+ "strength-abbrv": "STR",
+ "strength-abbrv-default": "•STR",
+ "strength-bonus-abbrv": "STR Bonus",
+ "strength-calculation-abbrv": "STR Calc",
+ "strength-calculation-skills-abbrv": "Str skills calc",
+ "strength-penalized": "STR Penalized",
+ "strength-penalized-title": "Strength Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "strength-skills-abbrv": "STR skills",
+ "stunned": "Stunned",
+ "suffocating": " Suffocating",
+ "sum-uses-from-spells": "Sum of 'Uses' fields in spell rows",
+ "sum-uses-spells": "Spontaneous
# Used",
+ "supernatural-abbrv": "Su",
+ "supernatural-abilities": "Supernatural Abilities",
+ "supernatural-abilities-menu": "Su",
+ "survival": "Survival",
+ "swim": "Swim",
+ "swim-speed": "Swim",
+ "synchronize-class": "Sync Class",
+ "tactics": "TACTICS",
+ "tahoma": "Tahoma",
+ "tan": "Tan",
+ "target": " Target",
+ "targets-area-effect": "Targets/Area/Effect",
+ "teal": "Teal",
+ "template": "Template",
+ "temporary": "Temporary",
+ "temporary-abbrv": "Temp",
+ "temporary-hit-points-abbrv": "Temp hp",
+ "temporary-hit-points-buff-title": "Temporary hit points that come from active Buffs (see Core tab)",
+ "temporary-hit-points-calculation-abbrv": "Temp hp Calc",
+ "temporary-hit-points-maximum-title": "Temporary hit points max if using as secondary pool",
+ "temporary-hit-points-miscellaneous-title": "Player configurable temporary hit points that add to the total Temp hp value",
+ "temporary-hit-points-title": "Current Temporary hit points",
+ "temporary-hp-calculations": "Temp hp calculations",
+ "threshold": "Threshold",
+ "threshold-miscellaneous-abbrv": "Threshold Misc",
+ "title": "Title/Nickname",
+ "toggle-background-skills": " Background Skills",
+ "toggle-buff": "When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet Also, only the visible/selected buffs will count towards the totals",
+ "toggle-consolidated-skills": " Consolidated Skills",
+ "toggle-endurance-feat": " Has Endurance Feat",
+ "toggle-gritty-mode": " Gritty Mode",
+ "toggle-horror-adventures": " Enable Horror Adventures",
+ "toggle-horror-adventures-long": " Display/Enable Horror Adventures Character Sheet Items",
+ "toggle-mythic-adventures": " Display/Enable Mythic Adventures Character Sheet Items",
+ "toggle-psionics": " Display/Enable Psionics Character Sheet Items",
+ "toggle-unchained-skills": " Display/Enable Unchained Skills",
+ "toggle-wound-threshold": " Display Wound Thresholds",
+ "total": "Total",
+ "total-background-skill-ranks": "Total Background Skill Ranks",
+ "total-feats": "Total Feats",
+ "total-listed": "Total spells",
+ "total-spells-manually": "Total spells manually",
+ "total-weight-title": "Total weight carried by character",
+ "totals": "Totals:",
+ "touch": "Touch",
+ "touch-armor-class-abbrv": "Touch",
+ "touch-armor-class-calculation-abbrv": "Touch Calc",
+ "touch-melee2": "Alt Touch (alt melee)",
+ "tower": "Tower",
+ "tower-shield": "Tower Shield",
+ "trait": "Trait",
+ "trait-name": "Trait Name",
+ "traits": "Traits",
+ "traits-and-racial-traits": "Traits and Racial Traits",
+ "traits-monster-rules": "Traits/MRules",
+ "treasure": "Treasure",
+ "two-legged-default": "•Biped",
+ "two-weapon": "Two Weapon",
+ "type": "Type",
+ "type-or-sub-type": "Type/(sub-type)",
+ "unarmed-strike": "Unarmed Strike",
+ "uncanny-dodge-desc": " Do not lose DEX when Flat-Footed",
+ "uncanny-dodge-title": "If checked, AC will not auto adjust when a condition is checked that causes loss of DEX to AC, except for immobilizing conditions",
+ "unconscious": " Unconscious",
+ "undead": "Undead",
+ "undead-title": "Creature is undead, uses Charisma for hit points, abilities, skills instead of Constitution",
+ "uniform-resource-locater-abbrv": "URL",
+ "unknownrange": "Unknown Range",
+ "unlock-defense-dropdowns": "Allow AC and CMD to use different ability scores",
+ "unlock-defense-dropdowns-title": "If checked, CMD could use different ability in 2nd dropdown than AC uses For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both",
+ "untyped": "Untyped",
+ "untyped-default": "•Untyped",
+ "upcoming-changes": "Upcoming Changes",
+ "update": "Update",
+ "update-hp-when-max-changes": " Update curr HP when max HP changes",
+ "update-hp-when-max-changes-title": "When max hp changes, updates current hit points by same amount",
+ "update-spell-macros": "Update spell macros",
+ "update-to-latest": "Update all sheets to latest version",
+ "update-weapons": "Update existing dual wield attacks with new penalties or improved state",
+ "url-link": "URL will appear in chat",
+ "use-buff-bonus-stacking": " Use buff bonus types and stacking",
+ "use-class-features": " Use Separate Class Features List",
+ "use-dual-wield-beta": " Use Dual Wield",
+ "use-dwarf-encumbrance": " Uses dwarf encumbrance rules",
+ "use-dwarf-encumbrance-title": "Use Dwarf encumbrance rules: base speed not lowered due to load or armor encumbrance",
+ "use-feats": " Use Separate Feats List",
+ "use-hero-points": " Use Hero Points",
+ "use-kineticist-burn": " Use Kineticist Burn",
+ "use-magic-device": "Use Magic Device",
+ "use-prestige-fame": " Use Prestige and Fame Points",
+ "use-racial-traits": " Use Separate Racial Traits List",
+ "use-round-corners-on-simple-templates": " Round Corners on non-simple template",
+ "use-simple-template-attacks": " Use Attack Simple Template",
+ "use-simple-template-spells": " Use Spell Simple Template",
+ "use-simple-templates": " Use Other Simple Templates",
+ "use-size-abbrv": "Use sze",
+ "use-spell-like-abilities": " Use Separate spell-like ability List",
+ "use-traits": " Use Separate Traits List",
+ "used": "Used",
+ "user-defined": "User Defined",
+ "uses": "Uses",
+ "uses-attack-type": "Uses indicated attack type",
+ "uses-per-day": "Uses/Day",
+ "uses-spell-points": " Uses Spell Points",
+ "uses-spell-points-title": "Character uses spell points",
+ "uses-spells": " Uses Spells",
+ "uses-spells-migrated": "Uses Spells flag",
+ "uses-spells-title": "Character has spells",
+ "v1": "Post v1",
+ "value": "Value",
+ "value-abbrv": "Val",
+ "verdana": " Verdana",
+ "version": "Version",
+ "version-abbrv": "Ver",
+ "versus-abbrv": "Vs",
+ "versus-armor-class": "vs AC",
+ "versus-combat-maneuver-bonus": "vs CMB",
+ "versus-combat-maneuver-defense": "vs CMD",
+ "versus-flat-footed": "vs FF",
+ "versus-flat-footed-touch": "vs FF Touch",
+ "versus-touch": "vs Touch",
+ "violet": "Violet",
+ "vision": "Vision",
+ "vision-details": "Vision Details",
+ "vision-senses": "Vision/Senses",
+ "vision-title": "@{vision} Low-light vision('see twice as far as normal in dim light'), Darkvision('see with no light source at all'), etc",
+ "weaknesses": " Weaknesses",
+ "weaknesses-title": "Adverse conditions may apply if applicable (eg sunlight powerlessness/staggered)",
+ "weapon": "Weapon",
+ "weapon-attributes": "Weapon Attributes",
+ "weapon-default": "•Weapon",
+ "weapon-notes": "Weapon Notes",
+ "weapons": "Weapons",
+ "weight": "Weight",
+ "weight-abbrv": "Wt",
+ "whisper-character-rolls": "PC rolls:",
+ "whisper-gm": "Roll: GM",
+ "whisper-non-player-character-rolls": "NPC rolls:",
+ "whisper-rolls-title": "GM or Public",
+ "whisper-to-game-master": "Whisper GM",
+ "white": "White",
+ "willpower": "Will",
+ "willpower-abbrv": "Will",
+ "willpower-calculation-abbrv": "Will Calc",
+ "willpower-save": "Will Save",
+ "willpower-save-abbrv": "Will Save",
+ "wisdom": "Wisdom",
+ "wisdom-abbrv": "WIS",
+ "wisdom-abbrv-default": "•WIS",
+ "wisdom-calculation-abbrv": "WIS Calc",
+ "wisdom-calculation-skills-abbrv": "Wis skills calc",
+ "wisdom-penalized": "WIS Penalized",
+ "wisdom-penalized-title": "Wisdom Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics",
+ "wisdom-skills-abbrv": "WIS skills",
+ "worn": "Worn",
+ "worn-armor": "Worn Armor",
+ "worn-equipment": "Worn Equipment",
+ "worn-equipment-hardness-title": "The hardness of the item that helps prevent it from taking hit point damage",
+ "worn-equipment-hp-max-title": "The maximum possible hit points of the item",
+ "worn-equipment-hp-title": "The current hit points of the item",
+ "worn-equipment-migrated": "Worn Equipment",
+ "worn-equipment-name-title": "Brief description of the item",
+ "worn-equipment-quantity-title": "Quantity or charges If the item has charges, this is how many remain",
+ "worn-equipment-short-desc-title": "Short description of the item, may include macro text which will print to chat",
+ "worn-equipment-slot-title": "Set carried/not-carried or location if item being worn or carried now",
+ "worn-equipment-title": "The equipment currently worn by the character",
+ "worn-equipment-value-title": "The value of the item measured in gold pieces",
+ "worn-equipment-weight-title": "The weight of the item",
+ "worn-item-name": "Worn Item Name",
+ "worn-items": "Worn Items",
+ "worn-shield": "Worn Shield",
+ "wound-threshold": "Wound Threshold",
+ "wounded": " Wounded ",
+ "wounded-title": "-2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level",
+ "wrist": "Wrist",
+ "yellow": "Yellow",
+ "yes": "Yes",
+ "yes-default": "•Yes",
+ "yes-harmless": "Yes (Harmless)",
+ "yes-harmless-object": "Yes (Harmless, Object)",
+ "yes-object": "Yes (Object)",
+ "yes-or-custom": "Yes or Custom",
+ "young": "Young"
+}
\ No newline at end of file
diff --git a/Pathfinder_Cazra/translations/ca.json b/Pathfinder_Cazra/translations/ca.json
new file mode 100644
index 0000000000..1f1fb29c3f
--- /dev/null
+++ b/Pathfinder_Cazra/translations/ca.json
@@ -0,0 +1,212 @@
+{
+ "character-name": "Character Name",
+ "player-name": "Player Name",
+ "race": "Race",
+ "classes-and-levels": "Classes and levels",
+ "total-level-abbrev": "Total Lv",
+ "xp-u": "XP",
+ "active-status-conditions": "Active Status Conditions",
+ "hp-u": "HP",
+ "core": "Core",
+ "ability-name": "Ability Name",
+ "base-score": "Base Score",
+ "temp-plus-minus": "Temp +/-",
+ "modifier": "Modifier",
+ "str": "str",
+ "strength": "Strength",
+ "dex": "dex",
+ "dexterity": "Dexterity",
+ "con": "con",
+ "constitution": "Constitution",
+ "int": "int",
+ "intelligence": "Intelligence",
+ "wis": "wis",
+ "wisdom": "Wisdom",
+ "cha": "cha",
+ "charisma": "Charisma",
+ "gender": "Gender",
+ "age": "Age",
+ "bio-height": "Height",
+ "bio-weight": "Weight",
+ "choose-one": "Choose One",
+ "colossal": "Colossal",
+ "gargantuan": "Gargantuan",
+ "huge": "Huge",
+ "large": "Large",
+ "medium": "Medium",
+ "small": "Small",
+ "tiny": "Tiny",
+ "diminuitive": "Diminuitive",
+ "fine": "Fine",
+ "homeland": "Homeland",
+ "deity": "Deity",
+ "alignment": "Alignment",
+ "lawful-good": "Lawful Good",
+ "neutral-good": "Neutral Good",
+ "chaotic-good": "Chaotic Good",
+ "lawful-neutral": "Lawful Neutral",
+ "neutral": "Neutral",
+ "chaotic-neutral": "Chaotic Neutral",
+ "lawful-evil": "Lawful Evil",
+ "neutral-evil": "Neutral Evil",
+ "chaotic-evil": "Chaotic Evil",
+ "factions": "Factions",
+ "appearance": "Appearance",
+ "languages": "Languages",
+ "initiative": "Initiative",
+ "total": "Total",
+ "dex-mod": "Dex mod",
+ "misc": "Misc",
+ "conditional-modifiers": "Conditional Modifiers",
+ "movement-amp-speeds": "Movement & Speeds",
+ "senses": "Senses",
+ "defenses": "Defenses",
+ "armor-class-abbrev-u": "AC",
+ "armor-class": "Armor Class",
+ "equipment": "Equipment",
+ "size": "Size",
+ "temp": "Temp",
+ "touch": "Touch",
+ "flat-footed": "Flat-Footed",
+ "damage-reduction": "Damage Reduction",
+ "spell-resistance": "Spell Resistance",
+ "resistances": "Resistances",
+ "immunities": "Immunities",
+ "saving-throws": "Saving Throws",
+ "base-save": "Base Save",
+ "ability-mod": "Ability Mod",
+ "misc-plus-minus": "Misc +/-",
+ "fortitude": "Fortitude",
+ "reflex": "Reflex",
+ "will": "Will",
+ "attacks": "Attacks",
+ "base-attack-bonus": "Base Attack Bonus",
+ "bab-u": "BAB",
+ "attack-name-place": "Attack name",
+ "str-u": "STR",
+ "dex-u": "DEX",
+ "con-u": "CON",
+ "int-u": "INT",
+ "wis-u": "WIS",
+ "cha-u": "CHA",
+ "damage": "Damage",
+ "crit-range": "Crit Range",
+ "crit-multiplier": "Crit Multiplier",
+ "cmb-u": "CMB",
+ "combat-maneuver-bonus": "Combat Maneuver Bonus",
+ "str-mod": "Str mod",
+ "cmd-u": "CMD",
+ "combat-maneuver-defense": "Combat Maneuver Defense",
+ "bab": "BAB",
+ "skills": "Skills",
+ "armor-penalty": "Armor Penalty",
+ "class-skill-q": "Class Skill?",
+ "ranks": "Ranks",
+ "notes": "Notes",
+ "acrobatics": "Acrobaticsª",
+ "appraise": "Appraise",
+ "int-mod": "Int mod",
+ "bluff": "Bluff",
+ "cha-mod": "Cha mod",
+ "climb": "Climbª",
+ "craft": "Craft",
+ "type-place": "type",
+ "diplomacy": "Diplomacy",
+ "disable-device": "Disable device*ª",
+ "disguise": "Disguise",
+ "escape-artist": "Escape artistª",
+ "fly": "Flyª",
+ "handle-animal": "Handle animal*",
+ "heal": "Heal",
+ "wis-mod": "Wis mod",
+ "intimidate": "Intimidate",
+ "knowledge-arcana": "Knowledge(arcana)*",
+ "knowledge-dungeoneering": "Knowledge(dungeoneering)*",
+ "knowledge-engineering": "Knowledge(engineering)*",
+ "knowledge-geography": "Knowledge(geography)*",
+ "knowledge-history": "Knowledge(history)*",
+ "knowledge-local": "Knowledge(local)*",
+ "knowledge-nature": "Knowledge(nature)*",
+ "knowledge-nobility": "Knowledge(nobility)*",
+ "knowledge-planes": "Knowledge(planes)*",
+ "knowledge-religion": "Knowledge(religion)*",
+ "linguistics": "Linguistics*",
+ "perception": "Perception",
+ "perform": "Perform",
+ "profession": "Profession*",
+ "ride": "Rideª",
+ "sense-motive": "Sense motive",
+ "sleight-of-hand": "Sleight of hand*ª",
+ "spellcraft": "Spellcraft*",
+ "stealth": "Stealthª",
+ "survival": "Survival",
+ "swim": "Swimª",
+ "use-magic-device": "Use magic device*",
+ "trained-only-armor-penalty-legend": "* Trained only, ª Armor penalty",
+ "specials-feats": "Specials/Feats",
+ "racial-abilities": "Racial Abilities",
+ "ability-name-place": "Ability name",
+ "uses": "Uses",
+ "description-place": "Description",
+ "class-abilities": "Class Abilities",
+ "other-abilities": "Other Abilities",
+ "feats": "Feats",
+ "level-abbrev": "Lv",
+ "bonus": "bonus",
+ "feat-name-place": "Feat name",
+ "traits": "Traits",
+ "trait-name-place": "Trait name",
+ "favored-class-options": "Favored Class Options",
+ "special-gear": "Special Gear",
+ "item-name-place": "Item name",
+ "type": "Type",
+ "count": "Count",
+ "mundane-gear": "Mundane Gear",
+ "money": "Money",
+ "platinum-pieces-u": "PP",
+ "gold-pieces-u": "GP",
+ "silver-pieces-u": "SP",
+ "copper-pieces-u": "CP",
+ "magic": "Magic",
+ "spellcaster-class": "Spellcaster Class",
+ "caster-level": "Caster Level",
+ "ability": "Ability",
+ "base-dc": "Base DC",
+ "specialty-school-domain": "Specialty School/Domain",
+ "restricted-schools": "Restricted Schools",
+ "spellbook": "Spellbook",
+ "level0-spells": "Level 0 Spells",
+ "spells-per-day": "Spells per day",
+ "save-dc": "Save DC",
+ "prepared-title": "Prepared?",
+ "prepared-u": "P",
+ "spell-name-place": "Spell name",
+ "choose-school": "Choose School",
+ "abjuration": "Abjuration",
+ "conjuration": "Conjuration",
+ "divination": "Divination",
+ "enchantment": "Enchantment",
+ "evocation": "Evocation",
+ "illusion": "Illusion",
+ "necromancy": "Necromancy",
+ "transmutation": "Transmutation",
+ "universal": "Universal",
+ "level1-spells": "Level 1 Spells",
+ "level2-spells": "Level 2 Spells",
+ "level3-spells": "Level 3 Spells",
+ "level4-spells": "Level 4 Spells",
+ "level5-spells": "Level 5 Spells",
+ "level6-spells": "Level 6 Spells",
+ "level7-spells": "Level 7 Spells",
+ "level8-spells": "Level 8 Spells",
+ "level9-spells": "Level 9 Spells",
+ "attack-tpl": "Attack $[[0]]",
+ "damage-tpl": "Damage $[[1]]",
+ "critical-hit-tpl": "Critical Hit! $[[0]]",
+ "roll-to-confirm-tpl": "Roll to Confirm $[[2]]",
+ "crit-damage-tpl": "Crit Damage $[[3]]",
+ "non-crit-damage-tpl": "Non-crit Damage $[[1]]",
+ "result-tpl": "Result $[[0]]",
+ "notes-tpl": "Notes:",
+ "attack-notes-tpl": "Attack Notes:"
+}
diff --git a/Pathfinder_Cazra/translations/hu.json b/Pathfinder_Cazra/translations/hu.json
new file mode 100644
index 0000000000..1f1fb29c3f
--- /dev/null
+++ b/Pathfinder_Cazra/translations/hu.json
@@ -0,0 +1,212 @@
+{
+ "character-name": "Character Name",
+ "player-name": "Player Name",
+ "race": "Race",
+ "classes-and-levels": "Classes and levels",
+ "total-level-abbrev": "Total Lv",
+ "xp-u": "XP",
+ "active-status-conditions": "Active Status Conditions",
+ "hp-u": "HP",
+ "core": "Core",
+ "ability-name": "Ability Name",
+ "base-score": "Base Score",
+ "temp-plus-minus": "Temp +/-",
+ "modifier": "Modifier",
+ "str": "str",
+ "strength": "Strength",
+ "dex": "dex",
+ "dexterity": "Dexterity",
+ "con": "con",
+ "constitution": "Constitution",
+ "int": "int",
+ "intelligence": "Intelligence",
+ "wis": "wis",
+ "wisdom": "Wisdom",
+ "cha": "cha",
+ "charisma": "Charisma",
+ "gender": "Gender",
+ "age": "Age",
+ "bio-height": "Height",
+ "bio-weight": "Weight",
+ "choose-one": "Choose One",
+ "colossal": "Colossal",
+ "gargantuan": "Gargantuan",
+ "huge": "Huge",
+ "large": "Large",
+ "medium": "Medium",
+ "small": "Small",
+ "tiny": "Tiny",
+ "diminuitive": "Diminuitive",
+ "fine": "Fine",
+ "homeland": "Homeland",
+ "deity": "Deity",
+ "alignment": "Alignment",
+ "lawful-good": "Lawful Good",
+ "neutral-good": "Neutral Good",
+ "chaotic-good": "Chaotic Good",
+ "lawful-neutral": "Lawful Neutral",
+ "neutral": "Neutral",
+ "chaotic-neutral": "Chaotic Neutral",
+ "lawful-evil": "Lawful Evil",
+ "neutral-evil": "Neutral Evil",
+ "chaotic-evil": "Chaotic Evil",
+ "factions": "Factions",
+ "appearance": "Appearance",
+ "languages": "Languages",
+ "initiative": "Initiative",
+ "total": "Total",
+ "dex-mod": "Dex mod",
+ "misc": "Misc",
+ "conditional-modifiers": "Conditional Modifiers",
+ "movement-amp-speeds": "Movement & Speeds",
+ "senses": "Senses",
+ "defenses": "Defenses",
+ "armor-class-abbrev-u": "AC",
+ "armor-class": "Armor Class",
+ "equipment": "Equipment",
+ "size": "Size",
+ "temp": "Temp",
+ "touch": "Touch",
+ "flat-footed": "Flat-Footed",
+ "damage-reduction": "Damage Reduction",
+ "spell-resistance": "Spell Resistance",
+ "resistances": "Resistances",
+ "immunities": "Immunities",
+ "saving-throws": "Saving Throws",
+ "base-save": "Base Save",
+ "ability-mod": "Ability Mod",
+ "misc-plus-minus": "Misc +/-",
+ "fortitude": "Fortitude",
+ "reflex": "Reflex",
+ "will": "Will",
+ "attacks": "Attacks",
+ "base-attack-bonus": "Base Attack Bonus",
+ "bab-u": "BAB",
+ "attack-name-place": "Attack name",
+ "str-u": "STR",
+ "dex-u": "DEX",
+ "con-u": "CON",
+ "int-u": "INT",
+ "wis-u": "WIS",
+ "cha-u": "CHA",
+ "damage": "Damage",
+ "crit-range": "Crit Range",
+ "crit-multiplier": "Crit Multiplier",
+ "cmb-u": "CMB",
+ "combat-maneuver-bonus": "Combat Maneuver Bonus",
+ "str-mod": "Str mod",
+ "cmd-u": "CMD",
+ "combat-maneuver-defense": "Combat Maneuver Defense",
+ "bab": "BAB",
+ "skills": "Skills",
+ "armor-penalty": "Armor Penalty",
+ "class-skill-q": "Class Skill?",
+ "ranks": "Ranks",
+ "notes": "Notes",
+ "acrobatics": "Acrobaticsª",
+ "appraise": "Appraise",
+ "int-mod": "Int mod",
+ "bluff": "Bluff",
+ "cha-mod": "Cha mod",
+ "climb": "Climbª",
+ "craft": "Craft",
+ "type-place": "type",
+ "diplomacy": "Diplomacy",
+ "disable-device": "Disable device*ª",
+ "disguise": "Disguise",
+ "escape-artist": "Escape artistª",
+ "fly": "Flyª",
+ "handle-animal": "Handle animal*",
+ "heal": "Heal",
+ "wis-mod": "Wis mod",
+ "intimidate": "Intimidate",
+ "knowledge-arcana": "Knowledge(arcana)*",
+ "knowledge-dungeoneering": "Knowledge(dungeoneering)*",
+ "knowledge-engineering": "Knowledge(engineering)*",
+ "knowledge-geography": "Knowledge(geography)*",
+ "knowledge-history": "Knowledge(history)*",
+ "knowledge-local": "Knowledge(local)*",
+ "knowledge-nature": "Knowledge(nature)*",
+ "knowledge-nobility": "Knowledge(nobility)*",
+ "knowledge-planes": "Knowledge(planes)*",
+ "knowledge-religion": "Knowledge(religion)*",
+ "linguistics": "Linguistics*",
+ "perception": "Perception",
+ "perform": "Perform",
+ "profession": "Profession*",
+ "ride": "Rideª",
+ "sense-motive": "Sense motive",
+ "sleight-of-hand": "Sleight of hand*ª",
+ "spellcraft": "Spellcraft*",
+ "stealth": "Stealthª",
+ "survival": "Survival",
+ "swim": "Swimª",
+ "use-magic-device": "Use magic device*",
+ "trained-only-armor-penalty-legend": "* Trained only, ª Armor penalty",
+ "specials-feats": "Specials/Feats",
+ "racial-abilities": "Racial Abilities",
+ "ability-name-place": "Ability name",
+ "uses": "Uses",
+ "description-place": "Description",
+ "class-abilities": "Class Abilities",
+ "other-abilities": "Other Abilities",
+ "feats": "Feats",
+ "level-abbrev": "Lv",
+ "bonus": "bonus",
+ "feat-name-place": "Feat name",
+ "traits": "Traits",
+ "trait-name-place": "Trait name",
+ "favored-class-options": "Favored Class Options",
+ "special-gear": "Special Gear",
+ "item-name-place": "Item name",
+ "type": "Type",
+ "count": "Count",
+ "mundane-gear": "Mundane Gear",
+ "money": "Money",
+ "platinum-pieces-u": "PP",
+ "gold-pieces-u": "GP",
+ "silver-pieces-u": "SP",
+ "copper-pieces-u": "CP",
+ "magic": "Magic",
+ "spellcaster-class": "Spellcaster Class",
+ "caster-level": "Caster Level",
+ "ability": "Ability",
+ "base-dc": "Base DC",
+ "specialty-school-domain": "Specialty School/Domain",
+ "restricted-schools": "Restricted Schools",
+ "spellbook": "Spellbook",
+ "level0-spells": "Level 0 Spells",
+ "spells-per-day": "Spells per day",
+ "save-dc": "Save DC",
+ "prepared-title": "Prepared?",
+ "prepared-u": "P",
+ "spell-name-place": "Spell name",
+ "choose-school": "Choose School",
+ "abjuration": "Abjuration",
+ "conjuration": "Conjuration",
+ "divination": "Divination",
+ "enchantment": "Enchantment",
+ "evocation": "Evocation",
+ "illusion": "Illusion",
+ "necromancy": "Necromancy",
+ "transmutation": "Transmutation",
+ "universal": "Universal",
+ "level1-spells": "Level 1 Spells",
+ "level2-spells": "Level 2 Spells",
+ "level3-spells": "Level 3 Spells",
+ "level4-spells": "Level 4 Spells",
+ "level5-spells": "Level 5 Spells",
+ "level6-spells": "Level 6 Spells",
+ "level7-spells": "Level 7 Spells",
+ "level8-spells": "Level 8 Spells",
+ "level9-spells": "Level 9 Spells",
+ "attack-tpl": "Attack $[[0]]",
+ "damage-tpl": "Damage $[[1]]",
+ "critical-hit-tpl": "Critical Hit! $[[0]]",
+ "roll-to-confirm-tpl": "Roll to Confirm $[[2]]",
+ "crit-damage-tpl": "Crit Damage $[[3]]",
+ "non-crit-damage-tpl": "Non-crit Damage $[[1]]",
+ "result-tpl": "Result $[[0]]",
+ "notes-tpl": "Notes:",
+ "attack-notes-tpl": "Attack Notes:"
+}
diff --git a/Pendragon5thEdition/translations/ca.json b/Pendragon5thEdition/translations/ca.json
new file mode 100644
index 0000000000..60bf09f932
--- /dev/null
+++ b/Pendragon5thEdition/translations/ca.json
@@ -0,0 +1,329 @@
+{
+ "personal data": "personal data",
+ "name": "name",
+ "age": "age",
+ "son number": "son number",
+ "homeland": "homeland",
+ "culture": "culture",
+ "religion": "religion",
+ "lord": "lord",
+ "current class": "current class",
+ "current home": "current home",
+ "personal traits": "personal traits",
+ "chivalry bonus": "chivalry bonus",
+ "religious bonus": "religious bonus",
+ "chaste": "chaste",
+ "lustful": "lustful",
+ "energetic": "energetic",
+ "lazy": "lazy",
+ "forgiving": "forgiving",
+ "vengeful": "vengeful",
+ "generous": "generous",
+ "selfish": "selfish",
+ "honest": "honest",
+ "deceitful": "deceitful",
+ "just": "just",
+ "arbitrary": "arbitrary",
+ "merciful": "merciful",
+ "cruel": "cruel",
+ "modest": "modest",
+ "proud": "proud",
+ "prudent": "prudent",
+ "reckless": "reckless",
+ "spiritual": "spiritual",
+ "wordly": "wordly",
+ "temperate": "temperate",
+ "indulgent": "indulgent",
+ "trusting": "trusting",
+ "suspicious": "suspicious",
+ "valorous": "valorous",
+ "cowardly": "cowardly",
+ "directed trait": "directed trait",
+ "trait": "trait",
+ "Player:": "Player:",
+ "personality traits": "personality traits",
+ "Chivalry Bonus[*](total=80+)": "Chivalry Bonus[*](total=80+)",
+ "Religious Bonus(traits all 16+)": "Religious Bonus(traits all 16+)",
+ "(15)": "(15)",
+ "passions": "passions",
+ "loyalty lord": "loyalty (lord)",
+ "love family": "love (family)",
+ "hospitality": "hospitality",
+ "honor": "honor",
+ "passion": "passion",
+ "equipment carried": "equipment carried",
+ "armor type": "armor type",
+ "points": "points",
+ "clothing": "clothing",
+ "libra value": "libra value",
+ "personal gear": "personal gear",
+ "travel gear": "travel gear",
+ "war gear": "war gear",
+ "on horse #": "on horse #",
+ "equipment": "equipment",
+ "attributes": "attributes",
+ "(Knockdown)": "(Knockdown)",
+ "size": "size",
+ "siz": "siz",
+ "dex": "dex",
+ "dexterity": "dexterity",
+ "str": "str",
+ "strength": "strength",
+ "(Major Wound)": "(Major Wound)",
+ "(+3)": "(+3)",
+ "con": "con",
+ "constitution": "constitution",
+ "appearance": "appearance",
+ "app": "app",
+ "Damage": "Damage",
+ "d6": "d6",
+ "damage": "damage",
+ "healing rate": "healing rate",
+ "movement rate": "movement rate",
+ "total hit points": "total hit points",
+ "unconcious": "unconcious",
+ "distinctive features": "distinctive features",
+ "awareness": "awareness",
+ "boating": "boating",
+ "compose": "compose",
+ "courtesy": "courtesy",
+ "dancing": "dancing",
+ "faerie lore": "faerie lore",
+ "falconry": "falconry",
+ "first aid": "first aid",
+ "flirting": "flirting",
+ "folk lore": "folk lore",
+ "gaming": "gaming",
+ "heraldry": "heraldry",
+ "hunting": "hunting",
+ "intrigue": "intrigue",
+ "orate": "orate",
+ "play": "play",
+ "read": "read",
+ "recognize": "recognize",
+ "romance": "romance",
+ "singing": "singing",
+ "stewardship": "stewardship",
+ "swimming": "swimming",
+ "tourney": "tourney",
+ "skills": "skills",
+ "squire": "squire",
+ "horsemanship": "horsemanship",
+ "battle": "battle",
+ "chirurgery needed": "chirurgery needed",
+ "current hit points": "current hit points",
+ "wounds": "wounds",
+ "this game": "this game",
+ "glory this game": "glory this game",
+ "glory": "glory",
+ "skill": "skill",
+ "combat skills": "combat skills",
+ "glory total": "glory total",
+ "weapon skills": "weapon skills",
+ "dagger": "dagger",
+ "lance": "lance",
+ "spear": "spear",
+ "sword": "sword",
+ "win": "win",
+ "losses": "losses",
+ "other horses": "other horses",
+ "horse type": "horse type",
+ "horse damage": "horse damage",
+ "horse move": "horse move",
+ "horse armor": "horse armor",
+ "horse hp": "horse hp",
+ "horse con": "horse con",
+ "horse siz": "horse siz",
+ "horse dex": "horse dex",
+ "horse breed": "horse breed",
+ "riding(#2)": "riding(#2)",
+ "squire(#3)": "squire(#3)",
+ "(#4)": "(#4)",
+ "move": "move",
+ "joust score": "joust score",
+ "horses": "horses",
+ "best warhorse (#1)": "best warhorse (#1)",
+ "type": "type",
+ "hp": "hp",
+ "armor": "armor",
+ "breed": "breed",
+ "knight": "knight",
+ "holdings": "holdings",
+ "annual glory rewards": "annual glory rewards",
+ "denarii": "denarii",
+ "libra": "libra",
+ "old knights": "old knights",
+ "middle aged knights": "middle aged knights",
+ "young knights": "young knights",
+ "total family knights": "total family knights",
+ "vassal knights": "vassal knights",
+ "other lineage men": "other lineage men",
+ "levy": "levy",
+ "date": "date",
+ "important event": "important event",
+ "new": "new",
+ "new glory": "new glory",
+ "total glory": "total glory",
+ "event": "event",
+ "born": "born",
+ "squired": "squired",
+ "knighted": "knighted",
+ "member of the round table": "member of the round table",
+ "landed": "landed",
+ "titled": "titled",
+ "wed": "wed",
+ "died": "died",
+ "father name": "father name",
+ "class": "class",
+ "glory to sons": "glory to sons",
+ "family characteristic": "family characteristic",
+ "lover": "lover",
+ "children": "children",
+ "will": "will",
+ "traits": "traits",
+ "chivalry": "chivalry",
+ "equipment at home": "equipment at home",
+ "character history": "character history",
+ "family history and events": "family history and events",
+ "army": "army",
+ "coat of arms": "coat of arms",
+ "motto": "motto",
+ "annual glory rewards traits": "annual glory rewards traits",
+ "annual glory rewards chivalry": "annual glory rewards chivalry",
+ "annual glory rewards holdings": "annual glory rewards holdings",
+ "annual glory rewards passions": "annual glory rewards passions",
+ "annual glory rewards religion": "annual glory rewards religion",
+ "annual glory rewards total": "annual glory rewards total",
+ "enter warhorse damage": "enter warhorse damage",
+ "shilling": "shilling",
+ "select character sheet knight": "select character sheet knight",
+ "select character sheet holdings": "select character sheet holdings",
+ "Holdings Character Sheet": "Holdings Character Sheet",
+ "horse 2": "horse 2",
+ "horse 3": "horse 3",
+ "horse 4": "horse 4",
+ "personal religion": "personal religion",
+ "play name": "play name",
+ "read name": "read name",
+ "religion name": "religion name",
+ "squire name": "squire name",
+ "fashion": "fashion",
+ "squire age": "squire age",
+ "daughter number": "daughter number",
+ "Gentle Woman Bonus[*](total=80+)": "Gentle Woman Bonus[*](total=80+)",
+ "industry": "industry",
+ "servant": "servant",
+ "woman's gift": "woman's gift",
+ "best horse (#1)": "best horse (#1)",
+ "household treasures": "household treasures",
+ "spouse": "spouse",
+ "woman": "woman",
+ "player name": "player name",
+ "chirurgery": "chirurgery",
+ "character": "character",
+ "gear": "gear",
+ "personal": "personal",
+ "war": "war",
+ "travel": "travel",
+ "enter personal gear": "enter personal gear",
+ "gamemaster": "gamemaster",
+ "feast record": "feast record",
+ "gamemaster characters": "gamemaster characters",
+ "location": "location",
+ "above the salt (high table)": "above the salt (high table)",
+ "round 5": "round 5",
+ "round 1": "round 1",
+ "round 2": "round 2",
+ "round 3": "round 3",
+ "round 4": "round 4",
+ "total": "total",
+ "seating": "seating",
+ "geniality mod.": "geniality mod.",
+ "accumulated geniality": "accumulated geniality",
+ "near the salt (seat of honor)": "near the salt (seat of honor)",
+ "notes": "notes",
+ "below the salt (normal seating)": "below the salt (normal seating)",
+ "on the floor (squires)": "on the floor (squires)",
+ "enter name": "enter name",
+ "significant gamemaster characters": "significant gamemaster characters",
+ "enter glory this game": "enter glory this game",
+ "knight's entourage": "knight's entourage",
+ "lady's entourage": "lady's entourage",
+ "position": "position",
+ "cost £": "cost £",
+ "value": "value",
+ "entourage": "entourage",
+ "mod": "mod",
+ "loyalty": "loyalty",
+ "squire skill": "squire skill",
+ "weapon": "weapon",
+ "mw": "mw",
+ "horse": "horse",
+ "weapon 1": "weapon 1",
+ "weapon 2": "weapon 2",
+ "value 1": "value 1",
+ "value 2": "value 2",
+ "value 3": "value 3",
+ "skill 1": "skill 1",
+ "skill 2": "skill 2",
+ "skill 3": "skill 3",
+ "cost": "cost",
+ "modifier": "modifier",
+ "dowry": "dowry",
+ "love (family)": "love (family)",
+ "number of children": "number of children",
+ "wife": "wife",
+ "lady skill": "lady skill",
+ "dower": "dower",
+ "maid-in-waiting": "maid-in-waiting",
+ "loyalty lady": "loyalty (lady)",
+ "hand maiden skill": "hand maiden skill",
+ "skill industry": "skill industry",
+ "husband": "husband",
+ "knight skill": "knight skill",
+ "mesnie": "mesnie",
+ "improvable skill": "improvable skill",
+ "feast": "feast",
+ "feast location": "feast location",
+ "feast type": "feast type",
+ "feast date": "feast date",
+ "Success": "Success",
+ "Failure": "Failure",
+ "Critical": "Critical",
+ "Fumble": "Fumble",
+ "sheet: character": "sheet: character",
+ "sheet: holdings": "sheet: holdings",
+ "sheet: entourage": "sheet: entourage",
+ "sheet: settings": "sheet: settings",
+ "sheet: gamemaster characters": "sheet: gamemaster characters",
+ "sheet: feast record": "sheet: feast record",
+ "character sheet type": "character sheet type",
+ "feast size": "feast size",
+ "enter total glory": "enter total glory",
+ "enter date": "enter date",
+ "enter event": "enter event",
+ "enter new glory": "enter new glory",
+ "armor value": "armor value",
+ "wife name": "wife name",
+ "wife born": "wife born",
+ "wife age": "wife age",
+ "wife modifier": "wife modifier",
+ "wife skill 1": "wife skill 1",
+ "wife skill 2": "wife skill 2",
+ "wife love": "wife love",
+ "wife dower": "wife dower",
+ "wife dowry": "wife dowry",
+ "wife value 1": "wife value 1",
+ "wife value 2": "wife value 2",
+ "wife value 3": "wife value 3",
+ "npc": "npc",
+ "enter player name": "enter player name",
+ "description": "description",
+ "unconscious": "unconscious",
+ "major wound": "major wound",
+ "knockdown": "knockdown",
+ "hit points": "hit points",
+ "glory won": "glory won",
+ "abilities": "abilities",
+ "skills / passions": "skills / passions"
+}
\ No newline at end of file
diff --git a/Pendragon5thEdition/translations/hu.json b/Pendragon5thEdition/translations/hu.json
new file mode 100644
index 0000000000..60bf09f932
--- /dev/null
+++ b/Pendragon5thEdition/translations/hu.json
@@ -0,0 +1,329 @@
+{
+ "personal data": "personal data",
+ "name": "name",
+ "age": "age",
+ "son number": "son number",
+ "homeland": "homeland",
+ "culture": "culture",
+ "religion": "religion",
+ "lord": "lord",
+ "current class": "current class",
+ "current home": "current home",
+ "personal traits": "personal traits",
+ "chivalry bonus": "chivalry bonus",
+ "religious bonus": "religious bonus",
+ "chaste": "chaste",
+ "lustful": "lustful",
+ "energetic": "energetic",
+ "lazy": "lazy",
+ "forgiving": "forgiving",
+ "vengeful": "vengeful",
+ "generous": "generous",
+ "selfish": "selfish",
+ "honest": "honest",
+ "deceitful": "deceitful",
+ "just": "just",
+ "arbitrary": "arbitrary",
+ "merciful": "merciful",
+ "cruel": "cruel",
+ "modest": "modest",
+ "proud": "proud",
+ "prudent": "prudent",
+ "reckless": "reckless",
+ "spiritual": "spiritual",
+ "wordly": "wordly",
+ "temperate": "temperate",
+ "indulgent": "indulgent",
+ "trusting": "trusting",
+ "suspicious": "suspicious",
+ "valorous": "valorous",
+ "cowardly": "cowardly",
+ "directed trait": "directed trait",
+ "trait": "trait",
+ "Player:": "Player:",
+ "personality traits": "personality traits",
+ "Chivalry Bonus[*](total=80+)": "Chivalry Bonus[*](total=80+)",
+ "Religious Bonus(traits all 16+)": "Religious Bonus(traits all 16+)",
+ "(15)": "(15)",
+ "passions": "passions",
+ "loyalty lord": "loyalty (lord)",
+ "love family": "love (family)",
+ "hospitality": "hospitality",
+ "honor": "honor",
+ "passion": "passion",
+ "equipment carried": "equipment carried",
+ "armor type": "armor type",
+ "points": "points",
+ "clothing": "clothing",
+ "libra value": "libra value",
+ "personal gear": "personal gear",
+ "travel gear": "travel gear",
+ "war gear": "war gear",
+ "on horse #": "on horse #",
+ "equipment": "equipment",
+ "attributes": "attributes",
+ "(Knockdown)": "(Knockdown)",
+ "size": "size",
+ "siz": "siz",
+ "dex": "dex",
+ "dexterity": "dexterity",
+ "str": "str",
+ "strength": "strength",
+ "(Major Wound)": "(Major Wound)",
+ "(+3)": "(+3)",
+ "con": "con",
+ "constitution": "constitution",
+ "appearance": "appearance",
+ "app": "app",
+ "Damage": "Damage",
+ "d6": "d6",
+ "damage": "damage",
+ "healing rate": "healing rate",
+ "movement rate": "movement rate",
+ "total hit points": "total hit points",
+ "unconcious": "unconcious",
+ "distinctive features": "distinctive features",
+ "awareness": "awareness",
+ "boating": "boating",
+ "compose": "compose",
+ "courtesy": "courtesy",
+ "dancing": "dancing",
+ "faerie lore": "faerie lore",
+ "falconry": "falconry",
+ "first aid": "first aid",
+ "flirting": "flirting",
+ "folk lore": "folk lore",
+ "gaming": "gaming",
+ "heraldry": "heraldry",
+ "hunting": "hunting",
+ "intrigue": "intrigue",
+ "orate": "orate",
+ "play": "play",
+ "read": "read",
+ "recognize": "recognize",
+ "romance": "romance",
+ "singing": "singing",
+ "stewardship": "stewardship",
+ "swimming": "swimming",
+ "tourney": "tourney",
+ "skills": "skills",
+ "squire": "squire",
+ "horsemanship": "horsemanship",
+ "battle": "battle",
+ "chirurgery needed": "chirurgery needed",
+ "current hit points": "current hit points",
+ "wounds": "wounds",
+ "this game": "this game",
+ "glory this game": "glory this game",
+ "glory": "glory",
+ "skill": "skill",
+ "combat skills": "combat skills",
+ "glory total": "glory total",
+ "weapon skills": "weapon skills",
+ "dagger": "dagger",
+ "lance": "lance",
+ "spear": "spear",
+ "sword": "sword",
+ "win": "win",
+ "losses": "losses",
+ "other horses": "other horses",
+ "horse type": "horse type",
+ "horse damage": "horse damage",
+ "horse move": "horse move",
+ "horse armor": "horse armor",
+ "horse hp": "horse hp",
+ "horse con": "horse con",
+ "horse siz": "horse siz",
+ "horse dex": "horse dex",
+ "horse breed": "horse breed",
+ "riding(#2)": "riding(#2)",
+ "squire(#3)": "squire(#3)",
+ "(#4)": "(#4)",
+ "move": "move",
+ "joust score": "joust score",
+ "horses": "horses",
+ "best warhorse (#1)": "best warhorse (#1)",
+ "type": "type",
+ "hp": "hp",
+ "armor": "armor",
+ "breed": "breed",
+ "knight": "knight",
+ "holdings": "holdings",
+ "annual glory rewards": "annual glory rewards",
+ "denarii": "denarii",
+ "libra": "libra",
+ "old knights": "old knights",
+ "middle aged knights": "middle aged knights",
+ "young knights": "young knights",
+ "total family knights": "total family knights",
+ "vassal knights": "vassal knights",
+ "other lineage men": "other lineage men",
+ "levy": "levy",
+ "date": "date",
+ "important event": "important event",
+ "new": "new",
+ "new glory": "new glory",
+ "total glory": "total glory",
+ "event": "event",
+ "born": "born",
+ "squired": "squired",
+ "knighted": "knighted",
+ "member of the round table": "member of the round table",
+ "landed": "landed",
+ "titled": "titled",
+ "wed": "wed",
+ "died": "died",
+ "father name": "father name",
+ "class": "class",
+ "glory to sons": "glory to sons",
+ "family characteristic": "family characteristic",
+ "lover": "lover",
+ "children": "children",
+ "will": "will",
+ "traits": "traits",
+ "chivalry": "chivalry",
+ "equipment at home": "equipment at home",
+ "character history": "character history",
+ "family history and events": "family history and events",
+ "army": "army",
+ "coat of arms": "coat of arms",
+ "motto": "motto",
+ "annual glory rewards traits": "annual glory rewards traits",
+ "annual glory rewards chivalry": "annual glory rewards chivalry",
+ "annual glory rewards holdings": "annual glory rewards holdings",
+ "annual glory rewards passions": "annual glory rewards passions",
+ "annual glory rewards religion": "annual glory rewards religion",
+ "annual glory rewards total": "annual glory rewards total",
+ "enter warhorse damage": "enter warhorse damage",
+ "shilling": "shilling",
+ "select character sheet knight": "select character sheet knight",
+ "select character sheet holdings": "select character sheet holdings",
+ "Holdings Character Sheet": "Holdings Character Sheet",
+ "horse 2": "horse 2",
+ "horse 3": "horse 3",
+ "horse 4": "horse 4",
+ "personal religion": "personal religion",
+ "play name": "play name",
+ "read name": "read name",
+ "religion name": "religion name",
+ "squire name": "squire name",
+ "fashion": "fashion",
+ "squire age": "squire age",
+ "daughter number": "daughter number",
+ "Gentle Woman Bonus[*](total=80+)": "Gentle Woman Bonus[*](total=80+)",
+ "industry": "industry",
+ "servant": "servant",
+ "woman's gift": "woman's gift",
+ "best horse (#1)": "best horse (#1)",
+ "household treasures": "household treasures",
+ "spouse": "spouse",
+ "woman": "woman",
+ "player name": "player name",
+ "chirurgery": "chirurgery",
+ "character": "character",
+ "gear": "gear",
+ "personal": "personal",
+ "war": "war",
+ "travel": "travel",
+ "enter personal gear": "enter personal gear",
+ "gamemaster": "gamemaster",
+ "feast record": "feast record",
+ "gamemaster characters": "gamemaster characters",
+ "location": "location",
+ "above the salt (high table)": "above the salt (high table)",
+ "round 5": "round 5",
+ "round 1": "round 1",
+ "round 2": "round 2",
+ "round 3": "round 3",
+ "round 4": "round 4",
+ "total": "total",
+ "seating": "seating",
+ "geniality mod.": "geniality mod.",
+ "accumulated geniality": "accumulated geniality",
+ "near the salt (seat of honor)": "near the salt (seat of honor)",
+ "notes": "notes",
+ "below the salt (normal seating)": "below the salt (normal seating)",
+ "on the floor (squires)": "on the floor (squires)",
+ "enter name": "enter name",
+ "significant gamemaster characters": "significant gamemaster characters",
+ "enter glory this game": "enter glory this game",
+ "knight's entourage": "knight's entourage",
+ "lady's entourage": "lady's entourage",
+ "position": "position",
+ "cost £": "cost £",
+ "value": "value",
+ "entourage": "entourage",
+ "mod": "mod",
+ "loyalty": "loyalty",
+ "squire skill": "squire skill",
+ "weapon": "weapon",
+ "mw": "mw",
+ "horse": "horse",
+ "weapon 1": "weapon 1",
+ "weapon 2": "weapon 2",
+ "value 1": "value 1",
+ "value 2": "value 2",
+ "value 3": "value 3",
+ "skill 1": "skill 1",
+ "skill 2": "skill 2",
+ "skill 3": "skill 3",
+ "cost": "cost",
+ "modifier": "modifier",
+ "dowry": "dowry",
+ "love (family)": "love (family)",
+ "number of children": "number of children",
+ "wife": "wife",
+ "lady skill": "lady skill",
+ "dower": "dower",
+ "maid-in-waiting": "maid-in-waiting",
+ "loyalty lady": "loyalty (lady)",
+ "hand maiden skill": "hand maiden skill",
+ "skill industry": "skill industry",
+ "husband": "husband",
+ "knight skill": "knight skill",
+ "mesnie": "mesnie",
+ "improvable skill": "improvable skill",
+ "feast": "feast",
+ "feast location": "feast location",
+ "feast type": "feast type",
+ "feast date": "feast date",
+ "Success": "Success",
+ "Failure": "Failure",
+ "Critical": "Critical",
+ "Fumble": "Fumble",
+ "sheet: character": "sheet: character",
+ "sheet: holdings": "sheet: holdings",
+ "sheet: entourage": "sheet: entourage",
+ "sheet: settings": "sheet: settings",
+ "sheet: gamemaster characters": "sheet: gamemaster characters",
+ "sheet: feast record": "sheet: feast record",
+ "character sheet type": "character sheet type",
+ "feast size": "feast size",
+ "enter total glory": "enter total glory",
+ "enter date": "enter date",
+ "enter event": "enter event",
+ "enter new glory": "enter new glory",
+ "armor value": "armor value",
+ "wife name": "wife name",
+ "wife born": "wife born",
+ "wife age": "wife age",
+ "wife modifier": "wife modifier",
+ "wife skill 1": "wife skill 1",
+ "wife skill 2": "wife skill 2",
+ "wife love": "wife love",
+ "wife dower": "wife dower",
+ "wife dowry": "wife dowry",
+ "wife value 1": "wife value 1",
+ "wife value 2": "wife value 2",
+ "wife value 3": "wife value 3",
+ "npc": "npc",
+ "enter player name": "enter player name",
+ "description": "description",
+ "unconscious": "unconscious",
+ "major wound": "major wound",
+ "knockdown": "knockdown",
+ "hit points": "hit points",
+ "glory won": "glory won",
+ "abilities": "abilities",
+ "skills / passions": "skills / passions"
+}
\ No newline at end of file
diff --git a/Polaris/translations/ca.json b/Polaris/translations/ca.json
new file mode 100644
index 0000000000..c03abfebc4
--- /dev/null
+++ b/Polaris/translations/ca.json
@@ -0,0 +1,490 @@
+{
+ "human": "Human",
+ "techno-hybrid": "Techo-Hybrid",
+ "geno-hybrid": "Geno-Hybrid",
+ "natural-hybrid": "Natural Hybrid",
+ "acrobatics-balance": "Acrobatics/Balance",
+ "acting-storytelling": "Acting/Storytelling",
+ "ada": "ADA",
+ "adaptation": "Adaptation",
+ "age": "Age",
+ "age-title": "Character Age",
+ "ambidextrous": "Ambidextrous",
+ "ancient-language": "Ancient Languages",
+ "annexes": "Annexes",
+ "annexes-states-health-and-protection-exp": "Expand the table",
+ "annexes-states-health-and-protection-h": "Health State & Protection",
+ "annexes-success-failure-margin-exp": "Expand the table",
+ "annexes-success-failure-margin-h": "Success and Failure Marging",
+ "apnea": "Apnea",
+ "aquaculture-livestock-farming": "Aquaculture/Livestock Farming",
+ "archetype": "Archetype",
+ "archetype-place": "Character Archetype",
+ "armed-combat": "Armed Combat",
+ "armor": "Armor",
+ "armor-attack": "Armor Weaponery",
+ "armor-attributes-exp": "Expand the armor attributes",
+ "armor-attributes-h": "Armor Attributes",
+ "armor-desc": "Armor Attributs",
+ "armor-desc-exp": "Expand the Armor Description",
+ "armor-desc-h": "Armor Description",
+ "armor-down": "Down",
+ "armor-down-place": "Armor Down",
+ "armor-exo-force": "Exo-Force",
+ "armor-exo-force-title": "Armor Exo-force",
+ "armor-hull-type": "Hull Type",
+ "armor-hull-type-place": "Hull Type / Material",
+ "armor-maneuver": "Armor Maneuvers",
+ "armor-notes-place": "Armor Notes",
+ "armor-on-ground-init-penalty": "OG IP",
+ "armor-on-ground-init-penalty-title": "On Ground Initiative Penalty",
+ "armor-on-ground-speed": "OG Speed",
+ "armor-on-ground-speed-title": "On Ground Speed",
+ "armor-safety-flap-visor": "Safety Flap on Visor",
+ "armor-seizure-penalty": "Seizure Penalty",
+ "armor-seizure-penalty-place": "Armor Seizure Penalty",
+ "armor-underwater-init-penalty": "UW IP",
+ "armor-underwater-init-penalty-title": "UnderWater Initiative Penalty",
+ "armor-underwater-speed": "UW Speed",
+ "armor-underwater-speed-title": "UnderWater Speed",
+ "armory": "Armory",
+ "art-craftmanship": "Art/Craftmanship",
+ "athletics": "Athletics",
+ "attack": "",
+ "attributes": "ATTRIBUTES",
+ "attributes-abbrv": "Attr.",
+ "attributes-exp": "Expand the attributes",
+ "attributes-h": "Attributes",
+ "automatic-shoot": "Automatic Shoot",
+ "autonomy": "Autonomy",
+ "autonomy-armor-place": "Armor Autonomy",
+ "autonomy-vehicle-place": "Vehicle Autonomy",
+ "auxiliary-system-description-place": "Auxiliary System Description",
+ "auxiliary-system-integrity-title": "Auxiliary System Integrity",
+ "auxiliary-system-level-title": "Auxiliary System Level",
+ "auxiliary-system-name-place": "Auxiliary System name",
+ "auxiliary-systems": "Auxiliary Systems",
+ "auxiliary-systems-exp": "Expand the equipments",
+ "auxiliary-systems-h": "Auxiliary System",
+ "auxiliary-systems-level": "Lvl.",
+ "base": "Base",
+ "base-level": "Base Level",
+ "base-level-reaction": "Base Level = Reaction",
+ "battery-type": "Battery Type",
+ "battery-type-armor-place": "Battery type which powered the armor",
+ "battery-type-vehicle-place": "Battery type which powered the vehicle",
+ "benefits": "Benefits",
+ "benefits-and-disadvantages": "Benefits & Disadvantages",
+ "benefits-and-disadvantages-description-place": "Benefit or Disadvantages Description",
+ "benefits-and-disadvantages-exp": "Expand the Benefits & Disadvantages",
+ "benefits-and-disadvantages-h": "Benefits & Disadvantages",
+ "benefits-and-disadvantages-name-place": "Benefit or Disadvantages Name",
+ "body": "Body",
+ "bureaucracy": "Bureaucracy",
+ "business-trafficking": "Business/Trafficking",
+ "camouflage-concealment": "Camouflage/Concealment",
+ "cartography": "Cartography",
+ "category": "Category",
+ "category-armor-place": "Armor Category",
+ "category-vehicle-place": "Vehicle Category",
+ "character": "Character",
+ "character-desc": "Character Description",
+ "character-desc-exp": "Expand the Character Description",
+ "character-name": "Character Name",
+ "character-name-place": "Character Name",
+ "climbing": "Climbing",
+ "combat-melee": "Combat (melee)",
+ "combat-shooting": "Combat (shooting)",
+ "communications-social-relations": "Communication/Social Relations",
+ "complexion": "Complexion",
+ "complexion-place": "Complexion Details",
+ "computer-desc": "Computer Description",
+ "computer-emp-shielding": "EMP Shielding",
+ "computer-emp-shielding-place": "Computer's EMP Shielding",
+ "computer-exp": "Expand the computer",
+ "computer-generation": "Generation",
+ "computer-generation-place": "Computer Generation",
+ "computer-h": "Computer",
+ "computer-hacking": "Computer Hacking",
+ "computer-integrity": "Integrity",
+ "computer-integrity-place": "Computer Integrity",
+ "computer-max-level-programs": "Max Lvl.",
+ "computer-max-level-programs-title": "Programs Maximum Level",
+ "computer-potential": "Potential",
+ "computer-potential-place": "Computer Potential",
+ "computer-program-description-place": "Program Description",
+ "computer-program-name-place": "Program name",
+ "computer-programs": "Programs",
+ "computer-systems-management": "System Management",
+ "computer-systems-management-place": "Computer Systems Management",
+ "computer-type": "Type",
+ "computer-type-place": "Material Type",
+ "computer-weight": "Weight",
+ "computer-weight-title": "Computer weight in lbs",
+ "computing": "Computing",
+ "con": "CON",
+ "config": "Configuration",
+ "constitution": "Constitution",
+ "contact-weapon-damage-place": "ex: 1d6+2",
+ "contact-weapon-name-place": "Weapon Name",
+ "contact-weapon-shock-place": "ex: 1d4+1",
+ "coo": "COO",
+ "coordination": "Coordination",
+ "corpulence": "Corpulence",
+ "corpulence-place": "Character Corpulence",
+ "creation-points-modifier": "Creation Points Mod. (CP)",
+ "critical": "Critical",
+ "critical-reroll": "Critical Reroll",
+ "critical-result": "Critical !",
+ "crushing-depth": "Depth (Crushing)",
+ "crushing-depth-armor-title": "Armor Crushing Depth",
+ "crushing-depth-vehicle-title": "Vehicle Crushing Depth",
+ "cryptography": "Cryptography",
+ "current-level": "Current Level",
+ "current-luck": "Current",
+ "current-luck-title": "Current Luck",
+ "damage-modifier": "DM",
+ "damage-modifier-title": "Damages Modifier",
+ "damage-resistance": "Damage Resistance",
+ "damage-resistance-title": "Damages Resistance",
+ "damages": "Damages",
+ "damages-exp": "Expand the damages",
+ "damages-h": "Damages",
+ "damages-up": "DAMAGES",
+ "dancing": "Dancing",
+ "death-limb-destroy": "Death/Limb Destroyed",
+ "description": "Description",
+ "destruction": "Destruction",
+ "diameter": "Diameter",
+ "diameter-vehicle-place": "Vehicle Diameter",
+ "disadvantage": "Disadvantage",
+ "disastrous": "Disastrous",
+ "disguise-deception": "Disguise/Deception",
+ "distinctive-signs": "Distinctive Signs",
+ "distinctive-signs-place": "Character Distinctive Signs",
+ "drugs": "Drugs",
+ "education-general-knowledge": "Education/General knowledge",
+ "electronics": "Electronic",
+ "eloquence-persuasion": "Eloquence/Persuasion",
+ "empathic-analysis": "Empathic Analysis",
+ "enable-ask-for-difficulty": "Ask Roll Difficulty?",
+ "endurance": "Endurance",
+ "equipment-maximum-place": "Maximum",
+ "equipment-name-place": "Equipment Name",
+ "equipment-number-place": "Number",
+ "equipment-value-place": "Equipment Value",
+ "equipments": "EQUIPMENTS",
+ "equipments-exp": "Expand the equipments",
+ "equipments-h": "Equipments",
+ "escape": "Escape",
+ "exclusive-skill": "(X) : exclusive skill;",
+ "exoskeleton": "Exoskeleton",
+ "explosives": "Explosives",
+ "eyes": "Eyes",
+ "eyes-place": "Eyes Details",
+ "fail-result": "Fail",
+ "fast-speed": "Fast speed",
+ "female": "Female",
+ "fertile": "Fertile",
+ "fertility": "Fertility",
+ "finding-information": "Finding Information",
+ "first-aid": "First Aid",
+ "fof-breathing": "FOF Breathing",
+ "fof-breathing-title": "Foreing Organic Fluid Breathing",
+ "footer-created-by": "Created By",
+ "footer-inspired": "(highly inspired by Pathfinder sheet)",
+ "footer-last-update": "Last Update",
+ "foreign-language": "Foreign Language",
+ "furtive-silent-movement": "Furtive/Silent Movement",
+ "gambling": "Gambling",
+ "gender": "Gender",
+ "generator": "Generator",
+ "genetic-type": "Genetic Type",
+ "genetic-type-modifier": "Genetic Type Mod.",
+ "genetic-type-place": "Character Genetic Type",
+ "geographic-origin": "Geographic Origin",
+ "geographic-origin-place": "Character Geographic Origin",
+ "global-abbrv": "Glob.",
+ "hair": "Hair",
+ "hair-place": "Hair Details",
+ "hand-to-hand-combat": "Hand to Hand Combat",
+ "handguns": "Handguns",
+ "hands": "Guiding Hand",
+ "head": "Head",
+ "heavy-weapons-melee": "Heavy Weapons (melee)",
+ "heavy-weapons-shooting": "Heavy Weapons (shooting)",
+ "height": "Height",
+ "height-place": "Character Height",
+ "higher-eductation": "Higher Education",
+ "higher-eductation-place": "Character Studies & Degree",
+ "hunting-tracking": "Hunting/Tracking",
+ "impossible-action": "impossible action",
+ "incident-modifier": "Incident
Modifier",
+ "incidents-effects": "Incidents Effects",
+ "incidents-effects-description-place": "Incidents & Effects Description",
+ "incidents-effects-name-place": "Effect name",
+ "incidents-exp": "Expand the incidents",
+ "incidents-h": "Incidents",
+ "incidents-localisation": "INCIDENTS LOCALISATION",
+ "initial-training": "Initial Training",
+ "initial-training-place": "Character Initial Training",
+ "initiative": "Initiative",
+ "initiative-exp": "Expand the initiative",
+ "initiative-h": "Initiative",
+ "int": "INT",
+ "integrity": "Integrity",
+ "integrity-abbrv": "ITG",
+ "integrity-permanent-loss": "ITG (structure)
Permanent Loss",
+ "intelligence": "Intelligence",
+ "intimidation": "Intimidation",
+ "item": "Items",
+ "knockout-threshold": "Knockout Threshold",
+ "knowledge": "Knowledge",
+ "languages-dialects": "Languages/Dialects",
+ "leadership": "Leadership",
+ "left-arm": "Left Arm",
+ "left-handed": "Left Handed",
+ "left-leg": "Left Leg",
+ "length": "Length",
+ "length-vehicle-place": "Vehicle Length",
+ "light": "Light",
+ "light-ship": "[Light Ship]",
+ "limit-depth": "Depth (Limit)",
+ "limit-depth-armor-title": "Armor Limit Depth",
+ "limit-depth-vehicle-title": "Vehicle Limit Depth",
+ "limiting-skill": "limiting skill;",
+ "localisation": "Localisation",
+ "luck": "Luck",
+ "male": "Male",
+ "margin": "Margin",
+ "martial-art-defense": "Martial Art [Defense]",
+ "martial-art-offense": "Martial Art [Offense]",
+ "martial-art-wrestling": "Martial Art [Wrestling]",
+ "mastered-abbrv": "Mast.",
+ "max": "Max",
+ "maximum-speed": "Max Speed",
+ "mechanic": "Mechanic",
+ "melee": "Melee",
+ "melee-attack": "Melee Attack",
+ "melee-damage-modifier": "Damage Mod. (melee)",
+ "meleeWeapons": "WEAPONS (MELEE)",
+ "meleeWeapons-exp": "Expand the melee weapons",
+ "meleeWeapons-h": "Weapons (Melee)",
+ "minimize-cmd": "Minimize Row",
+ "moderate": "Moderate",
+ "moderate-speed": "Moderate Speed",
+ "modifier": "Modifier",
+ "mortal": "Mortal",
+ "moves": "MOVES",
+ "moves-exp": "Expand the moves",
+ "moves-h": "Moves",
+ "music-instrument": "Music Instruments",
+ "mutation": "Mutation",
+ "mutation-and-polaris-description-place": "Mutation or Polaris Flux Description",
+ "mutation-and-polaris-name-place": "Mutation or Polaris Flux Name",
+ "mutations-and-polaris": "Mutations & Polaris",
+ "mutations-and-polaris-exp": "Expand the Mutation & Polaris Flux",
+ "mutations-and-polaris-h": "Mutations & Polaris",
+ "name": "Name",
+ "nations-and-orga-knowledge": "Nations & Orga Knowledge",
+ "natural-ability": "Natural Ability",
+ "natural-environment-knowledge": "Natural Env. Knowledge",
+ "natural-progression-abbrv": "NP",
+ "natural-progression-skill": "NP : natural progression skill;",
+ "natural-resistance": "Natural Resistance",
+ "naval-combat": "Naval Combat",
+ "navigate": "Navigate",
+ "no": "No",
+ "notes": "Notes",
+ "number-abbrv": "Nb.",
+ "observation": "Observation",
+ "oceans": "Oceans",
+ "on-the-ground": "On the ground",
+ "onboard-weapons-artillery": "Onboard Weaponds/Artillery",
+ "optimum-depth": "Depth (Optimum)",
+ "optimum-depth-armor-title": "Armor Optimum Depth",
+ "optimum-depth-vehicle-title": "Vehicle Optimum Depth",
+ "orientation": "Orientation",
+ "page-annexes": "Annexes",
+ "page-armor": "Armore",
+ "page-character": "Character",
+ "page-config": "Configuration",
+ "page-vehicle": "Vehicle",
+ "penalties": "Penalties",
+ "penalty": "Penalty",
+ "per": "PER",
+ "perception": "Perception",
+ "physical-abilities": "Physical Abilities",
+ "pickpocket": "Pickpoket",
+ "pilot": "Pilot",
+ "piloting": "Piloting",
+ "player-name": "Player Name",
+ "player-name-place": "Player Name",
+ "poisons-deseases-radiations": "Deseases, Poisons & Radiations",
+ "polaris": "Polaris Flux",
+ "pre": "PRE",
+ "precision-shoot": "Precision Shoot",
+ "presence": "Presence",
+ "protection-localisation-place": "Protection Localisation",
+ "protection-name-place": "Protection Name",
+ "protection-penalty-place": "Protection Penalty",
+ "protection-shock-place": "Taking Shock",
+ "protection-value-place": "Protection Value",
+ "protections": "PROTECTIONS",
+ "protections-exp": "Expand the protections",
+ "protections-h": "Protections",
+ "ranged": "Ranged",
+ "ranged-attack": "Ranged Attack",
+ "ranged-weapon": "Ranged Weapons",
+ "ranged-weapon-damage-place": "ex: 1d6+2",
+ "ranged-weapon-extrem-range": "Xtr. Rg.",
+ "ranged-weapon-extrem-range-title": "Extrem Range",
+ "ranged-weapon-long-range": "Long. Rg.",
+ "ranged-weapon-long-range-title": "Long Range",
+ "ranged-weapon-max-range": "Max Rg.",
+ "ranged-weapon-max-range-title": "Max Range",
+ "ranged-weapon-medium-range": "Med. Rg.",
+ "ranged-weapon-medium-range-title": "Medium Range",
+ "ranged-weapon-name-place": "Weapon Name",
+ "ranged-weapon-shock-place": "ex: 1d4+1",
+ "ranged-weapon-short-range": "Sht. Rg.",
+ "ranged-weapon-short-range-title": "Short Range",
+ "rangedWeapons": "WEAPONS (RANGED)",
+ "rangedWeapons-exp": "Expand the ranged weapon",
+ "rangedWeapons-h": "Weapons (Ranged)",
+ "rate-of-fire": "Rate Of Fire",
+ "reach": "Reach",
+ "reaction": "Reaction",
+ "remote-piloting": "Remote Piloting",
+ "rifles-shoulder-fired-weapons": "Rifles/Shoulder Fired Weapons",
+ "right-arm": "Right Arm",
+ "right-handed": "Right Handed",
+ "right-leg": "Right Leg",
+ "roman-numeral-five": "V",
+ "roman-numeral-four": "IV",
+ "roman-numeral-height": "VIII",
+ "roman-numeral-one": "I",
+ "roman-numeral-seven": "VII",
+ "roman-numeral-six": "VI",
+ "roman-numeral-three": "III",
+ "roman-numeral-two": "II",
+ "science-specialized-knowledge": "Sciences/Special Knowledge",
+ "secondary-attributes": "SECONDARY ATTRIBUTES",
+ "secondary-attributes-exp": "Expand the secondary attributes",
+ "secondary-attributes-h": "Secondary Attributes",
+ "security-systems": "Security Systems",
+ "sequels": "Sequels",
+ "serious": "Serious",
+ "sharpshooting": "SharpShooting",
+ "sheet-configuration": "Character Sheet Configuration",
+ "shielding": "Shielding",
+ "shielding-title": "Shielding Value",
+ "shock": "Shock",
+ "shooting-mode-long-burst": "LB",
+ "shooting-mode-short-burst": "SB",
+ "shooting-mode-snap-shot": "SS",
+ "showsect-cmd": "Click to expand",
+ "singing": "Singing",
+ "size": "Size",
+ "size-armor-place": "Armor Size",
+ "size-vehicle-title": "Vehicle Size",
+ "skill": "Skill",
+ "skill-with-prerequisites": "skill with prerequisites (optional);",
+ "skills-exp": "Expand the skills",
+ "skills-h": "Skills",
+ "skills-title": "SKILLS",
+ "slow-speed": "Slow Speed",
+ "social-origins": "Social Origins",
+ "social-origins-place": "Character Social Origins",
+ "socializing-seduction": "Socializing/Seduction",
+ "soundscan-analysis": "Soundscan Analysis",
+ "special-skills": "Special Skills",
+ "special-weapons": "Special Weapons",
+ "special-weapons-melee": "Special Weapons",
+ "specific-language": "Specific Languages",
+ "spying-surveillance": "Spying/Surveillance",
+ "states-health-and-protection": "HEALT STATES & PROTECTIONS",
+ "stealth-shadowing": "Stealth/Shadowing",
+ "stealth-subterfuge": "Stealth/Subterfuge",
+ "sterile": "Sterile",
+ "str": "STR",
+ "strategy": "Strategy",
+ "strength": "Strength",
+ "structure": "Structure",
+ "stun-threshold": "Stun Threshold",
+ "submarine-armor-maneuver": "Armor Maneuvers [Submarine]",
+ "submarine-maneuvering": "Submarine Maneuvering",
+ "submarine-scooter": "[Submarine Scooter]",
+ "submarine-weapons": "Submarine Weapons",
+ "success-and-failure-margin-table": "SUCCESS & FAILURE MARGIN TABLE",
+ "success-result": "Success",
+ "surface": "Surface",
+ "surgery": "Surgery",
+ "survival": "Survival",
+ "survival-outside": "Survival/Outside",
+ "survival-system-and-generators": "Generators/Survival Systems",
+ "tactics": "Tactics",
+ "technical-engineering": "Technical Engineering",
+ "techniques": "Techniques",
+ "technological-level": "TL",
+ "throwing-weapons": "Throwing Weapons",
+ "total-luck": "Total",
+ "total-luck-title": "Total Luck",
+ "training": "Training",
+ "traps": "Traps",
+ "type": "Type",
+ "type-name": "Type/Name",
+ "type-name-armor-place": "Armor Type/Name",
+ "type-name-vehicle-place": "Vehicle Type/Name",
+ "underground": "Underground",
+ "underwater": "Under Water",
+ "value": "Value",
+ "vehicle": "Vehicle",
+ "vehicle-attack": "Vehicle Weaponery",
+ "vehicle-attributs-exp": "Expand the vehicule attributes",
+ "vehicle-attributs-h": "Vehicle Attributes",
+ "vehicle-block-name-place": "Vehicle Block Name",
+ "vehicle-blocks": "Blocks",
+ "vehicle-blocks-exp": "Expand the blocks",
+ "vehicle-blocks-h": "Blocks",
+ "vehicle-crew": "Crew",
+ "vehicle-crew-title": "Number of people in the vehicle crew",
+ "vehicle-desc": "Vehicle Attributes",
+ "vehicle-desc-exp": "Expand the vehicle description",
+ "vehicle-desc-h": "Vehicle Description",
+ "vehicle-freight ": "Freight",
+ "vehicle-freight-title": "Number of Freight that the vehicle can take",
+ "vehicle-is-damage": "Is Damage?",
+ "vehicle-maneuvrability": "Man.",
+ "vehicle-maneuvrability-title": "Vehicle Maneuvrability",
+ "vehicle-movement-points": "Mv. Pts.",
+ "vehicle-movement-points-title": "Movement Points",
+ "vehicle-notes-place": "Vehicle Notes",
+ "vehicle-passengers": "Passengers",
+ "vehicle-passengers-title": "Number of Passengers that the vehicle can take",
+ "vehicle-safety-flap-pilot": "Safety Flap on the cockpit",
+ "vehicle-speed": "Spd.",
+ "vehicle-speed-title": "Speed",
+ "vehicle-thrust-type": "Thrust",
+ "vehicle-thrust-type-place": "Thrust Type",
+ "weapon-damage": "Damages",
+ "weaponAmmunition": "Ammo",
+ "weaponAmmunitionCost": "cost",
+ "weaponery-exp": "Expand the weaponery",
+ "weaponery-h": "Weaponery",
+ "weaponery-up": "WEAPONERY",
+ "weaponry": "Weaponery",
+ "weapons": "Weapons",
+ "weight": "Weight",
+ "weight-title": "Character Weight",
+ "wil": "WIL",
+ "willpower": "Willpower",
+ "wounds": "WOUNDS",
+ "wounds-and-sequels": "Wounds & Sequels",
+ "wounds-and-sequels-description-place": "Wound Sequel Description",
+ "wounds-and-sequels-name-place": "Wound Name",
+ "wounds-exp": "Expand the wounds",
+ "wounds-h": "Wounds",
+ "yes": "Yes",
+ "zero-g-maneuvering": "0G Maneuvering"
+}
\ No newline at end of file
diff --git a/Polaris/translations/hu.json b/Polaris/translations/hu.json
new file mode 100644
index 0000000000..c03abfebc4
--- /dev/null
+++ b/Polaris/translations/hu.json
@@ -0,0 +1,490 @@
+{
+ "human": "Human",
+ "techno-hybrid": "Techo-Hybrid",
+ "geno-hybrid": "Geno-Hybrid",
+ "natural-hybrid": "Natural Hybrid",
+ "acrobatics-balance": "Acrobatics/Balance",
+ "acting-storytelling": "Acting/Storytelling",
+ "ada": "ADA",
+ "adaptation": "Adaptation",
+ "age": "Age",
+ "age-title": "Character Age",
+ "ambidextrous": "Ambidextrous",
+ "ancient-language": "Ancient Languages",
+ "annexes": "Annexes",
+ "annexes-states-health-and-protection-exp": "Expand the table",
+ "annexes-states-health-and-protection-h": "Health State & Protection",
+ "annexes-success-failure-margin-exp": "Expand the table",
+ "annexes-success-failure-margin-h": "Success and Failure Marging",
+ "apnea": "Apnea",
+ "aquaculture-livestock-farming": "Aquaculture/Livestock Farming",
+ "archetype": "Archetype",
+ "archetype-place": "Character Archetype",
+ "armed-combat": "Armed Combat",
+ "armor": "Armor",
+ "armor-attack": "Armor Weaponery",
+ "armor-attributes-exp": "Expand the armor attributes",
+ "armor-attributes-h": "Armor Attributes",
+ "armor-desc": "Armor Attributs",
+ "armor-desc-exp": "Expand the Armor Description",
+ "armor-desc-h": "Armor Description",
+ "armor-down": "Down",
+ "armor-down-place": "Armor Down",
+ "armor-exo-force": "Exo-Force",
+ "armor-exo-force-title": "Armor Exo-force",
+ "armor-hull-type": "Hull Type",
+ "armor-hull-type-place": "Hull Type / Material",
+ "armor-maneuver": "Armor Maneuvers",
+ "armor-notes-place": "Armor Notes",
+ "armor-on-ground-init-penalty": "OG IP",
+ "armor-on-ground-init-penalty-title": "On Ground Initiative Penalty",
+ "armor-on-ground-speed": "OG Speed",
+ "armor-on-ground-speed-title": "On Ground Speed",
+ "armor-safety-flap-visor": "Safety Flap on Visor",
+ "armor-seizure-penalty": "Seizure Penalty",
+ "armor-seizure-penalty-place": "Armor Seizure Penalty",
+ "armor-underwater-init-penalty": "UW IP",
+ "armor-underwater-init-penalty-title": "UnderWater Initiative Penalty",
+ "armor-underwater-speed": "UW Speed",
+ "armor-underwater-speed-title": "UnderWater Speed",
+ "armory": "Armory",
+ "art-craftmanship": "Art/Craftmanship",
+ "athletics": "Athletics",
+ "attack": "",
+ "attributes": "ATTRIBUTES",
+ "attributes-abbrv": "Attr.",
+ "attributes-exp": "Expand the attributes",
+ "attributes-h": "Attributes",
+ "automatic-shoot": "Automatic Shoot",
+ "autonomy": "Autonomy",
+ "autonomy-armor-place": "Armor Autonomy",
+ "autonomy-vehicle-place": "Vehicle Autonomy",
+ "auxiliary-system-description-place": "Auxiliary System Description",
+ "auxiliary-system-integrity-title": "Auxiliary System Integrity",
+ "auxiliary-system-level-title": "Auxiliary System Level",
+ "auxiliary-system-name-place": "Auxiliary System name",
+ "auxiliary-systems": "Auxiliary Systems",
+ "auxiliary-systems-exp": "Expand the equipments",
+ "auxiliary-systems-h": "Auxiliary System",
+ "auxiliary-systems-level": "Lvl.",
+ "base": "Base",
+ "base-level": "Base Level",
+ "base-level-reaction": "Base Level = Reaction",
+ "battery-type": "Battery Type",
+ "battery-type-armor-place": "Battery type which powered the armor",
+ "battery-type-vehicle-place": "Battery type which powered the vehicle",
+ "benefits": "Benefits",
+ "benefits-and-disadvantages": "Benefits & Disadvantages",
+ "benefits-and-disadvantages-description-place": "Benefit or Disadvantages Description",
+ "benefits-and-disadvantages-exp": "Expand the Benefits & Disadvantages",
+ "benefits-and-disadvantages-h": "Benefits & Disadvantages",
+ "benefits-and-disadvantages-name-place": "Benefit or Disadvantages Name",
+ "body": "Body",
+ "bureaucracy": "Bureaucracy",
+ "business-trafficking": "Business/Trafficking",
+ "camouflage-concealment": "Camouflage/Concealment",
+ "cartography": "Cartography",
+ "category": "Category",
+ "category-armor-place": "Armor Category",
+ "category-vehicle-place": "Vehicle Category",
+ "character": "Character",
+ "character-desc": "Character Description",
+ "character-desc-exp": "Expand the Character Description",
+ "character-name": "Character Name",
+ "character-name-place": "Character Name",
+ "climbing": "Climbing",
+ "combat-melee": "Combat (melee)",
+ "combat-shooting": "Combat (shooting)",
+ "communications-social-relations": "Communication/Social Relations",
+ "complexion": "Complexion",
+ "complexion-place": "Complexion Details",
+ "computer-desc": "Computer Description",
+ "computer-emp-shielding": "EMP Shielding",
+ "computer-emp-shielding-place": "Computer's EMP Shielding",
+ "computer-exp": "Expand the computer",
+ "computer-generation": "Generation",
+ "computer-generation-place": "Computer Generation",
+ "computer-h": "Computer",
+ "computer-hacking": "Computer Hacking",
+ "computer-integrity": "Integrity",
+ "computer-integrity-place": "Computer Integrity",
+ "computer-max-level-programs": "Max Lvl.",
+ "computer-max-level-programs-title": "Programs Maximum Level",
+ "computer-potential": "Potential",
+ "computer-potential-place": "Computer Potential",
+ "computer-program-description-place": "Program Description",
+ "computer-program-name-place": "Program name",
+ "computer-programs": "Programs",
+ "computer-systems-management": "System Management",
+ "computer-systems-management-place": "Computer Systems Management",
+ "computer-type": "Type",
+ "computer-type-place": "Material Type",
+ "computer-weight": "Weight",
+ "computer-weight-title": "Computer weight in lbs",
+ "computing": "Computing",
+ "con": "CON",
+ "config": "Configuration",
+ "constitution": "Constitution",
+ "contact-weapon-damage-place": "ex: 1d6+2",
+ "contact-weapon-name-place": "Weapon Name",
+ "contact-weapon-shock-place": "ex: 1d4+1",
+ "coo": "COO",
+ "coordination": "Coordination",
+ "corpulence": "Corpulence",
+ "corpulence-place": "Character Corpulence",
+ "creation-points-modifier": "Creation Points Mod. (CP)",
+ "critical": "Critical",
+ "critical-reroll": "Critical Reroll",
+ "critical-result": "Critical !",
+ "crushing-depth": "Depth (Crushing)",
+ "crushing-depth-armor-title": "Armor Crushing Depth",
+ "crushing-depth-vehicle-title": "Vehicle Crushing Depth",
+ "cryptography": "Cryptography",
+ "current-level": "Current Level",
+ "current-luck": "Current",
+ "current-luck-title": "Current Luck",
+ "damage-modifier": "DM",
+ "damage-modifier-title": "Damages Modifier",
+ "damage-resistance": "Damage Resistance",
+ "damage-resistance-title": "Damages Resistance",
+ "damages": "Damages",
+ "damages-exp": "Expand the damages",
+ "damages-h": "Damages",
+ "damages-up": "DAMAGES",
+ "dancing": "Dancing",
+ "death-limb-destroy": "Death/Limb Destroyed",
+ "description": "Description",
+ "destruction": "Destruction",
+ "diameter": "Diameter",
+ "diameter-vehicle-place": "Vehicle Diameter",
+ "disadvantage": "Disadvantage",
+ "disastrous": "Disastrous",
+ "disguise-deception": "Disguise/Deception",
+ "distinctive-signs": "Distinctive Signs",
+ "distinctive-signs-place": "Character Distinctive Signs",
+ "drugs": "Drugs",
+ "education-general-knowledge": "Education/General knowledge",
+ "electronics": "Electronic",
+ "eloquence-persuasion": "Eloquence/Persuasion",
+ "empathic-analysis": "Empathic Analysis",
+ "enable-ask-for-difficulty": "Ask Roll Difficulty?",
+ "endurance": "Endurance",
+ "equipment-maximum-place": "Maximum",
+ "equipment-name-place": "Equipment Name",
+ "equipment-number-place": "Number",
+ "equipment-value-place": "Equipment Value",
+ "equipments": "EQUIPMENTS",
+ "equipments-exp": "Expand the equipments",
+ "equipments-h": "Equipments",
+ "escape": "Escape",
+ "exclusive-skill": "(X) : exclusive skill;",
+ "exoskeleton": "Exoskeleton",
+ "explosives": "Explosives",
+ "eyes": "Eyes",
+ "eyes-place": "Eyes Details",
+ "fail-result": "Fail",
+ "fast-speed": "Fast speed",
+ "female": "Female",
+ "fertile": "Fertile",
+ "fertility": "Fertility",
+ "finding-information": "Finding Information",
+ "first-aid": "First Aid",
+ "fof-breathing": "FOF Breathing",
+ "fof-breathing-title": "Foreing Organic Fluid Breathing",
+ "footer-created-by": "Created By",
+ "footer-inspired": "(highly inspired by Pathfinder sheet)",
+ "footer-last-update": "Last Update",
+ "foreign-language": "Foreign Language",
+ "furtive-silent-movement": "Furtive/Silent Movement",
+ "gambling": "Gambling",
+ "gender": "Gender",
+ "generator": "Generator",
+ "genetic-type": "Genetic Type",
+ "genetic-type-modifier": "Genetic Type Mod.",
+ "genetic-type-place": "Character Genetic Type",
+ "geographic-origin": "Geographic Origin",
+ "geographic-origin-place": "Character Geographic Origin",
+ "global-abbrv": "Glob.",
+ "hair": "Hair",
+ "hair-place": "Hair Details",
+ "hand-to-hand-combat": "Hand to Hand Combat",
+ "handguns": "Handguns",
+ "hands": "Guiding Hand",
+ "head": "Head",
+ "heavy-weapons-melee": "Heavy Weapons (melee)",
+ "heavy-weapons-shooting": "Heavy Weapons (shooting)",
+ "height": "Height",
+ "height-place": "Character Height",
+ "higher-eductation": "Higher Education",
+ "higher-eductation-place": "Character Studies & Degree",
+ "hunting-tracking": "Hunting/Tracking",
+ "impossible-action": "impossible action",
+ "incident-modifier": "Incident
Modifier",
+ "incidents-effects": "Incidents Effects",
+ "incidents-effects-description-place": "Incidents & Effects Description",
+ "incidents-effects-name-place": "Effect name",
+ "incidents-exp": "Expand the incidents",
+ "incidents-h": "Incidents",
+ "incidents-localisation": "INCIDENTS LOCALISATION",
+ "initial-training": "Initial Training",
+ "initial-training-place": "Character Initial Training",
+ "initiative": "Initiative",
+ "initiative-exp": "Expand the initiative",
+ "initiative-h": "Initiative",
+ "int": "INT",
+ "integrity": "Integrity",
+ "integrity-abbrv": "ITG",
+ "integrity-permanent-loss": "ITG (structure)
Permanent Loss",
+ "intelligence": "Intelligence",
+ "intimidation": "Intimidation",
+ "item": "Items",
+ "knockout-threshold": "Knockout Threshold",
+ "knowledge": "Knowledge",
+ "languages-dialects": "Languages/Dialects",
+ "leadership": "Leadership",
+ "left-arm": "Left Arm",
+ "left-handed": "Left Handed",
+ "left-leg": "Left Leg",
+ "length": "Length",
+ "length-vehicle-place": "Vehicle Length",
+ "light": "Light",
+ "light-ship": "[Light Ship]",
+ "limit-depth": "Depth (Limit)",
+ "limit-depth-armor-title": "Armor Limit Depth",
+ "limit-depth-vehicle-title": "Vehicle Limit Depth",
+ "limiting-skill": "limiting skill;",
+ "localisation": "Localisation",
+ "luck": "Luck",
+ "male": "Male",
+ "margin": "Margin",
+ "martial-art-defense": "Martial Art [Defense]",
+ "martial-art-offense": "Martial Art [Offense]",
+ "martial-art-wrestling": "Martial Art [Wrestling]",
+ "mastered-abbrv": "Mast.",
+ "max": "Max",
+ "maximum-speed": "Max Speed",
+ "mechanic": "Mechanic",
+ "melee": "Melee",
+ "melee-attack": "Melee Attack",
+ "melee-damage-modifier": "Damage Mod. (melee)",
+ "meleeWeapons": "WEAPONS (MELEE)",
+ "meleeWeapons-exp": "Expand the melee weapons",
+ "meleeWeapons-h": "Weapons (Melee)",
+ "minimize-cmd": "Minimize Row",
+ "moderate": "Moderate",
+ "moderate-speed": "Moderate Speed",
+ "modifier": "Modifier",
+ "mortal": "Mortal",
+ "moves": "MOVES",
+ "moves-exp": "Expand the moves",
+ "moves-h": "Moves",
+ "music-instrument": "Music Instruments",
+ "mutation": "Mutation",
+ "mutation-and-polaris-description-place": "Mutation or Polaris Flux Description",
+ "mutation-and-polaris-name-place": "Mutation or Polaris Flux Name",
+ "mutations-and-polaris": "Mutations & Polaris",
+ "mutations-and-polaris-exp": "Expand the Mutation & Polaris Flux",
+ "mutations-and-polaris-h": "Mutations & Polaris",
+ "name": "Name",
+ "nations-and-orga-knowledge": "Nations & Orga Knowledge",
+ "natural-ability": "Natural Ability",
+ "natural-environment-knowledge": "Natural Env. Knowledge",
+ "natural-progression-abbrv": "NP",
+ "natural-progression-skill": "NP : natural progression skill;",
+ "natural-resistance": "Natural Resistance",
+ "naval-combat": "Naval Combat",
+ "navigate": "Navigate",
+ "no": "No",
+ "notes": "Notes",
+ "number-abbrv": "Nb.",
+ "observation": "Observation",
+ "oceans": "Oceans",
+ "on-the-ground": "On the ground",
+ "onboard-weapons-artillery": "Onboard Weaponds/Artillery",
+ "optimum-depth": "Depth (Optimum)",
+ "optimum-depth-armor-title": "Armor Optimum Depth",
+ "optimum-depth-vehicle-title": "Vehicle Optimum Depth",
+ "orientation": "Orientation",
+ "page-annexes": "Annexes",
+ "page-armor": "Armore",
+ "page-character": "Character",
+ "page-config": "Configuration",
+ "page-vehicle": "Vehicle",
+ "penalties": "Penalties",
+ "penalty": "Penalty",
+ "per": "PER",
+ "perception": "Perception",
+ "physical-abilities": "Physical Abilities",
+ "pickpocket": "Pickpoket",
+ "pilot": "Pilot",
+ "piloting": "Piloting",
+ "player-name": "Player Name",
+ "player-name-place": "Player Name",
+ "poisons-deseases-radiations": "Deseases, Poisons & Radiations",
+ "polaris": "Polaris Flux",
+ "pre": "PRE",
+ "precision-shoot": "Precision Shoot",
+ "presence": "Presence",
+ "protection-localisation-place": "Protection Localisation",
+ "protection-name-place": "Protection Name",
+ "protection-penalty-place": "Protection Penalty",
+ "protection-shock-place": "Taking Shock",
+ "protection-value-place": "Protection Value",
+ "protections": "PROTECTIONS",
+ "protections-exp": "Expand the protections",
+ "protections-h": "Protections",
+ "ranged": "Ranged",
+ "ranged-attack": "Ranged Attack",
+ "ranged-weapon": "Ranged Weapons",
+ "ranged-weapon-damage-place": "ex: 1d6+2",
+ "ranged-weapon-extrem-range": "Xtr. Rg.",
+ "ranged-weapon-extrem-range-title": "Extrem Range",
+ "ranged-weapon-long-range": "Long. Rg.",
+ "ranged-weapon-long-range-title": "Long Range",
+ "ranged-weapon-max-range": "Max Rg.",
+ "ranged-weapon-max-range-title": "Max Range",
+ "ranged-weapon-medium-range": "Med. Rg.",
+ "ranged-weapon-medium-range-title": "Medium Range",
+ "ranged-weapon-name-place": "Weapon Name",
+ "ranged-weapon-shock-place": "ex: 1d4+1",
+ "ranged-weapon-short-range": "Sht. Rg.",
+ "ranged-weapon-short-range-title": "Short Range",
+ "rangedWeapons": "WEAPONS (RANGED)",
+ "rangedWeapons-exp": "Expand the ranged weapon",
+ "rangedWeapons-h": "Weapons (Ranged)",
+ "rate-of-fire": "Rate Of Fire",
+ "reach": "Reach",
+ "reaction": "Reaction",
+ "remote-piloting": "Remote Piloting",
+ "rifles-shoulder-fired-weapons": "Rifles/Shoulder Fired Weapons",
+ "right-arm": "Right Arm",
+ "right-handed": "Right Handed",
+ "right-leg": "Right Leg",
+ "roman-numeral-five": "V",
+ "roman-numeral-four": "IV",
+ "roman-numeral-height": "VIII",
+ "roman-numeral-one": "I",
+ "roman-numeral-seven": "VII",
+ "roman-numeral-six": "VI",
+ "roman-numeral-three": "III",
+ "roman-numeral-two": "II",
+ "science-specialized-knowledge": "Sciences/Special Knowledge",
+ "secondary-attributes": "SECONDARY ATTRIBUTES",
+ "secondary-attributes-exp": "Expand the secondary attributes",
+ "secondary-attributes-h": "Secondary Attributes",
+ "security-systems": "Security Systems",
+ "sequels": "Sequels",
+ "serious": "Serious",
+ "sharpshooting": "SharpShooting",
+ "sheet-configuration": "Character Sheet Configuration",
+ "shielding": "Shielding",
+ "shielding-title": "Shielding Value",
+ "shock": "Shock",
+ "shooting-mode-long-burst": "LB",
+ "shooting-mode-short-burst": "SB",
+ "shooting-mode-snap-shot": "SS",
+ "showsect-cmd": "Click to expand",
+ "singing": "Singing",
+ "size": "Size",
+ "size-armor-place": "Armor Size",
+ "size-vehicle-title": "Vehicle Size",
+ "skill": "Skill",
+ "skill-with-prerequisites": "skill with prerequisites (optional);",
+ "skills-exp": "Expand the skills",
+ "skills-h": "Skills",
+ "skills-title": "SKILLS",
+ "slow-speed": "Slow Speed",
+ "social-origins": "Social Origins",
+ "social-origins-place": "Character Social Origins",
+ "socializing-seduction": "Socializing/Seduction",
+ "soundscan-analysis": "Soundscan Analysis",
+ "special-skills": "Special Skills",
+ "special-weapons": "Special Weapons",
+ "special-weapons-melee": "Special Weapons",
+ "specific-language": "Specific Languages",
+ "spying-surveillance": "Spying/Surveillance",
+ "states-health-and-protection": "HEALT STATES & PROTECTIONS",
+ "stealth-shadowing": "Stealth/Shadowing",
+ "stealth-subterfuge": "Stealth/Subterfuge",
+ "sterile": "Sterile",
+ "str": "STR",
+ "strategy": "Strategy",
+ "strength": "Strength",
+ "structure": "Structure",
+ "stun-threshold": "Stun Threshold",
+ "submarine-armor-maneuver": "Armor Maneuvers [Submarine]",
+ "submarine-maneuvering": "Submarine Maneuvering",
+ "submarine-scooter": "[Submarine Scooter]",
+ "submarine-weapons": "Submarine Weapons",
+ "success-and-failure-margin-table": "SUCCESS & FAILURE MARGIN TABLE",
+ "success-result": "Success",
+ "surface": "Surface",
+ "surgery": "Surgery",
+ "survival": "Survival",
+ "survival-outside": "Survival/Outside",
+ "survival-system-and-generators": "Generators/Survival Systems",
+ "tactics": "Tactics",
+ "technical-engineering": "Technical Engineering",
+ "techniques": "Techniques",
+ "technological-level": "TL",
+ "throwing-weapons": "Throwing Weapons",
+ "total-luck": "Total",
+ "total-luck-title": "Total Luck",
+ "training": "Training",
+ "traps": "Traps",
+ "type": "Type",
+ "type-name": "Type/Name",
+ "type-name-armor-place": "Armor Type/Name",
+ "type-name-vehicle-place": "Vehicle Type/Name",
+ "underground": "Underground",
+ "underwater": "Under Water",
+ "value": "Value",
+ "vehicle": "Vehicle",
+ "vehicle-attack": "Vehicle Weaponery",
+ "vehicle-attributs-exp": "Expand the vehicule attributes",
+ "vehicle-attributs-h": "Vehicle Attributes",
+ "vehicle-block-name-place": "Vehicle Block Name",
+ "vehicle-blocks": "Blocks",
+ "vehicle-blocks-exp": "Expand the blocks",
+ "vehicle-blocks-h": "Blocks",
+ "vehicle-crew": "Crew",
+ "vehicle-crew-title": "Number of people in the vehicle crew",
+ "vehicle-desc": "Vehicle Attributes",
+ "vehicle-desc-exp": "Expand the vehicle description",
+ "vehicle-desc-h": "Vehicle Description",
+ "vehicle-freight ": "Freight",
+ "vehicle-freight-title": "Number of Freight that the vehicle can take",
+ "vehicle-is-damage": "Is Damage?",
+ "vehicle-maneuvrability": "Man.",
+ "vehicle-maneuvrability-title": "Vehicle Maneuvrability",
+ "vehicle-movement-points": "Mv. Pts.",
+ "vehicle-movement-points-title": "Movement Points",
+ "vehicle-notes-place": "Vehicle Notes",
+ "vehicle-passengers": "Passengers",
+ "vehicle-passengers-title": "Number of Passengers that the vehicle can take",
+ "vehicle-safety-flap-pilot": "Safety Flap on the cockpit",
+ "vehicle-speed": "Spd.",
+ "vehicle-speed-title": "Speed",
+ "vehicle-thrust-type": "Thrust",
+ "vehicle-thrust-type-place": "Thrust Type",
+ "weapon-damage": "Damages",
+ "weaponAmmunition": "Ammo",
+ "weaponAmmunitionCost": "cost",
+ "weaponery-exp": "Expand the weaponery",
+ "weaponery-h": "Weaponery",
+ "weaponery-up": "WEAPONERY",
+ "weaponry": "Weaponery",
+ "weapons": "Weapons",
+ "weight": "Weight",
+ "weight-title": "Character Weight",
+ "wil": "WIL",
+ "willpower": "Willpower",
+ "wounds": "WOUNDS",
+ "wounds-and-sequels": "Wounds & Sequels",
+ "wounds-and-sequels-description-place": "Wound Sequel Description",
+ "wounds-and-sequels-name-place": "Wound Name",
+ "wounds-exp": "Expand the wounds",
+ "wounds-h": "Wounds",
+ "yes": "Yes",
+ "zero-g-maneuvering": "0G Maneuvering"
+}
\ No newline at end of file
diff --git a/Qin Warring States/translations/ca.json b/Qin Warring States/translations/ca.json
new file mode 100644
index 0000000000..1f341643a6
--- /dev/null
+++ b/Qin Warring States/translations/ca.json
@@ -0,0 +1,120 @@
+{
+ "Age": "Age",
+ "Breath-of-Life": "Breath of Life",
+ "Bruised": "Bruised",
+ "C": "C",
+ "Character-Type": "Character Type",
+ "Chi": "Chi",
+ "Chu": "Chu",
+ "Current-Chi": "Current Chi",
+ "DEFINING-DEEDS": "DEFINING DEEDS",
+ "DMG": "DMG",
+ "E": "E",
+ "Earth": "Earth",
+ "Earth-button": "Earth",
+ "Effects": "Effects",
+ "EQUIPMENT": "EQUIPMENT",
+ "Experience": "Experience",
+ "Fatally-Injured": "Fatally Injured",
+ "Fire": "Fire",
+ "Fire-button": "Fire",
+ "Gift": "Gift",
+ "Gift-Acuity-of-the-Kilin": "Acuity of the Kilin",
+ "Gift-Agility-of-the-Monkey": "Agility of the Monkey",
+ "Gift-Audacity-of-the-Phoenix": "Audacity of the Phoenix",
+ "Gift-Beloved-of-Nature": "Beloved of Nature",
+ "Gift-Blessed-by-the-dragon-kings": "Blessed by the Dragon-Kings",
+ "Gift-Breastplate-of-Bronze": "Breastplate of Bronze",
+ "Gift-Child-of-the-Shadows": "Child of the Shadows",
+ "Gift-Claws-of-the-Tiger": "Claws of the Tiger",
+ "Gift-Courage-of-the-Tiger": "Courage of the Tiger",
+ "Gift-Ease-of-the-Courtier": "Ease of the Courtier",
+ "Gift-Eye-of-the-Snake": "Eye of the Snake",
+ "Gift-Favorite-of-Wen-Chang": "Favorite of Wen Chang",
+ "Gift-Feline-Grace": "Feline Grace",
+ "Gift-Gift-of-Nezha": "Gift of Nezha",
+ "Gift-Hand-of-the Monkey": "Hand of the Monkey",
+ "Gift-Health-of-the-Rat": "Health of the Rat",
+ "Gift-Heir-of-Sun-Zi": "Heir of Sun Zi",
+ "Gift-Inspiration-of-the-Gods": "Inspiration of the Gods",
+ "Gift-Inspiration-of-the-Tao": "Inspiration of the Tao",
+ "Gift-Linguist": "Linguist",
+ "Gift-Luck-of-the-Hare": "Luck of the Hare",
+ "Gift-Mask-of-the-Demon": "Mask of the Demon",
+ "Gift-Memory-of-the-Zhongguo": "Memory of the Zhongguo",
+ "Gift-Not-Applicable": "Not Applicable",
+ "Gift-On-the-Shell-of-the-Turtle": "On the Shell of the Turtle",
+ "Gift-Paw-of-the-Bear": "Paw of the Bear",
+ "Gift-Placidity-of-the-Turtle": "Placidity of the Turtle",
+ "Gift-Presence-of-the-Phoenix": "Presence of the Phoenix",
+ "Gift-Sense-of-the-Tao": "Sense of the Tao",
+ "Gift-Sharp-Senses": "Sharp Senses",
+ "Gift-specialization": "Gift Specialization",
+ "Gift-Spirit-of-Horses": "Spirit of Horses",
+ "Gift-Strength-of-the-Ox": "Strength of the Ox",
+ "Gift-Tongue-of-Tsai-Chen": "Tongue of Tsai Chen",
+ "Gift-Unsettling-Beauty": "Unsettling Beauty",
+ "Han": "Han",
+ "Height": "Height",
+ "L": "L",
+ "Level": "Level",
+ "M": "M",
+ "Metal": "Metal",
+ "Metal-button": "Metal",
+ "Name": "Name",
+ "Normal": "Normal",
+ "Not-Applicable": "Not Applicable",
+ "Passive-Defense": "Passive Defense",
+ "Protection": "Protection",
+ "Qi": "Qi",
+ "Qin": "Qin",
+ "Renown": "Renown",
+ "Resistance": "Resistance",
+ "Seriously-Injured": "Seriously Injured",
+ "Sex": "Sex",
+ "SKILLS": "SKILLS",
+ "Slightly-Injured": "Slightly Injured",
+ "State": "State",
+ "T": "T",
+ "TAO-MAGIC": "TAO - MAGIC",
+ "Tao-Techniques": "Tao - Techniques",
+ "Techniques": "Techniques",
+ "Total-DMG": "Total DMG",
+ "Water": "Water",
+ "Water-button": "Water",
+ "Weakness": "Weakness",
+ "Wei": "Wei",
+ "Weight": "Weight",
+ "Wood": "Wood",
+ "Wood-button": "Wood",
+ "Yan": "Yan",
+ "Zhao": "Zhao",
+ "Air-of-the-Snake": "Air of the Snake",
+ "Alcoholic": "Alcoholic",
+ "Amnesiac": "Amnesiac",
+ "Ascetic": "Ascetic",
+ "Blessed-by-Chang-E": "Blessed by Chang-E",
+ "Clown": "Clown",
+ "Code-of-Honor": "Code of Honor",
+ "Curiousity-of-the-Rat": "Curiousity of the Rat",
+ "Curse-of-the-Five-Poisons": "Curse of the Five Poisons",
+ "Curse-of-Zhu-Rong": "Curse of Zhu Rong",
+ "Disgrace-of-Fu-Xing": "Disgrace of Fu Xing",
+ "Hard-of-Hearing": "Hard of Hearing",
+ "Haunted-Soul": "Haunted Soul",
+ "Impetuosity-of-the-Horse": "Impetuosity of the Horse",
+ "Impure-Blood": "Impure Blood",
+ "Lookalike": "Lookalike",
+ "Loudmouth": "Loudmouth",
+ "Loyalty-of-the-Dog": "Loyalty of the Dog",
+ "Mind-of-the-Hare": "Mind of the Hare",
+ "Mysogynist/Misandrist": "Mysogynist/Misandrist",
+ "Naive": "Naive",
+ "Obsessive-Compulsive": "Obsessive-Compulsive",
+ "Phobia": "Phobia",
+ "Pride-of-the-Rooster": "Pride of the Rooster",
+ "Short-sighted": "Short-sighted",
+ "Sickly": "Sickly",
+ "Timidity-of-the-Kilin": "Timidity of the Kilin",
+ "Wanted": "Wanted"
+}
diff --git a/Qin Warring States/translations/hu.json b/Qin Warring States/translations/hu.json
new file mode 100644
index 0000000000..1f341643a6
--- /dev/null
+++ b/Qin Warring States/translations/hu.json
@@ -0,0 +1,120 @@
+{
+ "Age": "Age",
+ "Breath-of-Life": "Breath of Life",
+ "Bruised": "Bruised",
+ "C": "C",
+ "Character-Type": "Character Type",
+ "Chi": "Chi",
+ "Chu": "Chu",
+ "Current-Chi": "Current Chi",
+ "DEFINING-DEEDS": "DEFINING DEEDS",
+ "DMG": "DMG",
+ "E": "E",
+ "Earth": "Earth",
+ "Earth-button": "Earth",
+ "Effects": "Effects",
+ "EQUIPMENT": "EQUIPMENT",
+ "Experience": "Experience",
+ "Fatally-Injured": "Fatally Injured",
+ "Fire": "Fire",
+ "Fire-button": "Fire",
+ "Gift": "Gift",
+ "Gift-Acuity-of-the-Kilin": "Acuity of the Kilin",
+ "Gift-Agility-of-the-Monkey": "Agility of the Monkey",
+ "Gift-Audacity-of-the-Phoenix": "Audacity of the Phoenix",
+ "Gift-Beloved-of-Nature": "Beloved of Nature",
+ "Gift-Blessed-by-the-dragon-kings": "Blessed by the Dragon-Kings",
+ "Gift-Breastplate-of-Bronze": "Breastplate of Bronze",
+ "Gift-Child-of-the-Shadows": "Child of the Shadows",
+ "Gift-Claws-of-the-Tiger": "Claws of the Tiger",
+ "Gift-Courage-of-the-Tiger": "Courage of the Tiger",
+ "Gift-Ease-of-the-Courtier": "Ease of the Courtier",
+ "Gift-Eye-of-the-Snake": "Eye of the Snake",
+ "Gift-Favorite-of-Wen-Chang": "Favorite of Wen Chang",
+ "Gift-Feline-Grace": "Feline Grace",
+ "Gift-Gift-of-Nezha": "Gift of Nezha",
+ "Gift-Hand-of-the Monkey": "Hand of the Monkey",
+ "Gift-Health-of-the-Rat": "Health of the Rat",
+ "Gift-Heir-of-Sun-Zi": "Heir of Sun Zi",
+ "Gift-Inspiration-of-the-Gods": "Inspiration of the Gods",
+ "Gift-Inspiration-of-the-Tao": "Inspiration of the Tao",
+ "Gift-Linguist": "Linguist",
+ "Gift-Luck-of-the-Hare": "Luck of the Hare",
+ "Gift-Mask-of-the-Demon": "Mask of the Demon",
+ "Gift-Memory-of-the-Zhongguo": "Memory of the Zhongguo",
+ "Gift-Not-Applicable": "Not Applicable",
+ "Gift-On-the-Shell-of-the-Turtle": "On the Shell of the Turtle",
+ "Gift-Paw-of-the-Bear": "Paw of the Bear",
+ "Gift-Placidity-of-the-Turtle": "Placidity of the Turtle",
+ "Gift-Presence-of-the-Phoenix": "Presence of the Phoenix",
+ "Gift-Sense-of-the-Tao": "Sense of the Tao",
+ "Gift-Sharp-Senses": "Sharp Senses",
+ "Gift-specialization": "Gift Specialization",
+ "Gift-Spirit-of-Horses": "Spirit of Horses",
+ "Gift-Strength-of-the-Ox": "Strength of the Ox",
+ "Gift-Tongue-of-Tsai-Chen": "Tongue of Tsai Chen",
+ "Gift-Unsettling-Beauty": "Unsettling Beauty",
+ "Han": "Han",
+ "Height": "Height",
+ "L": "L",
+ "Level": "Level",
+ "M": "M",
+ "Metal": "Metal",
+ "Metal-button": "Metal",
+ "Name": "Name",
+ "Normal": "Normal",
+ "Not-Applicable": "Not Applicable",
+ "Passive-Defense": "Passive Defense",
+ "Protection": "Protection",
+ "Qi": "Qi",
+ "Qin": "Qin",
+ "Renown": "Renown",
+ "Resistance": "Resistance",
+ "Seriously-Injured": "Seriously Injured",
+ "Sex": "Sex",
+ "SKILLS": "SKILLS",
+ "Slightly-Injured": "Slightly Injured",
+ "State": "State",
+ "T": "T",
+ "TAO-MAGIC": "TAO - MAGIC",
+ "Tao-Techniques": "Tao - Techniques",
+ "Techniques": "Techniques",
+ "Total-DMG": "Total DMG",
+ "Water": "Water",
+ "Water-button": "Water",
+ "Weakness": "Weakness",
+ "Wei": "Wei",
+ "Weight": "Weight",
+ "Wood": "Wood",
+ "Wood-button": "Wood",
+ "Yan": "Yan",
+ "Zhao": "Zhao",
+ "Air-of-the-Snake": "Air of the Snake",
+ "Alcoholic": "Alcoholic",
+ "Amnesiac": "Amnesiac",
+ "Ascetic": "Ascetic",
+ "Blessed-by-Chang-E": "Blessed by Chang-E",
+ "Clown": "Clown",
+ "Code-of-Honor": "Code of Honor",
+ "Curiousity-of-the-Rat": "Curiousity of the Rat",
+ "Curse-of-the-Five-Poisons": "Curse of the Five Poisons",
+ "Curse-of-Zhu-Rong": "Curse of Zhu Rong",
+ "Disgrace-of-Fu-Xing": "Disgrace of Fu Xing",
+ "Hard-of-Hearing": "Hard of Hearing",
+ "Haunted-Soul": "Haunted Soul",
+ "Impetuosity-of-the-Horse": "Impetuosity of the Horse",
+ "Impure-Blood": "Impure Blood",
+ "Lookalike": "Lookalike",
+ "Loudmouth": "Loudmouth",
+ "Loyalty-of-the-Dog": "Loyalty of the Dog",
+ "Mind-of-the-Hare": "Mind of the Hare",
+ "Mysogynist/Misandrist": "Mysogynist/Misandrist",
+ "Naive": "Naive",
+ "Obsessive-Compulsive": "Obsessive-Compulsive",
+ "Phobia": "Phobia",
+ "Pride-of-the-Rooster": "Pride of the Rooster",
+ "Short-sighted": "Short-sighted",
+ "Sickly": "Sickly",
+ "Timidity-of-the-Kilin": "Timidity of the Kilin",
+ "Wanted": "Wanted"
+}
diff --git a/Raspberry Heaven/translations/ca.json b/Raspberry Heaven/translations/ca.json
new file mode 100644
index 0000000000..188ad3801e
--- /dev/null
+++ b/Raspberry Heaven/translations/ca.json
@@ -0,0 +1,8 @@
+{
+ "name": "Your Name",
+ "description": "Description",
+ "special": "Special Move",
+ "roll": "Roll",
+ "movehappens": "What Happens?",
+ "number": "Number"
+}
\ No newline at end of file
diff --git a/Raspberry Heaven/translations/hu.json b/Raspberry Heaven/translations/hu.json
new file mode 100644
index 0000000000..188ad3801e
--- /dev/null
+++ b/Raspberry Heaven/translations/hu.json
@@ -0,0 +1,8 @@
+{
+ "name": "Your Name",
+ "description": "Description",
+ "special": "Special Move",
+ "roll": "Roll",
+ "movehappens": "What Happens?",
+ "number": "Number"
+}
\ No newline at end of file
diff --git a/RatasEnLasParedes/translations/ca.json b/RatasEnLasParedes/translations/ca.json
new file mode 100644
index 0000000000..70dfef13c8
--- /dev/null
+++ b/RatasEnLasParedes/translations/ca.json
@@ -0,0 +1,17 @@
+{
+ "nombre": "NOMBRE",
+ "profesion": "PROFESION",
+ "reputacion": "REPUTACION",
+ "destreza": "DESTREZA",
+ "ingenio": "INGENIO",
+ "musculo": "MUSCULO",
+ "violencia": "VIOLENCIA",
+ "voluntad": "VOLUNTAD",
+ "pv": "PV",
+ "pc": "PC",
+ "pe": "PE",
+ "damage": "DAÑO",
+ "armas-1-mano": "Armas 1 Mano",
+ "armas-2-manos": "Armas 2 Manos",
+ "armas-grandes": "Armas Grandes"
+}
\ No newline at end of file
diff --git a/RatasEnLasParedes/translations/hu.json b/RatasEnLasParedes/translations/hu.json
new file mode 100644
index 0000000000..70dfef13c8
--- /dev/null
+++ b/RatasEnLasParedes/translations/hu.json
@@ -0,0 +1,17 @@
+{
+ "nombre": "NOMBRE",
+ "profesion": "PROFESION",
+ "reputacion": "REPUTACION",
+ "destreza": "DESTREZA",
+ "ingenio": "INGENIO",
+ "musculo": "MUSCULO",
+ "violencia": "VIOLENCIA",
+ "voluntad": "VOLUNTAD",
+ "pv": "PV",
+ "pc": "PC",
+ "pe": "PE",
+ "damage": "DAÑO",
+ "armas-1-mano": "Armas 1 Mano",
+ "armas-2-manos": "Armas 2 Manos",
+ "armas-grandes": "Armas Grandes"
+}
\ No newline at end of file
diff --git a/ReachofTitan/translations/ca.json b/ReachofTitan/translations/ca.json
new file mode 100644
index 0000000000..3eb48ef747
--- /dev/null
+++ b/ReachofTitan/translations/ca.json
@@ -0,0 +1,36 @@
+{
+ "abilities": "Abilities:",
+ "actions": "Actions",
+ "anchorattack": "Anchor Attack:",
+ "armor": "Armor:",
+ "attacks": "Attacks",
+ "available": "Available: ",
+ "basiccombatorder": "Basic Combat Order:",
+ "class": "Class:",
+ "climb": "Climb:",
+ "creaturestats": "Creature Stats",
+ "damage": "Damage",
+ "evasion": "Evasion:",
+ "evasion-p": "Evasion",
+ "exhausted": "Exhausted: ",
+ "hp": "HP:",
+ "intellect": "Intellect:",
+ "items": "Items:",
+ "meleeattack": "Melee Attack:",
+ "name": "Name:",
+ "nodamage": " (No damage) The Titan is anchored.",
+ "numberofactions": "Number of Actions:",
+ "rangedattack": "Ranged Attack:",
+ "relatedsections": "Related Section:",
+ "rolldicefordamage": " Roll dice for damage.",
+ "rolldicetopiece": " Roll dice to pierce armor ",
+ "sections": "Sections",
+ "shake": "Shake:",
+ "shake-p": "Shake",
+ "specialabilities": "Special Abilities",
+ "strength": "Strength:",
+ "templateheader": "Action Roll",
+ "thirdact": "Third Act Publishing",
+ "titan": "Titan:",
+ "upondamage": "Upon Damage"
+}
\ No newline at end of file
diff --git a/ReachofTitan/translations/hu.json b/ReachofTitan/translations/hu.json
new file mode 100644
index 0000000000..3eb48ef747
--- /dev/null
+++ b/ReachofTitan/translations/hu.json
@@ -0,0 +1,36 @@
+{
+ "abilities": "Abilities:",
+ "actions": "Actions",
+ "anchorattack": "Anchor Attack:",
+ "armor": "Armor:",
+ "attacks": "Attacks",
+ "available": "Available: ",
+ "basiccombatorder": "Basic Combat Order:",
+ "class": "Class:",
+ "climb": "Climb:",
+ "creaturestats": "Creature Stats",
+ "damage": "Damage",
+ "evasion": "Evasion:",
+ "evasion-p": "Evasion",
+ "exhausted": "Exhausted: ",
+ "hp": "HP:",
+ "intellect": "Intellect:",
+ "items": "Items:",
+ "meleeattack": "Melee Attack:",
+ "name": "Name:",
+ "nodamage": " (No damage) The Titan is anchored.",
+ "numberofactions": "Number of Actions:",
+ "rangedattack": "Ranged Attack:",
+ "relatedsections": "Related Section:",
+ "rolldicefordamage": " Roll dice for damage.",
+ "rolldicetopiece": " Roll dice to pierce armor ",
+ "sections": "Sections",
+ "shake": "Shake:",
+ "shake-p": "Shake",
+ "specialabilities": "Special Abilities",
+ "strength": "Strength:",
+ "templateheader": "Action Roll",
+ "thirdact": "Third Act Publishing",
+ "titan": "Titan:",
+ "upondamage": "Upon Damage"
+}
\ No newline at end of file
diff --git a/Rhapsody of Blood/translations/ca.json b/Rhapsody of Blood/translations/ca.json
new file mode 100644
index 0000000000..625e9d0835
--- /dev/null
+++ b/Rhapsody of Blood/translations/ca.json
@@ -0,0 +1,807 @@
+{
+ "a_backup_pistol": "A backup pistol (ranged, reload).",
+ "a_bag_of_healing_salves": "A bag of healing salves.",
+ "a_clever_disguise": "A clever disguise (can pass as a castle minion).",
+ "a_collar_with_a_glowing_light": "A collar with a glowing light.",
+ "a_crossbow": "A crossbow (ranged, reload).",
+ "a_deck_of_playing_cards": "A deck of playing cards.",
+ "a_hip_flask_wineskin_or_tobacco_pouch": "A hip flask, wineskin or tobacco pouch.",
+ "a_last_ditch_ice_burst": "A last-ditch ice burst (stun, painful).",
+ "a_musical_instrument": "A musical instrument.",
+ "a_pouch_of_alchemical_samples": "A pouch of alchemical samples.",
+ "a_shield": "A shield (advantage on Confront, disadvantage on Dodge).",
+ "a_small_light_source": "A small light source.",
+ "a_theodolite_and_a_spirit_level": "A theodolite and a spirit level.",
+ "a_toolbox": "A toolbox.",
+ "a_warhorse": "A warhorse.",
+ "an_amulet": "An amulet (destroy to lose 1 contamination).",
+ "an_old_map": "An old map (sacrifice to get 2 Travel the Labyrinth hold).",
+ "anti_venoms_and_stimulants": "Anti-venoms and stimulants.",
+ "antitoxins_and_miracle_cures": "Antitoxins and miracle cures.",
+ "armoured_plates": "Armoured Plates (1 Armour).",
+ "as_many_rations_as_you_need": "As many rations as you need.",
+ "assassin": "The Assassin",
+ "assassin_covenant_example_1": "You healed them up from a mortal wound.",
+ "assassin_covenant_example_2": "They’re heavily in debt to you.",
+ "assassin_covenant_example_3": "You’ve sworn loyalty to them.",
+ "assassin_death_move": "
",
+ "bloodline_move_a_web_of_influence": "A Web of Influence",
+ "bloodline_move_a_web_of_influence_desc": "
",
+ "bloodline_move_arcane_power": "Arcane Power",
+ "bloodline_move_audacious": "Audacious†",
+ "bloodline_move_audacious_desc": "
",
+ "bloodline_move_avarice": "Avarice",
+ "bloodline_move_avarice_desc": "
",
+ "bloodline_move_communication_devices": "Communication Devices†",
+ "bloodline_move_communication_devices_desc": "
",
+ "bloodline_move_eldritch_insight": "Eldritch Insight",
+ "bloodline_move_eldritch_insight_desc": "
",
+ "bloodline_move_forward_base": "Forward Base",
+ "bloodline_move_good_measure": "Good Measure",
+ "bloodline_move_good_measure_desc": "
",
+ "bloodline_move_holy_vanguard": "Holy Vanguard†",
+ "bloodline_move_holy_vanguard_desc": "
",
+ "bloodline_move_natural_vigor": "Natural Vigor†",
+ "bloodline_move_natural_vigor_desc": "
",
+ "bloodline_move_opulence": "Opulence",
+ "bloodline_move_opulence_desc": "
",
+ "bloodline_move_panacea": "Panacea",
+ "bloodline_move_panacea_desc": "
",
+ "bloodline_move_shadows_of_humanity": "Shadows of Humanity",
+ "bloodline_move_shadows_of_humanity_desc": "
",
+ "bloodline_move_soothsayers_for_hire": "Soothsayers for Hire",
+ "bloodline_move_soothsayers_for_hire_desc": "
",
+ "bloodline_move_the_flesh_is_weak": "The Flesh is Weak†",
+ "bloodline_move_the_flesh_is_weak_desc": "
You craft a legendary sword with your own blood. It is a weapon with lingering, piercing, heirloom.
", + "explorer_blood_gift_burning_blood": "Burning Blood", + "explorer_blood_gift_burning_blood_description": "Your blood burns as it leaves your body. You may mark contamination to create a wall of fire most monsters won’t willingly cross.
", + "explorer_blood_gift_chaos_eyes": "Chaos Eyes", + "explorer_blood_gift_chaos_eyes_description": "The shifting chaos of the castle bleeds out of your mind and into those that meet your gaze. Your eyes are a weapon with ranged, piercing, unstable.
", + "explorer_blood_gift_contamination_engine": "Contamination Engine", + "explorer_blood_gift_contamination_engine_description": "When you next have shelter, you build a device that stores the effects of the castle. Describe it. Any explorer who uses it may transfer contamination to it, for a price. For each 3 contamination it stores, advance the Regent’s clock.
", + "explorer_blood_gift_creatures_of_darkness": "Creatures of Darkness", + "explorer_blood_gift_creatures_of_darkness_description": "When you consume a fallen Acolyte, you gain their properties. Mark contamination to...
If it was strengthening the Regent:
...give another explorer fleeting advantage.
If it was guarding the Regent:
...negate a hit worth 3 Harm or less.
If it was speeding the world’s blight:
...prevent the clock from ticking down.
You may mark contamination instead of spending honour for any of your moves.
", + "explorer_blood_gift_dont_split_the_party": "Don’t Split the Party", + "explorer_blood_gift_dont_split_the_party_description": "When an ally Summons Aid, you can mark contamination to physically show up.
", + "explorer_blood_gift_dummy!": "Dummy!", + "explorer_blood_gift_dummy_description!": "When you Flow Like Water, you may leave behind an effigy of yourself. Mark contamination to have it act in your place.
", + "explorer_blood_gift_eldritch_bloodletting": "Eldritch Bloodletting", + "explorer_blood_gift_eldritch_bloodletting_description": "When you would take harm, you can choose to mark contamination 1-for-1 instead.
", + "explorer_blood_gift_everything_is_permitted": "Everything is Permitted", + "explorer_blood_gift_everything_is_permitted_description": "When you successfully Strike an enemy, you can mark contamination to gain the lost Quality as a spell. The GM will tell you what it does.
", + "explorer_blood_gift_eyes_on_the_inside": "Eyes on the Inside", + "explorer_blood_gift_eyes_on_the_inside_description": "You can mark contamination to perceive the intangible and immaterial. When you Line it Up or See Clear with this sight, you can roll +Mercury instead of +Glass.
", + "explorer_blood_gift_frenzy": "Frenzy", + "explorer_blood_gift_frenzy_description": "When you roll a miss on Strike, you can mark contamination to immediately make another Strike.
", + "explorer_blood_gift_fridge_logic": "Fridge Logic", + "explorer_blood_gift_fridge_logic_description": "When you Line It Up by contemplating the weird and surreal nature of the castle, do so with +Sulphur instead of +Glass. You may mark contamination to roll with advantage.
", + "explorer_blood_gift_ghost_eater": "Ghost Eater", + "explorer_blood_gift_ghost_eater_description": "You can consume the spirits trapped in your Soul Vessel. When you do, mark contamination but heal your last wound.
", + "explorer_blood_gift_guiding_light": "Guiding Light", + "explorer_blood_gift_guiding_light_description": "When you attune your senses to the castle, you may spend honor 1-to-1 to ask a question from the See Clear list.
", + "explorer_blood_gift_half_dead": "Half-Dead", + "explorer_blood_gift_half_dead_description": "You're losing your mortality. Gain 1 Armour against physical attacks, but take 1 more harm from magical/spiritual attacks.
", + "explorer_blood_gift_healers_touch": "Healer’s Touch", + "explorer_blood_gift_healers_touch_description": "When you treat someone else’s wounds, mark contamination to heal yourself for the same amount.
", + "explorer_blood_gift_healing_corruption": "Healing Corruption", + "explorer_blood_gift_healing_corruption_description": "When you hurt an enemy, you can mark contamination to hold 1. Spend that hold to heal yourself or an ally 1 harm.
", + "explorer_blood_gift_junk_homunculus": "Junk Homunculus", + "explorer_blood_gift_junk_homunculus_description": "When you assemble the odds and ends in your pack into a rough human form, you can mark contamination to give it life. It will follow your commands to the best of its ability, but cannot leave the castle.
", + "explorer_blood_gift_just_you_and_me": "Just You and Me", + "explorer_blood_gift_just_you_and_me_description": "If you're within arm's reach of a foe, you can mark contamination to reshape the castle and trap you both within an empty room. The previous state is restored when you will it, or when you take a major wound.
", + "explorer_blood_gift_knives_of_shadow": "Knives of Shadow", + "explorer_blood_gift_knives_of_shadow_description": "You can craft knives from the very shadows. Treat them as weapons with flexible, ranged, painful.
", + "explorer_blood_gift_last_surprise": "Last Surprise", + "explorer_blood_gift_last_surprise_description": "When you successfully Strike an enemy, mark contamination to damage them twice instead.
", + "explorer_blood_gift_laugh_away_the_pain": "Laugh Away the Pain", + "explorer_blood_gift_laugh_away_the_pain_description": "You can mark contamination to clear a Minor Wound, or raise Blood to clear a Major Wound.
", + "explorer_blood_gift_lupine": "Lupine", + "explorer_blood_gift_lupine_description": "Your teeth and fingernails gain a keen edge. You always have access to them, as a weapon with (piercing, close).
", + "explorer_blood_gift_maw_of_the_void": "Maw of the Void", + "explorer_blood_gift_maw_of_the_void_description": "If you get something in your bag, it cannot escape without your say-so. You can mark contamination to turn the void inside the bag into a powerful vacuum (tether, close).
", + "explorer_blood_gift_medium": "Medium", + "explorer_blood_gift_medium_description": "You can mark contamination to summon a lesser version of your spirit. They won’t be hostile - at least, at first.
", + "explorer_blood_gift_paradox_bag": "Paradox Bag", + "explorer_blood_gift_paradox_bag_description": "When you reach into your sack, you can mark contamination to pull out something impossible: something too big, or too dangerous, or on the other side of the world, or in your antagonist's hands.
", + "explorer_blood_gift_psychopomp": "Psychopomp", + "explorer_blood_gift_psychopomp_description": "You can mark contamination and spend 1 Travel the Labyrinth hold to take your group to or from: an individual's psyche, the land of the dead, where the castle comes from.
", + "explorer_blood_gift_pushing_the_limit": "Pushing the Limit", + "explorer_blood_gift_pushing_the_limit_description": "When you build an invention, you may mark contamination to boost it with a Professor move you don’t have as if you had it.
", + "explorer_blood_gift_questionable_sources": "Questionable Sources", + "explorer_blood_gift_questionable_sources_description": "When you draw upon your most feral instinct, mark contamination to roll +Iron on Drink Deep instead of +Sulphur.
", + "explorer_blood_gift_rabid_attack": "Rabid Attack", + "explorer_blood_gift_rabid_attack_description": "You can mark contamination to maul an enemy brutally, and create an Opening for other explorers to use.
", + "explorer_blood_gift_shadow_walking": "Shadow-Walking", + "explorer_blood_gift_shadow_walking_description": "When you hide in the shadows, you can mark contamination to move from one shadow to another, bringing any people you wish with you.
", + "explorer_blood_gift_shared_information": "Shared Information", + "explorer_blood_gift_shared_information_description": "When you Drink Deep, you can mark contamination to share the spell with your allies.
", + "explorer_blood_gift_summon_blade": "Summon Blade", + "explorer_blood_gift_summon_blade_description": "You can’t lose your Bloodline’s weapons. You may mark contamination to immediately call a weapon with heirloom to you.
", + "explorer_blood_gift_the_blood_is_life": "The Blood is Life", + "explorer_blood_gift_the_blood_is_life_description": "When you shed your blood to create a body for a spirit, roll +Harm taken. On a 7-9 pick 1, on a 10+ pick 2: they're obedient, they're knowledgeable, you can banish them at will.
", + "explorer_blood_gift_the_unquiet_flesh": "The Unquiet Flesh", + "explorer_blood_gift_the_unquiet_flesh_description": "Your body is shifting to become something ancient. You may mark contamination to grow an organ or limb - arms, tentacles, etc.
", + "explorer_blood_gift_titans_might": "Titan's Might", + "explorer_blood_gift_titans_might_description": "You can mark contamination to augment your strength, letting you carry any weight. Leverage may still present issues.
", + "explorer_blood_gift_trailblazer": "Trailblazer", + "explorer_blood_gift_trailblazer_description": "When you Travel the Labyrinth, you may choose to mark contamination to automatically gain 1 hold.
", + "explorer_blood_gift_venom_veins": "Venom Veins", + "explorer_blood_gift_venom_veins_description": "When you bleed, you can mark contamination to turn the spilt blood into a poison that gives weapons lingering or stun.
", + "explorer_blood_gift_voice_of_command": "Voice of Command", + "explorer_blood_gift_voice_of_command_description": "When an Adversary is bearing down on an ally, you can mark contamination to force them to target you instead.
", + "explorer_blood_gift_void_needle": "Void Needle", + "explorer_blood_gift_void_needle_description": "When you wield a stabbing weapon, you can mark contamination to give it the lingering tag.
", + "explorer_blood_gift_war_cry": "War Cry", + "explorer_blood_gift_war_cry_description": "When you let out an intimidating war cry, mark contamination to choose an option from Stand With Me and apply it to yourself.
", + "explorer_blood_gift_wild_card": "Wild Card", + "explorer_blood_gift_wild_card_description": "Choose a Blood Gift from another Explorer playbook.
", + "explorer_blood_gift_wild_roar": "Wild Roar", + "explorer_blood_gift_wild_roar_description": "When you let out a powerful roar, mark contamination and gain fleeting advantage to Strike and Face the Horde.
", + "explorer_blood_gift_worlds_away": "Worlds Away", + "explorer_blood_gift_worlds_away_description": "If a foe's within arm's reach, you can mark contamination to reshape the castle such that you are separated by a deep chasm, a barricade or a surging river (of what?).
", + "explorer_move_ace_up_my_sleeve": "Ace Up My Sleeve", + "explorer_move_ace_up_my_sleeve_description": "When you hold the enemy’s attention, tell the GM what trick you pull out and Line It Up with +Mercury instead of +Glass.
", + "explorer_move_always_vigilant": "Always Vigilant", + "explorer_move_always_vigilant_description": "You have everyone’s back. You may Stand With Me outside of confrontations.
", + "explorer_move_and_next_youll_say": "And Next You'll Say...", + "explorer_move_and_next_youll_say_description": "When you tell an opponent what they'll do next, roll +Glass. On a hit, they pick one:
On a 10+, reveal a trap you set up to take advantage of your prediction. If they do what you predicted, the trap creates an immediate Opening or takes out a minion.
", + "explorer_move_apothecary": "Apothecary", + "explorer_move_apothecary_description": "You can spend 1-stock to create a poultice that can heal a minor wound, or a draught that will heal 3 Harm. In the field, you can convert a Relic into 1-stock.
", + "explorer_move_arcanist": "Arcanist", + "explorer_move_arcanist_description": "When you use a spell from Drink Deep, pick one:
So long as you concentrate, you can project your spirit away from you, see through its eyes, and - with effort - pull switches, open doors, move small objects, etc.
", + "explorer_move_bend_time": "Bend Time", + "explorer_move_bend_time_description": "When you roll 10+ on Dodge, time slows for everyone but you. If you can do an action within a few seconds, it'll have advantage.
", + "explorer_move_best_friend": "Best Friend", + "explorer_move_best_friend_description": "Choose an explorer you have a covenant with. While the covenant has a rating of 1 or more, you have access to a single move of theirs, your choice.
", + "explorer_move_binding": "Binding", + "explorer_move_binding_description": "When you land a Strike on an adversary, choose one:
When you perform rites to manipulate the castle’s power, roll +Relics sacrificed. On a 7-9 pick one, on a 10+ pick two:
You're merciless in pressing your advantage. Once you’ve landed a Strike on a target, get advantage on future Strikes.
", + "explorer_move_bloody_insight": "Bloody Insight", + "explorer_move_bloody_insight_description": "When you take harm from an adversary, hold 1. Spend 1 to reveal a weakness in their fighting style and give an ally advantage against them. Spend 3 to create an Opening.
", + "explorer_move_cast_the_runes": "Cast the Runes", + "explorer_move_cast_the_runes_description": "When you scry into the future, ask the GM a yes or no question and roll +Mercury. On a hit, they’ll answer truthfully; get fleeting advantage acting on the answer. On a 10+ you may ask a follow-up question.
", + "explorer_move_copycat": "Copycat", + "explorer_move_copycat_description": "Choose a move from another Explorer playbook. If you pick the Packrat’s Cornucopia move, you only have 3-stock. If you pick the Mascot’s Real Person move, you have an animal form instead.
", + "explorer_move_cornucopia": "Cornucopia", + "explorer_move_cornucopia_description": "You carry endless satchels, packs, pouches and bandoleers. Within them is anything your party might need as they explore the castle. You start with 5-stock; reset to 5 every time you return to a safe camp. Spend 1-stock to pull out a useful item: matches, rations, rope, a mirror, pitons, chalk, etc.
", + "explorer_move_doctors_orders": "Doctor’s Orders", + "explorer_move_doctors_orders_description": "When you give another explorer advice and they follow through with it, they gain fleeting advantage.
", + "explorer_move_first_aid": "First Aid", + "explorer_move_first_aid_description": "When you heal or tend to an ally, they heal 1 additional Harm.
", + "explorer_move_free_running": "Free Running", + "explorer_move_free_running_description": "When you Flow Like Water, on a 10+ you can ask the GM to give you an additional cost to choose another option from the list.
", + "explorer_move_get_behind_me!": "Get Behind Me!", + "explorer_move_get_behind_me_description!": "When you take the hit for a teammate, roll +Sulphur. On a hit, you take the blow. On a 7-9, it’s worse than you thought: the GM will give you an additional cost: harm, contamination, or lost gear.
", + "explorer_move_glorious_combat": "Glorious Combat", + "explorer_move_glorious_combat_description": "When you successfully Strike an enemy, you may spend 1-honour to do one of the following:
You have servants helping you carry gear. Your maximum stock is 8 instead of 5, and your staff can perform useful duties: lift something heavy, barricade a door, etc. When they fight alongside you, get advantage on Strike and Face the Horde.
", + "explorer_move_honorable_ally": "Honorable Ally", + "explorer_move_honorable_ally_description": "When you Stand With Me, you may spend 1 honour and roll +Iron instead of +Sulphur.
", + "explorer_move_i_can_do_that_better": "I Can Do That Better", + "explorer_move_i_can_do_that_better_description": "When you observe another explorer’s miss, get fleeting advantage to do the exact same thing.
", + "explorer_move_inspire": "Inspire", + "explorer_move_inspire_description": "When you roll 12+ on Face the Horde, you and your teammates heal 2 Harm.
", + "explorer_move_invention": "Invention", + "explorer_move_invention_description": "When you spend time in a safe space developing and building a new invention, roll +Sulphur. On a hit, you build the invention. Choose 1 and describe it:
On a 7-9, choose 1 drawback from below.
When you build an invention on the field, roll with disadvantage, and choose an additional drawback on a 7-9.
", + "explorer_move_knights_honour": "Knight’s Honour", + "explorer_move_knights_honour_description": "Your honourable soul protects you from the castle’s corruption. Start with 3-honour and reset to 3 every time you return to a safe camp. Spend 1-honour to avoid marking contamination.
", + "explorer_move_legerdemain": "Legerdemain", + "explorer_move_legerdemain_description": "When you get 12+ on Flow Like Water or Dodge, you spot an opportunity to acquire an asset: gain 1-Relic.
", + "explorer_move_lightning_swift": "Lightning Swift", + "explorer_move_lightning_swift_description": "You're incredibly fast. Your attacks always have the cleave tag, and you have advantage on Dodge.
", + "explorer_move_literal_packrat": "Literal Packrat", + "explorer_move_literal_packrat_description": "You get the Packrat’s Cornucopia move, but you only have 3-stock.
", + "explorer_move_lucky_cigarette_case": "Lucky Cigarette Case", + "explorer_move_lucky_cigarette_case_description": "When your pack intercepts a blow, roll +stock spent (minimum 1). On a hit, the harm is negated; on a 7-9, the GM will name one other piece of gear you have that is destroyed in the process.
", + "explorer_move_more_firepower": "More Firepower", + "explorer_move_more_firepower_description": "When you choose to invent a weapon, give it an extra perk.
", + "explorer_move_nerves_of_steel": "Nerves of Steel", + "explorer_move_nerves_of_steel_description": "Your honour protects you even from physical harm. You may spend honour 1-for-1 to reduce harm taken.
", + "explorer_move_noble_charge": "Noble Charge", + "explorer_move_noble_charge_description": "When you Face the Horde, on a hit, you may choose an additional option. If you do, gain 1-honour, up to a maximum of 3-honor.
", + "explorer_move_nothing_is_true": "Nothing is True", + "explorer_move_nothing_is_true_description": "When you See Clear, add these questions to the list:
When you tend to your own wounds, you can use any Medic move - even ones you haven’t chosen.
", + "explorer_move_pinning_fire": "Pinning Fire", + "explorer_move_pinning_fire_description": "Your shots are precise and lethal. When you attack a foe with a ranged weapon, the foe must choose: remain where they are, or be taken out (if they're a minion) or provide an Opening (if they're an adversary).
", + "explorer_move_poisoner": "Poisoner", + "explorer_move_poisoner_description": "When you spend time in a safe space crafting a poison, describe it. You can use it to give a weapon lingering or stun.
When you heal or aid someone but keep yourself emotionally distant, roll Stand With Me with +Glass instead of +Sulphur.
", + "explorer_move_rally": "Rally", + "explorer_move_rally_description": "When all hope seems lost and you rally your teammates, roll +Sulphur. On a hit, pick one:
On a 7-9, the GM will give you a cost: harm, contamination, or lost gear.
", + "explorer_move_real_person": "Real Person", + "explorer_move_real_person_description": "You have a human form you can switch to at will.
", + "explorer_move_regain_momentum": "Regain Momentum", + "explorer_move_regain_momentum_description": "Flesh and blood is less important that confidence. When you land a successful Strike, heal the last Harm you took.
", + "explorer_move_reshape_chaos": "Reshape Chaos", + "explorer_move_reshape_chaos_description": "You may spend Travel the Labyrinth hold, 1-for-1, to uncover one of these details in your environment:
Poisons you make or have also give weapons they’re applied to the holy tag.
", + "explorer_move_sniper": "Sniper", + "explorer_move_sniper_description": "When you take advantage of an Opening with a ranged or thrown weapon and your enemy can’t see you, treat the result as if you rolled a 10+.
", + "explorer_move_soul_blade": "Soul Blade", + "explorer_move_soul_blade_description": "Your spirit has its own weapon: give it a perk and a flaw. When the spirit fights, roll +Sulphur to Strike and Face the Horde. If you have Astral Projection, the spirit can fight while you take independent action.
", + "explorer_move_soul_vessel": "Soul Vessel", + "explorer_move_soul_vessel_description": "When you try to catch the spirit of a defeated minion, roll +Sulphur. On a hit, you catch it; on a 7-9, it taints you and you mark contamination. So long as a spirit is contained, you can freely use one of its moves. When you mark contamination you can shift it onto the vessel, destroying the spirit. You may have one spirit at a time.
", + "explorer_move_spectral_knowledge": "Spectral Knowledge", + "explorer_move_spectral_knowledge_description": "When you ask your spirit for advice, roll +Glass. On a hit, ask a question and the GM will answer honestly... for the most part. On a 7-9 pick two, on a 10+ pick one:
When you fuse with your spirit, roll +Sulphur. On a 7-9 hold 2, on a 10+ hold 3. On a 6- hold 1 but mark contamination. Spend a hold to use the spirit's power; work it out with the GM, but it should be about the level of a spell from Drink Deep. This power is draining: to use it again, you must use Shelter or Rest and Recreation.
", + "explorer_move_stampede": "Stampede", + "explorer_move_stampede_description": "You can communicate with other animals. When you coordinate your efforts with them, gain fleeting advantage.
", + "explorer_move_standard_bearer": "Standard Bearer", + "explorer_move_standard_bearer_description": "You proudly carry the banner of your expedition with you. When you show your pride and wave the banner, gain fleeting advantage on Stand With Me.
", + "explorer_move_triage": "Triage", + "explorer_move_triage_description": "When you assess the type of harm another character has taken, roll +Glass. On a 10+, choose 3. On a 7-9, choose 1.
Your weapon is versatile, enchanted or a marvel of engineering. Pick two perk/flaw sets for it: you can switch between the two at a moment’s notice.
", + "explorer_move_trophy": "Trophy", + "explorer_move_trophy_description": "You know secret rituals to preserve an enemy's power in a severed part of their body. When you draw on the power of a trophy carved from an Acolyte, roll +Iron on Drink Deep instead of +Sulphur.
", + "explorer_move_true_sight": "True Sight", + "explorer_move_true_sight_description": "You can always recognise an illusion or supernatural deception as what it truly is. In addition, you get advantage on See Clear.
", + "explorer_move_trump_card": "Trump Card", + "explorer_move_trump_card_description": "Exactly once during a confrontation with an Acolyte, you may declare you have a solution to your current predicament. Tell the GM what it is and roll +Mercury.
On a hit, you defeat the Acolyte by the skin of your teeth. On a 7-9, it costs you a lot. Cross off an unmarked Blood Advance other than Retirement: you cannot take that advance. If there are none left, immediately take Retirement. On a miss, you mess up real bad: trigger your Death Move.
", + "explorer_move_unnatural_habitat": "Unnatural Habitat", + "explorer_move_unnatural_habitat_description": "When you Flow Like Water in an environment that resembles your natural habitat, roll +Iron instead of +Mercury.
", + "explorer_move_useful_bling": "Useful Bling", + "explorer_move_useful_bling_description": "When you choose to invent a shiny object, choose 1 more from the same list.
", + "explorer_move_versatility": "Versatility", + "explorer_move_versatility_description": "When you choose to invent an enhancer, pick two exploration moves it boosts instead of one.
", + "explorer_move_walking_armory": "Walking Armory", + "explorer_move_walking_armory_description": "Your bags are bristling with weaponry and armour. Spend 1-stock to:
One bloodline goes to you for prophecies and omens. Raise your pact with them by 1. They say what fate you saved them from. You say what ill fortune you haven’t told them about yet.
", + "fate_dealers_lore": "Cartomancy; astrology; runecasting.", + "fate_dealers_pact_name": "The Way of Violet", + "fate_dealers_prizes": "You prize the struggle against Fate. At the end of each session, pick the explorer who had the worst luck and yet prevailed against it, and raise their pact with your bloodline by 1. ", + "fate_dealers_refuge_1": "A souvenir shop of trinkets and accessories.", + "fate_dealers_refuge_2": "The local fortune-teller’s tent.", + "fate_dealers_refuge_3": "Your house, strangely untouched by evil.", + "fate_dealers_shelter": "When your explorer finds Shelter in the castle, they may conduct a divination. They gain a glimpse of an Acolyte’s activities in the castle and thus their role.", + "fate_dealers_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "fate_dealers_starting_array_1_desc": "if you advise people against the coming harm but lack the military strength to save them alone.", + "fate_dealers_starting_array_2": "Chalices -1 Swords 0 Coins 1 Wands 1", + "fate_dealers_starting_array_2_desc": "if you defy Fate by gathering as many resources as possible at the expense of others.", + "fate_dealers_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "fate_dealers_starting_array_3_desc": "if you stare death in the face, everything else be damned.", + "fate_dealers_style": "Ostentatious clothing; simple robes; unrecognizable from common folk.", + "first_aid_kit": "First Aid Kit (Use to heal 1 Harm).", + "flail": "Flail (cleave, brace).", + "gear": "Gear", + "gender": "Ambiguous, Concealed, Feminine, Masculine.", + "glass": "Glass", + "glass_description": "Your ability to stay sane and clear-eyed. When exploring, use it to find your way through and assess your surroundings. When fighting a powerful adversary, use it to spot openings and help your allies exploit them.", + "glowing_crystals": "Glowing crystals.", + "guardians_of_nature": "The Guardians Of Nature", + "guardians_of_nature_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain an animal companion. While the animal is alive, they share one of your explorer’s moves.", + "guardians_of_nature_bloodline_name": "A sacred tree or animal; the name the whispers give you; no given name.", + "guardians_of_nature_breach_1": "The worn pelt of a beast of the castle.", + "guardians_of_nature_breach_2": "A growing branch tearing through a wall.", + "guardians_of_nature_breach_3": "The wind which carries you to the roof.", + "guardians_of_nature_desc": "", + "guardians_of_nature_drive_1": "The dying wildlife in the local area.", + "guardians_of_nature_drive_2": "A great beast turned evil by the Regent.", + "guardians_of_nature_drive_3": "The encroaching industry of the castle.", + "guardians_of_nature_founder_desc": "You’ve left the comfort of the wilds to find the source of all evil. Now that you have found it, it’s time to destroy it, for the good of the natural order.", + "guardians_of_nature_founder_title": "The Archdruid", + "guardians_of_nature_history": "One bloodline taught you how to fit in with the rest of society. Set your pact with them to 1. You say what social expectation they taught you. They say how it has changed since.
", + "guardians_of_nature_lore": "Secret meetings; whispers of nature; hidden enclaves.", + "guardians_of_nature_pact_name": "The Way of Green", + "guardians_of_nature_prizes": "You prize the natural order. At the end of each session, pick the explorer who went out of their way to destroy the castle, and raise their pact with your bloodline by 1.", + "guardians_of_nature_refuge_1": "A great tree, untouched by the castle’s corruption.", + "guardians_of_nature_refuge_2": "The forest closest to the castle.", + "guardians_of_nature_refuge_3": "A place the civilized dare not enter.", + "guardians_of_nature_shelter": "When your explorer finds Shelter in the castle, they cleanse the area of the castle’s evil. Each explorer may clear their contamination track. Their Blood remains the same.", + "guardians_of_nature_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_1_desc": "if you focus on caring for people while the castle corrupts the outskirts.", + "guardians_of_nature_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 0", + "guardians_of_nature_starting_array_2_desc": "if you focus on fighting the corruption at the source, caring little for material gain.", + "guardians_of_nature_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_3_desc": "if you focus on defending your territory at the cost of personal relations.", + "guardians_of_nature_style": "Rustic clothing; furs and pelts; barely any clothing.", + "half_damned": "The Half-Damned", + "half_damned_at_camp": "While at one of your camps, other bloodlines can spend 1-pact to transfer a point of contamination to a member of your bloodline. Say how the recipient is further twisted.", + "half_damned_bloodline_name": "A shared mark or feature; after your progenitor; what zealots and bigots call you.", + "half_damned_breach_1": "The regent's menagerie, using yourself as bait for the game wardens.", + "half_damned_breach_2": "The servant's quarters, and a stolen uniform.", + "half_damned_breach_3": "The barracks, and notes on the patrol schedule.", + "half_damned_desc": "The Half-Damned show clearer than most the marks of corruption. Lurking on the fringes of society, they fight a constant struggle against the dark blood within. In the castle they have the unique advantage of blending in with its inhabitants, giving them unmatched powers to infiltrate and gain information on the regent’s plans.", + "half_damned_drive_1": "The beast that turned you, serving the Regent.", + "half_damned_drive_2": "Your sibling, called to the castle by an irresistible compulsion.", + "half_damned_drive_3": "A mob whipped into a frenzy by fear of the Regent.", + "half_damned_founder_desc": "Maybe the castle almost claimed you, and it was only thanks to your fellows that you remained human. Maybe the darkness was always inside you, and your struggle to stay in control is even harder now the castle has given it physical form. Either way, it's time to put these gifts to use.", + "half_damned_founder_title": "The Tainted", + "half_damned_history": "One bloodline hunted you as monsters before you forged a treaty. Set your pact each other to 1. You say how you proved your humanity, they say how they made amends.
", + "half_damned_lore": "Ancient immortals with flawed memories; a voice whispering in your nightmares; religious texts that damn you but offer advice.", + "half_damned_pact_name": "The Way of Red", + "half_damned_prizes": "You prize integrity and sacrifice. At the end of each play session, pick the explorer whose mercy most impressed you and raise their bloodline’s pact with you by 1.", + "half_damned_refuge_1": "A graveyard where your peers shelter.", + "half_damned_refuge_2": "An aerie overlooking the land.", + "half_damned_refuge_3": "Underground tunnels forgotten by man.", + "half_damned_shelter": "When your explorer finds Shelter in the castle, they can use the power of the blood to push back death. Anyone in the party can mark contamination to heal 1d6 Harm.", + "half_damned_starting_array_1": "Chalices 0 Swords 1 Coins -1 Wands 1", + "half_damned_starting_array_1_desc": "if your bloodline is cursed with obvious signs of damnation and must live on the fringes of society.", + "half_damned_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "half_damned_starting_array_2_desc": "if your bloodline is cursed with terrible hungers or a lingering blight, even as they appear completely human.", + "half_damned_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "half_damned_starting_array_3_desc": "if one bloodline member in each generation shows the physical gifts of the curse, while the rest suffer the frailties imposed.", + "half_damned_style": "Ragged fabrics and animal skins; fastidiously clean and modern clothing; anonymous peasant or low class clothing.", + "harm": "Harm", + "heavy_cloak": "Heavy cloak (1 Armour).", + "hidden_hand": "The Hidden Hand", + "hidden_hand_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to get access to more luxurious supplies, giving them advantage on Shelter until they return to a safe camp.", + "hidden_hand_bloodline_name": "a mythical creature, an alchemical process, a feudal role.", + "hidden_hand_breach_1": "The deeper vaults, and a brace of explosives.", + "hidden_hand_breach_2": "A grand soiree, and a forged invitation.", + "hidden_hand_breach_3": "The clock tower, and a zip line from great height.", + "hidden_hand_desc": "The Hidden Hand focus on temporal power, using the treasures of the blood to shape mortal society. When the castle returns they call on legions of allies and cutting-edge technology to push it back and get rich in the process.", + "hidden_hand_drive_1": "A treasure rumoured to bring eternal life.", + "hidden_hand_drive_2": "Your political rival, empowered by the regent's corruption.", + "hidden_hand_drive_3": "Rare reagents created by abhorrent rites.", + "hidden_hand_founder_desc": "You're not here out of the goodness of your heart, but raw pragmatism. Frankly, hordes of monsters are liable to ruin your plans for wealth, prestige and power. At least your talent for command has come in useful managing this ragtag band of 'heroes'.", + "hidden_hand_founder_title": "The Mastermind", + "hidden_hand_history": "You split the fabulous wealth you found with another bloodline. Gain 1 pact on them. They say what they used the wealth for; you say how entropy and betrayal robbed them of it.
", + "hidden_hand_lore": "Reports from agents scattered around the world, an iron grip on the rare book market, a private institution of scholars probing the boundaries of knowledge.", + "hidden_hand_pact_name": "The Way of Silver", + "hidden_hand_prizes": "You prize entrepreneurship. At the end of each play session, pick the explorer who most increased their wealth or power and raise their bloodline’s pact with you by 1.", + "hidden_hand_refuge_1": "A mansion filled with helpful servants.", + "hidden_hand_refuge_2": "A watch station, barricaded up against the darkness.", + "hidden_hand_refuge_3": "A scholar's laboratory, fizzing with strange chemicals.", + "hidden_hand_shelter": "When your explorer finds Shelter in the castle, they may upgrade and reinforce their party's gear. They each hold 1: spend it to get fleeting advantage on Strike or Confront.", + "hidden_hand_starting_array_1": "Chalices 1 Swords 0 Coins 1 Wands -1", + "hidden_hand_starting_array_1_desc": "if you live lives of luxury and try not to think too hard about the source of your wealth.", + "hidden_hand_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "hidden_hand_starting_array_2_desc": "if you act as a mercenary group, guiding the world’s conflicts in a direction that benefits you.", + "hidden_hand_starting_array_3": "Chalices 0 Swords -1 Coins 1 Wands 1", + "hidden_hand_starting_array_3_desc": "if you’ve suborned the world’s elite into a secret society bound by occult rituals and mutual blackmail.", + "hidden_hand_style": "Formal wear and subtle marks of membership, opulent clothes and impractical accessories, state-of-the-art arms and armour.", + "history": "History", + "history_and_notes": "History and Notes", + "holy_church": "The Holy Church", + "holy_church_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to take a Relic from your stores. Describe it, and suggest how it came to be owned by your order.", + "holy_church_bloodline_name": "The virtue you follow, the mark you wear, your hope for the future.", + "holy_church_breach_1": "The tainted chapel, and the supply wagons that bring in sacraments.", + "holy_church_breach_2": "The burial catacombs, and a crevasse that's opened them to the world.", + "holy_church_breach_3": "A marble-floored museum, and its skylights.", + "holy_church_desc": "The Holy Church draw power from their faith. Whatever the truth of their particular creed they’re defenders of humanity able to purge contamination, build protections against evil and provide respite to the afflicted.", + "holy_church_drive_1": "A saint's relics stolen from a desecrated grave.", + "holy_church_drive_2": "A great demon only vulnerable to the righteous.", + "holy_church_drive_3": "A sin that only martyrdom can wash clean.", + "holy_church_founder_desc": "You may not be trained in occult lore, or mortal combat. But you know evil, and you know good. And so long as good people stand against evil, you will be there with them to keep them safe.", + "holy_church_founder_title": "The Saint", + "holy_church_history": "You saved another bloodline from falling to darkness. Set your pact with them to 1. They say what dark temptation was twisting them into servants of the castle; you say what you did to redeem them.
", + "holy_church_lore": "Dreams of whispering martyrs, a holy book filled with ecstatic visions, accumulated folkGlass from your flock.", + "holy_church_pact_name": "The Way of White", + "holy_church_prizes": "You prize self-sacrifice. At the end of each play session, pick the explorer who risked the most to help others and raise their bloodline’s pact with you by 1. ", + "holy_church_refuge_1": "An old church warded against malign influences.", + "holy_church_refuge_2": "A memorial remembering the dead of the last great war.", + "holy_church_refuge_3": "The home of a believer, where the faithful are waiting out the horrors.", + "holy_church_shelter": "When your explorer finds Shelter in the castle, they may lead the group in prayer. They each hold 1: spend it to miraculously avoid a curse, spell or mystical attack.", + "holy_church_starting_array_1": "Chalices 1 Swords 0 Coins -1 Wands 1", + "holy_church_starting_array_1_desc": "if you act as a mystery cult, revealing deeper truths to those who have earned them.", + "holy_church_starting_array_2": "Chalices 1 Swords 0 Coins 1 Wands -1", + "holy_church_starting_array_2_desc": "if you are part of a grander church, trading freedom to dabble in the occult for temporal influence.", + "holy_church_starting_array_3": "Chalices 1 Swords 1 Coins -1 Wands 0", + "holy_church_starting_array_3_desc": "if you're a scattered group of devotees resisting persecution in pursuit of righteousness.", + "holy_church_style": "A simple symbol of faith, fastidious clerical robes, joyous flowing colours.", + "homemade_explosives": "Homemade explosives (lingering, ammo).", + "honoured_longsword": "Honoured longsword (piercing, heirloom).", + "human_voice_animal_noises_a_weird_combination": "Human voice, animal noises, a weird combination.", + "iron": "Iron", + "iron_description": "Your stubborn will and ability to fight and kill. When exploring, you use it to fight hordes. When fighting a powerful adversary, use this to take advantage of an opening and strike them down.", + "joker": "The Joker", + "joker_covenant_example_1": "You healed them up from a mortal wound.", + "joker_covenant_example_2": "They’re heavily in debt to you.", + "joker_covenant_example_3": "You’ve sworn loyalty to them.", + "joker_death_move": "Well, the charade’s up. Switch to a different playbook or die. If you switch, keep your stats and Blood Advances, but none of your Joker moves.
", + "joker_desc": "The Joker is a trickster and a jack-of-all-trades.", + "joker_moves": "Joker Moves", + "joker_names": "Akira, Jack, Nancy, Ivan, Renart, Lilith", + "joker_starting_array": "Iron 0 Glass -1 Sulphur 0 Mercury +1", + "knight": "The Knight", + "knight_covenant_example_1": "You healed them up from a mortal wound.", + "knight_covenant_example_2": "They’re heavily in debt to you.", + "knight_covenant_example_3": "You’ve sworn loyalty to them.", + "knight_death_move": "When you die, name another explorer who was moved by your bravery. They gain the Knight’s Honor move, except their base honor is 5 instead of 3.
", + "knight_desc": "The Knight is an honorbound warrior.", + "knight_moves": "Knight Moves", + "knight_names": "Alexander, Bertrand, Jeanne, Athena, Camilla, Brunhild", + "knight_starting_array": "Iron +1 Glass 0 Sulphur -1 Mercury 0", + "knight_take_moves": "Take Knight’s Honour and one more:", + "lantern_and_oil": "Lantern and oil.", + "legendary_heroes": "The Legendary Heroes", + "legendary_heroes_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a weapon from your stores. Give it two perks and a flaw, and describe its history.", + "legendary_heroes_bloodline_name": "A noble title; an inherited naming convention; bearers of the ________.", + "legendary_heroes_breach_1": "A grand door and a sturdy boot.", + "legendary_heroes_breach_2": "A great stained glass window and a hefted brick.", + "legendary_heroes_breach_3": "A high wall and a knotted rope", + "legendary_heroes_desc": "The Legendary Heroes are a bloodline in the truest sense of the word: a lineage where the virtues of heroism recur again and again. Whether they’ve been trained from birth to match the deeds of their forbears or brought to the castle by the winds of fate ignorant of their destiny, they’re tenacious and audacious foes of the regent.", + "legendary_heroes_drive_1": "Your love, kidnapped by the Regent.", + "legendary_heroes_drive_2": "Your parent, cursed to waste away", + "legendary_heroes_drive_3": "A neighbourhood, devastated by monsters.", + "legendary_heroes_founder_desc": "You're brave and bold, and where your fellows faltered you inspired them to press on. Now the regent stands before you, and they will answer for the evils they have brought to the land.", + "legendary_heroes_founder_title": "The Paladin", + "legendary_heroes_history": "One bloodline’s legends taught you how to be heroes. Set your pact with them to 1. You say what legend you’ve heard, they say what secret failure the legend left out.
", + "legendary_heroes_lore": "Picking it up as they go along; ancestor’s crumbling journals; oral history passed from parent to child.", + "legendary_heroes_pact_name": "The Way of Gold", + "legendary_heroes_prizes": "You prize heroism and valour. At the end of each play session, pick the explorer whose heroism most impressed you and raise their pact with your bloodline by 1.", + "legendary_heroes_refuge_1": "An inn or cafe where your sister plays music.", + "legendary_heroes_refuge_2": "A general shop run by your grandfather.", + "legendary_heroes_refuge_3": "A club, park or back alley where friendly gangs hang out", + "legendary_heroes_shelter": "When your explorer finds Shelter in the castle, they can inspire the others with tales of selfless heroism. The next time their allies would mark contamination while trying to aid or protect another explorer, they ignore it.", + "legendary_heroes_starting_array_1": "Chalices 1 Swords 1 Coins 0 Wands -1", + "legendary_heroes_starting_array_1_desc": "if fate and coincidence keep bringing your bloodline to the castle despite their ignorance of mystical matters.", + "legendary_heroes_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "legendary_heroes_starting_array_2_desc": "if your bloodline is tested from childhood for martial aptitude and trained to face the castle.", + "legendary_heroes_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", + "legendary_heroes_starting_array_3_desc": "if your bloodline are world travellers with a fortune built on castle raids.", + "legendary_heroes_style": "Stylish contemporary fashion; bloodline crests and heirlooms; rustic or utilitarian clothing.", + "light_bulbs_and_mechanical_lanterns": "Light bulbs and mechanical lanterns.", + "long-burning_glow_sticks": "Long-burning glow sticks.", + "looks": "Looks", + "looks_regional": "Asian, South Asian, Black, Caucasian, Hispanic, Latino, Indigenous, Middle Eastern, ________.", + "lore": "Lore", + "lucky_charm": "Lucky charm (destroy to negate up to 2 Harm).", + "magi": "The Magi", + "magi_at_camp": "While at one of your camps, other bloodlines can spend 1 pact on you to get an item of power from your stores. They can destroy it to cast a spell as per Drink Deep.", + "magi_bloodline_name": "The name of your school, The ____ Way, The Path of ______ .", + "magi_breach_1": "A garden of perfect geometric statuary, and a hole in its iron fence.", + "magi_breach_2": "A pocket dimension outside reality, and a ritual to transport you there.", + "magi_breach_3": "An alchemical storage vault, and the combination for the vault door.", + "magi_desc": "The Magi use secretive and arcane rituals to draw power from the blood. Where other bloodlines may draw on its power recklessly and spiral down into corruption, the Magi precisely measure out each portion of their soul as they trade it for power.", + "magi_drive_1": "A celestial conjunction promising great change.", + "magi_drive_2": "A chance to fix a mistake made in your training.", + "magi_drive_3": "An unnatural plague infesting the city's slums.", + "magi_founder_desc": "Ancient lore and improvised cantrips have got you this far, but you can feel the power rolling off the Regent in the next chamber. You'll set your soul alight if that's what it takes to burn this place down.", + "magi_founder_title": "The Ritualist", + "magi_history": "You taught another bloodline how to use the castle’s power safely. Gain 1 pact on them. They say what the ritual allows them to do; you say what it costs them instead of their souls.
", + "magi_lore": "A bag full of scholarly texts, drilled-in mnemonics, a chorus of spirits bound into your gear to offer advice.", + "magi_pact_name": "The Way of Blue", + "magi_prizes": "You prize arcane insight. At the end of each session, pick the explorer who wielded the most supernatural power and raise their pact with your bloodline by 1. ", + "magi_refuge_1": "A caravan on the city's outskirts selling charms and occult paraphernalia.", + "magi_refuge_2": "A visionary doctor's surgery-laboratory.", + "magi_refuge_3": "A cafe where the intelligentsia gather and debate.", + "magi_shelter": "When your explorer finds Shelter in the castle, they may lead the group in a ritual of controlled corruption. Each explorer may transfer 1 point of contamination to another explorer, with that explorer's consent.", + "magi_starting_array_1": "Chalices 0 Swords -1 Coins 1 Wands 1", + "magi_starting_array_1_desc": "if you’re a selective academic institution teaching occult rituals to those that can afford your fees.", + "magi_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "magi_starting_array_2_desc": "if you’re hands-on learners, extracting occult wisdom from the beasts and devils you hunt.", + "magi_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "magi_starting_array_3_desc": "if you’re occultists without borders, travelling the world and pushing back blights wherever you find them.", + "magi_style": "Skin covered in arcane glyphs, thick robes of strange fabrics, bags and bandoleers loaded with reagents.", + "major_wound": "Major Wound", + "make_a_weapon": "Make a weapon (1 perk, 1 flaw).", + "martial_arts_training": "Martial arts training (tether, close).", + "mascot": "The Mascot", + "mascot_covenant_example_1": "You healed them up from a mortal wound.", + "mascot_covenant_example_2": "They’re heavily in debt to you.", + "mascot_covenant_example_3": "You’ve sworn loyalty to them.", + "mascot_death_move": "When you die, your death inspires the other explorers to act, at least for the time being. They all gain fleeting advantage.
", + "mascot_desc": "The Mascot is an animal or creature that is sapient.", + "mascot_moves": "Mascot Moves", + "mascot_names": "Rex, Lucky, Teddie, Whiskers, Grump", + "mascot_starting_array": "Iron +1 Glass -1 Sulphur 0 Mercury 0", + "medic": "The Medic", + "medic_covenant_example_1": "You healed them up from a mortal wound.", + "medic_covenant_example_2": "They’re heavily in debt to you.", + "medic_covenant_example_3": "You’ve sworn loyalty to them.", + "medic_death_move": "You can’t prevent your own death, but you can save others. When someone else would die, tell us how you helped them survive instead, and cross off this move.
", + "medic_desc": "The Medic is a perceptive healer.", + "medic_moves": "Medic Moves", + "medic_names": "Shrishti, Elizabeth, Charaka, Galen, Benedict, Sushruta, Paul, Virginia", + "medic_starting_array": "Iron 0 Glass +1 Sulphur 0 Mercury -1", + "medic_take_moves": "Take Triage and one more:", + "mercury": "Mercury", + "mercury_description": "Your ability to be stealthy, quick and graceful. When exploring, use it to find safe refuge from the castle’s inhabitants; when fighting, use it to dodge away from blows and use trickery and guile. Blood tracks how corrupted your explorer has been by the castle’s power. As it increases you unlock advances, gaining improved stats and strange gifts, but risk falling under the permanent sway of the regent.", + "minor_wound": "Minor Wound", + "miscellaneous_trinkets": "Miscellaneous trinkets.", + "miss": "Miss", + "mortal_wound": "Mortal Wound", + "mystic": "The Mystic", + "mystic_covenant_example_1": "You’re afflicted with the same curse.", + "mystic_covenant_example_2": "You’re studying their dreams.", + "mystic_covenant_example_3": "You follow different faiths.", + "mystic_death_move": "As you die, you perform a feat of soul alchemy. Each explorer may lose a point of Blood and a Blood Advance of their choice but keep the stat advance/blood gift. For each, one part of your corpse becomes a Relic.
", + "mystic_desc": "The Mystic is an expert at extracting occult power from the castle. In their hands the blood is coaxed into amulets, weapons and explosive incantations.", + "mystic_moves": "Mystic Moves", + "mystic_names": "Reuben, Harland, Maria, Ume, Emilio, Mercurio, Abaris, Julia, Hugh, Miles", + "mystic_starting_array": "Iron -1 Glass 0 Sulphur 0 Mercury +1", + "nice_leather_jacket": "Nice leather jacket (1 Armour).", + "odd_fighting_style": "Odd fighting style (cleave, close).", + "old_journals_from_past_explorers": "Old journals from past explorers.", + "open_bloodline": "The Open Bloodline", + "open_bloodline_desc": "The Open Bloodline is a blank Bloodline.", + "open_bloodline_founder_desc": "", + "open_bloodline_founder_title": "The Founder of the Open Bloodline.", + "open_bloodline_shelter": "When your explorer finds Shelter in the castle,", + "packrat": "The Packrat", + "packrat_covenant_example_1": "You healed them up from a mortal wound.", + "packrat_covenant_example_2": "They’re heavily in debt to you.", + "packrat_covenant_example_3": "You’ve sworn loyalty to them.", + "packrat_death_move": "As you die, you reveal a final pouch - one packed with explosives. Pick one:
You have created an invention specifically for this moment. Tell the GM what it does. Afterwards it becomes a valuable object worth 3-Relic.
", + "professor_desc": "The Professor is an inventor and a tinkerer.", + "professor_moves": "Professor Moves", + "professor_names": "Dr. Micawber, Amadeus, Victoria, Sergio, Roger, Samuel, Kukui", + "professor_starting_array": "Iron -1 Glass 0 Sulphur +1 Mercury 0", + "professor_take_moves": "Take Invention and one more:", + "purified_salt": "Purified salt (1 Armour when you stand within a circle of it).", + "reckoner": "The Reckoner", + "reckoner_covenant_example_1": "You’re working together to find a lost treasure.", + "reckoner_covenant_example_2": "You’re heavily in debt to them.", + "reckoner_covenant_example_3": "You’ve hunted many monsters together.", + "reckoner_death_move": "As you die, you work one final effort of will to enforce order on the castle. Pick one:
As the final blow comes down you choose not to defend yourself, instead using your attacker’s momentum to drive your weapon home. Now it’s lodged in them, slowing them down and creating a weakness your allies can use to take revenge. Until the embedded weapon is used as an Opening, your allies take advantage on Dodge and Confront.
", + "slayer_desc": "The Slayer is a monster hunter, plain and simple. They’re fast and lethal, equally at home confronting a horde of beasts and a single towering colossus.", + "slayer_moves": "Slayer Moves", + "slayer_names": "Lilianna, Isidor, Ayako, Farhana, Laura, Peter, Simon, Julian, Laurens, Jiddu", + "slayer_starting_array": "Iron +1 Glass 0 Sulphur 0 Mercury -1", + "spiritual_aura": "Spiritual aura (Advantage to attack intangible foes).", + "squire": "Squire (A contact of your choice).", + "starting_stats": "Starting Stats", + "starting_stats_help": "(Choose One)", + "stats": "Stats", + "stock": "Stock", + "style": "Style", + "success": "Success!", + "sulphur": "Sulphur", + "sulphur_description": "The strength of your passions and ability to tap into occult power. When exploring, use it to learn magic from the castle’s relics. When fighting a powerful adversary, use it to pull allies from danger.", + "survivalist_gear": "Survivalist gear.", + "swords": "Swords", + "swords_description": "Their ability to project force into the castle and claim forward bases.", + "syringe": "Syringe (lingering, close).", + "thick_hide_or_suit": "Thick hide or suit (1 Armour).", + "thick_mask_or_suit": "Thick mask or suit (1 Armour).", + "thieves_tools": "Thieves’ tools.", + "three_uses_of_a_poison": "3 uses of a poison (describe it, 1 use gives a weapon lingering or stun).", + "titles_and_honours": "Titles and honours.", + "torches_and_fire_lighting_kit": "Torches and fire lighting kit.", + "tower_shield": "Tower Shield (1 Armour).", + "traditions": "Traditions", + "traditions_help": "Choose one of each or invent your own.", + "unstable_gun_prototype": "Unstable Gun Prototype (ranged, painful).", + "wands": "Wands", + "wands_description": "Their ability to push back against the occult predations of the regent.", + "when_blood_increases": "Pick one when blood increases", + "when_blood_increases_get_gift": "Get a Blood Gift.", + "when_blood_increases_get_stat": "Get +1 to a stat (max 3).", + "when_blood_increases_retire": "Retire your explorer; they may return as an Acolyte.", + "you_start_with_this_array": "You start with this array; add 1 to a stat of your choice:", + "test_evaluation": "", + "zzend_of_file": "" +} \ No newline at end of file diff --git a/Rhapsody of Blood/translations/hu.json b/Rhapsody of Blood/translations/hu.json new file mode 100644 index 0000000000..625e9d0835 --- /dev/null +++ b/Rhapsody of Blood/translations/hu.json @@ -0,0 +1,807 @@ +{ + "a_backup_pistol": "A backup pistol (ranged, reload).", + "a_bag_of_healing_salves": "A bag of healing salves.", + "a_clever_disguise": "A clever disguise (can pass as a castle minion).", + "a_collar_with_a_glowing_light": "A collar with a glowing light.", + "a_crossbow": "A crossbow (ranged, reload).", + "a_deck_of_playing_cards": "A deck of playing cards.", + "a_hip_flask_wineskin_or_tobacco_pouch": "A hip flask, wineskin or tobacco pouch.", + "a_last_ditch_ice_burst": "A last-ditch ice burst (stun, painful).", + "a_musical_instrument": "A musical instrument.", + "a_pouch_of_alchemical_samples": "A pouch of alchemical samples.", + "a_shield": "A shield (advantage on Confront, disadvantage on Dodge).", + "a_small_light_source": "A small light source.", + "a_theodolite_and_a_spirit_level": "A theodolite and a spirit level.", + "a_toolbox": "A toolbox.", + "a_warhorse": "A warhorse.", + "an_amulet": "An amulet (destroy to lose 1 contamination).", + "an_old_map": "An old map (sacrifice to get 2 Travel the Labyrinth hold).", + "anti_venoms_and_stimulants": "Anti-venoms and stimulants.", + "antitoxins_and_miracle_cures": "Antitoxins and miracle cures.", + "armoured_plates": "Armoured Plates (1 Armour).", + "as_many_rations_as_you_need": "As many rations as you need.", + "assassin": "The Assassin", + "assassin_covenant_example_1": "You healed them up from a mortal wound.", + "assassin_covenant_example_2": "They’re heavily in debt to you.", + "assassin_covenant_example_3": "You’ve sworn loyalty to them.", + "assassin_death_move": "When you die, you may reveal that your body was a mere shadow or effigy, and you actually survived. Tell us where you were all along. That trick won’t work again. Cross off this move.
", + "assassin_moves": "Assassin Moves", + "assassin_names": "Deviant, Weary, Dagger, Edge, Whisper", + "assassin_starting_array": "Iron 0 Glass 0 Sulphur -1 Mercury +1", + "assorted_coins_from_your_home_country": "Assorted coins from your home country.", + "bandages_and_healing_salves": "Bandages and healing salves.", + "blood": "Blood", + "blood_starts_at_zero": "Blood starts at 0.", + "bloodline": "Bloodline", + "bloodline_move_a_miracle_of_science": "A Miracle of Science", + "bloodline_move_a_miracle_of_science_desc": "When your explorer dissects a defeated Acolyte, gain 1-organ. With a few minutes of preparation, they may spend 1-organ to:
Your contacts stand ready to support your war against evil. When you roll a 7+ on ReinIronments, you may pick one extra option.
", + "bloodline_move_arcane_library": "Arcane Library†", + "bloodline_move_arcane_library_desc": "While at your safe camps, any explorer can archive a spell (learned via Drink Deep) and receive a Relic in return. At any later point anyone can spend a Relic to learn a spell from the archive. Choose two spells to have in your archive already:
When your explorer confronts the Regent, roll +Swords. On a 7-9 pick 1, on a 10+ pick 2:
The strange by-products of the castle's intrusion into our reality retain their power, if you let them feed from you. When you would spend a relic, you may mark contamination to keep it in your bloodline's stocks.
", + "bloodline_move_bodyguard": "Bodyguard†", + "bloodline_move_bodyguard_desc": "Your explorer has a skilled companion to back them up in the castle. Pick one when you make your explorer:
You have effective means of long-distance communication. Your explorer and their allies can communicate with each other through great distances without having to Summon Aid.
", + "bloodline_move_dark_legacy": "Dark Legacy†", + "bloodline_move_dark_legacy_desc": "All your explorers bear the curse of the castle, starts with a Blood Move; when using it, you may choose to take 1 harm instead of marking contamination.
", + "bloodline_move_death_ray": "Death Ray", + "bloodline_move_death_ray_desc": "Exactly once, when Darkness Falls, you may declare that you have a final solution. Negate the effects of Darkness Falling, but it will cost you a fragment of your souls. Your future characters start at Blood 1, as if you had left the castle without claiming the grail and with Blood 4+.
", + "bloodline_move_defeat_means_friendship": "Defeat Means Friendship†", + "bloodline_move_defeat_means_friendship_desc": "When your explorer would inflict the killing blow on an Acolyte, they may stay their hand. If you do, roll +Chalices. On a 7-9 pick 1 they get enough control to tell you:
They then retreat into the maze-like corridors of the castle.
On a 10+ they gain enough control to change sides and work alongside you, though they cannot act directly against the Regent.
", + "bloodline_move_dimensional_relocation": "Dimensional Relocation", + "bloodline_move_dimensional_relocation_desc": "When you warp space to move explorers between two safe camps, roll +Wands. On a hit, they make the journey successfully; on a 7-9, pick one:
You have learned how to turn the castle's burgeoning power towards your own ends. Whenever the Regent's clock ticks down, gain a Relic.
", + "bloodline_move_electric_eye": "Electric Eye", + "bloodline_move_electric_eye_desc": "When you claim a Forward Base, you may spend 1 Relic to install hidden cameras that will warn you when the base is about to come under attack.
", + "bloodline_move_empowered_wards": "Empowered Wards", + "bloodline_move_empowered_wards_desc": "When you roll 10+ on Resist Doom, your ritual lingers providing active opposition to the Regent. The next time their clock would tick down, it's stopped from doing so.
", + "bloodline_move_experimental_weaponry": "Experimental Weaponry", + "bloodline_move_experimental_weaponry_desc": "Your bloodline's resources are devoted to the creation of new weapons to be used against darkness. Once a generation, you can gain one of these weapons for your struggle.
When your scholars bring their most recent creation to your camp, roll +Coins. On a 7-9 pick one, on a 10+ pick two:
When you use Rest and Relaxation, you may spend 1 Relic to pick an additional option from the list.
", + "bloodline_move_grim_portents": "Grim Portents", + "bloodline_move_grim_portents_desc": "When you Resist Doom, you add the following option to the list:
You are vigilant protectors of the mundane. When an Acolyte ventures out to attack the mortal world, your explorer can spend 1 Travel the Labyrinth hold to immediately intervene and confront them.
", + "bloodline_move_lend_aid": "Lend Aid", + "bloodline_move_martyrdom": "Martyrdom", + "bloodline_move_martyrdom_desc": "When you Resist Doom, your explorer can sacrifice some of their lifespan to channel greater power. You may substitute a minor wound for 1 relic, a major wound for 2 relics, or a deadly wound for 3 relics.
", + "bloodline_move_medicinal_herbs": "Medicinal Herbs", + "bloodline_move_medicinal_herbs_desc": "When you have access to natural herbs and poultices, choose one more option from Rest and Relaxation, even on a miss.
", + "bloodline_move_more_than_human": "More Than Human", + "bloodline_move_more_than_human_desc": "When you make an explorer, choose one:
Your explorers can mark a second Minor Wound.
", + "bloodline_move_one_of_the_horde": "One of the Horde", + "bloodline_move_one_of_the_horde_desc": "When you send your bloodline members to blend in with the castle’s denizens, roll +Wands. On a 7-9 hold one, on a 10+ hold three. Spend the hold 1-for-1 to get them to:
When you shower luxury on a party of explorers, you may roll +Coins to give them Rest & Relaxation.
", + "bloodline_move_our_town": "Our Town", + "bloodline_move_our_town_desc": "When you call on your reputation in a community that knows your legend, roll +Chalices on Reinforcements instead of +Coins.
", + "bloodline_move_out_of_this_world": "Out of This World", + "bloodline_move_out_of_this_world_desc": "When you call for Reinforcements, add the following to the list:
When you claim a Forward Base, you may mark contamination to reduce the Regent’s Clock by 1.
", + "bloodline_move_phases_of_the_moon_": "Phases Of The Moon ", + "bloodline_move_phases_of_the_moon__desc": "You can tell what is wrong with the world by looking at the moon. At the beginning of a generation, the GM will tell you if there are any Acolytes that speed the world’s blight, what blight they bring, and on what ticks.
", + "bloodline_move_plant_whisperer": "Plant Whisperer†", + "bloodline_move_plant_whisperer_desc": "You can communicate with trees and other flora. When you seek Shelter near a tree, you may treat it as a contact of your choice.
", + "bloodline_move_reinforcements": "Reinforcements", + "bloodline_move_resist_doom": "Resist Doom", + "bloodline_move_rest_and_relaxation": "Rest And Relaxation", + "bloodline_move_science": "Science", + "bloodline_move_science_desc": "When you Resist Doom by replacing occult resources and ceremonial paraphernalia with technological baubles and devices, roll +Swords instead of +Wands.
", + "bloodline_move_secret_technique": "Secret Technique†", + "bloodline_move_secret_technique_desc": "There’s a particular fighting style passed down your bloodline through training, genetics, or mystical empowerment. Pick one:
Human society may recoil from you, but that doesn’t mean you’re powerless. If you intimidate people into helping you or appeal to their baser urges, roll +Swords on Reinforcements instead of +Coins.
", + "bloodline_move_shield_of_faith": "Shield of Faith†", + "bloodline_move_shield_of_faith_desc": "So long as your camps maintain a constant vigil of prayer, they will not come under attack.
When your explorer attempts to manifest this shield, roll +Sulphur. On a hit, radiant light prevents creatures of the castle from coming within a few metres of you. On a 7-9 pick two, on a 10+ pick one:
When you sell your fortune-telling services while calling for Reinforcements, you always get 1 Relic in addition to any other choice.
", + "bloodline_move_stoke_the_flame": "Stoke the Flame", + "bloodline_move_stoke_the_flame_desc": "When an explorer on the verge of death is brought back to one of your camps, roll +Chalices. On a 7-9 the deadly wound is stepped down to a major wound; on a 10+ it's gone entirely. On a 6- their soul gutters out entirely, replaced by something dark: they'll die and become an undead Acolyte, unless 1 Relic is sacrificed to stop it.
", + "bloodline_move_switcheroo": "Switcheroo†", + "bloodline_move_switcheroo_desc": "You can concentrate the castle's corruption in one part of an explorer's body. Actions using the body part have advantage, but the explorer marks an additional point every time they mark contamination. Amputating the node of corruption deals the explorer a major wound, and they lose a point of Blood and a Blood Gift. The removed body part counts as 1 relic.
", + "bloodline_move_the_will_to_fight": "The Will to Fight†", + "bloodline_move_the_will_to_fight_desc": "Your bloodline has a tenacity that lets them cheat death so long as they have something to fight for. All of your explorers start with +1 Armour. Whenever they take a blow for another explorer, they can refresh the Armour box
", + "bloodline_move_two_faced_coin_": "Two-Faced Coin† ", + "bloodline_move_two_faced_coin__desc": "When your explorer rolls a miss, hold 1. Spend that hold to gain advantage on a roll.
", + "bloodline_move_voice_of_the_regent": "Voice of the Regent", + "bloodline_move_voice_of_the_regent_desc": "Add the following option to Resist Doom:
When they use this, the denizens become their loyal servants. When they fight alongside you, your attacks gain the cleave tag. When you send them to act independently of you, the GM will decide how well they do. When you take Harm, you can choose to have the denizens be destroyed instead.
", + "body_built_muscular_lithe_hard": "Built, muscular, lithe, hard.", + "body_bulky_muscular_fit_lithe": "Bulky, muscular, fit, lithe.", + "body_burly_bent_stocky_weaselly": "Burly, bent, stocky, weaselly.", + "body_lanky_lithe_fit_warped": "Lanky, lithe, fit, warped.", + "body_lanky_strange_pretty_wide": "Lanky, strange, pretty, wide.", + "body_maimed_lithe_muscular_stout": "Maimed, lithe, muscular, stout.", + "body_normal_dire_cartoonish": "Normal, dire, cartoonish.", + "body_scrawny_lithe_spindly_frail": "Scrawny, lithe, spindly, frail.", + "body_slim_athletic_stout_frail": "Slim, athletic, stout, frail.", + "body_spindly_stout_athletic_out_of_shape": "Spindly, stout, athletic, out-of-shape.", + "body_thin_fit_portly_hard": "Thin, fit, portly, hard.", + "bonded": "The Bonded", + "bonded_covenant_example_1": "You grew up together.", + "bonded_covenant_example_2": "You were close friends or lovers.", + "bonded_covenant_example_3": "You have a grudge between you.", + "bonded_death_move": "As your life fades, the spirit and the castle fight for your soul. Pick one:
As you’re dying, name another explorer to lead the expedition. They gain all Captain Moves, even those you haven’t chosen.
", + "captain_desc": "The Captain is a supportive leader and combatant.", + "captain_moves": "Captain Moves", + "captain_names": "Brigitte, Ash, Reinhardt, Tirant, Quixote, Rodrigo", + "captain_starting_array": "Iron 0 Glass 1 Sulphur +1 Mercury 0", + "making_your_heroes": "Making Your Heroes", + "castle_exploration": "Castle Exploration", + "castle_exploration_drink_deep": "Drink Deep", + "castle_exploration_face_the_horde": "Face The Horde", + "castle_exploration_flow_like_water": "Flow Like Water", + "castle_exploration_see_clear": "See Clear", + "castle_exploration_shelter": "Shelter", + "castle_exploration_travel_the_labyrinth": "Travel The Labyrinth", + "chalices": "Chalices", + "chalices_description": "Their ability to provide aid to the characters and let them rest and heal.", + "chalk_paints_and_dyes_to_mark_the_corridors": "Chalk, paints and dyes to mark the corridors.", + "claws_fangs_or_other_natural_weapons": "Claws, fangs, or other natural weapons (piercing, close).", + "coins": "Coins", + "coins_description": "Their ability to influence mortal institutions and draw resources from them.", + "confrontation_move_confront": "Confront", + "confrontation_move_dodge": "Dodge", + "confrontation_move_flee": "Flee", + "confrontation_move_line_it_up": "Line It Up", + "confrontation_move_stand_with_me": "Stand With Me", + "confrontation_move_strike": "Strike", + "confrontation_move_victory": "Victory", + "contamination": "Contamination", + "convenant_instructions_4": "Add extra details and context for the covenant the player to your right has chosen.", + "covenant_betray_when": "Betray the Covenant When...", + "covenant_instructions_1": "Go around the table, introducing your explorer to the group.", + "covenant_instructions_2": "Pick a covenant you have with the player to your left at rank 1.", + "covenant_instructions_3": "Examples:", + "covenant_rating": "Rating", + "covenant_strengthen_when": "Strengthen the Covenant When...", + "covenants": "Covenants", + "crossbow": "Crossbow (ranged, reload).", + "crystals_that_glow_like_candles": "Crystals that glow like candles.", + "dark_cloaks_and_camouflage": "Dark cloaks and camouflage.", + "death_move": "Death Move", + "defenders_of_tomorrow": "The Defenders Of Tomorrow", + "defenders_of_tomorrow_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a strange, yet useful device. They hold 2. They may spend hold 1-for-1 to ask any question in the See Clear list.", + "defenders_of_tomorrow_bloodline_name": "The name of a future organization; a numeric designation; an unknown name.", + "defenders_of_tomorrow_breach_1": "Beaming technology.", + "defenders_of_tomorrow_breach_2": "A time machine.", + "defenders_of_tomorrow_breach_3": "An anomaly in the space-time continuum.", + "defenders_of_tomorrow_desc": "", + "defenders_of_tomorrow_drive_1": "The future, lost to the castle.", + "defenders_of_tomorrow_drive_2": "An individual that must survive until the end.", + "defenders_of_tomorrow_drive_3": "Knowledge of historical events.", + "defenders_of_tomorrow_founder_desc": "You came here to stop the greatest threat ever known to the universe. You’ve gotten this far with the help of the locals, and you will aid them with your knowledge. Failure is not an option.", + "defenders_of_tomorrow_founder_title": "The Visitor", + "defenders_of_tomorrow_history": "One bloodline told you about current events… to them. Raise your pact with them by 1. They say how this event is significant now. You say why it doesn’t matter in the future. ", + "defenders_of_tomorrow_lore": "Notes on the other Bloodlines; technology of a time to be; scraps of knowledge.", + "defenders_of_tomorrow_pact_name": "The Way of Chrome", + "defenders_of_tomorrow_prizes": "You prize the preservation of the future. At the end of each session, pick the explorer who was most interested in events to come and raise their pact with your bloodline by 1. ", + "defenders_of_tomorrow_refuge_1": "An orbital satellite.", + "defenders_of_tomorrow_refuge_2": "The machine which brought you here.", + "defenders_of_tomorrow_refuge_3": "The ruins of an ancient civilization.", + "defenders_of_tomorrow_shelter": "When your explorer finds Shelter in the castle, they may send scouts ahead. Gain 1 hold to Travel the Labyrinth.", + "defenders_of_tomorrow_starting_array_1": "Chalices -1 Swords 1 Coins 1 Wands 0", + "defenders_of_tomorrow_starting_array_1_desc": "if your military might is unparalleled, but you stick out like a sore thumb.", + "defenders_of_tomorrow_starting_array_2": "Chalices 1 Swords 1 Coins -1 Wands 0", + "defenders_of_tomorrow_starting_array_2_desc": "if you’re stranded in this world with no resources to get back.", + "defenders_of_tomorrow_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", + "defenders_of_tomorrow_starting_array_3_desc": "if your knowledge of technology is vast, but know next to nothing about the supernatural.", + "defenders_of_tomorrow_style": "Flowing robes; skin-tight suits; trench coats.", + "drive": "Drive", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "empty_explorer": "The Empty Explorer", + "empty_explorer_desc": "The Empty Explorer is a blank playbook.", + "empty_explorer_moves": "Playbook Moves", + "enchanted_shirt": "Enchanted shirt (1 Armour).", + "explorer": "Explorer", + "explorer_blood_gift_apotheosis": "Apotheosis", + "explorer_blood_gift_apotheosis_description": "Your spirit's true, terrifying form guides your blows. Mark contamination to give an attack advantage and a tag of your choice.
", + "explorer_blood_gift_arcane_device": "Arcane Device", + "explorer_blood_gift_arcane_device_description": "When you build an invention, you can mark contamination to store a spell in it. You don’t need to know the spell beforehand.
", + "explorer_blood_gift_blink": "Blink", + "explorer_blood_gift_blink_description": "When your spirit is away from you thanks to Astral Projection, you may mark contamination to swap places with it.
", + "explorer_blood_gift_blood_sword": "Blood Sword", + "explorer_blood_gift_blood_sword_description": "You craft a legendary sword with your own blood. It is a weapon with lingering, piercing, heirloom.
", + "explorer_blood_gift_burning_blood": "Burning Blood", + "explorer_blood_gift_burning_blood_description": "Your blood burns as it leaves your body. You may mark contamination to create a wall of fire most monsters won’t willingly cross.
", + "explorer_blood_gift_chaos_eyes": "Chaos Eyes", + "explorer_blood_gift_chaos_eyes_description": "The shifting chaos of the castle bleeds out of your mind and into those that meet your gaze. Your eyes are a weapon with ranged, piercing, unstable.
", + "explorer_blood_gift_contamination_engine": "Contamination Engine", + "explorer_blood_gift_contamination_engine_description": "When you next have shelter, you build a device that stores the effects of the castle. Describe it. Any explorer who uses it may transfer contamination to it, for a price. For each 3 contamination it stores, advance the Regent’s clock.
", + "explorer_blood_gift_creatures_of_darkness": "Creatures of Darkness", + "explorer_blood_gift_creatures_of_darkness_description": "When you consume a fallen Acolyte, you gain their properties. Mark contamination to...
If it was strengthening the Regent:
...give another explorer fleeting advantage.
If it was guarding the Regent:
...negate a hit worth 3 Harm or less.
If it was speeding the world’s blight:
...prevent the clock from ticking down.
You may mark contamination instead of spending honour for any of your moves.
", + "explorer_blood_gift_dont_split_the_party": "Don’t Split the Party", + "explorer_blood_gift_dont_split_the_party_description": "When an ally Summons Aid, you can mark contamination to physically show up.
", + "explorer_blood_gift_dummy!": "Dummy!", + "explorer_blood_gift_dummy_description!": "When you Flow Like Water, you may leave behind an effigy of yourself. Mark contamination to have it act in your place.
", + "explorer_blood_gift_eldritch_bloodletting": "Eldritch Bloodletting", + "explorer_blood_gift_eldritch_bloodletting_description": "When you would take harm, you can choose to mark contamination 1-for-1 instead.
", + "explorer_blood_gift_everything_is_permitted": "Everything is Permitted", + "explorer_blood_gift_everything_is_permitted_description": "When you successfully Strike an enemy, you can mark contamination to gain the lost Quality as a spell. The GM will tell you what it does.
", + "explorer_blood_gift_eyes_on_the_inside": "Eyes on the Inside", + "explorer_blood_gift_eyes_on_the_inside_description": "You can mark contamination to perceive the intangible and immaterial. When you Line it Up or See Clear with this sight, you can roll +Mercury instead of +Glass.
", + "explorer_blood_gift_frenzy": "Frenzy", + "explorer_blood_gift_frenzy_description": "When you roll a miss on Strike, you can mark contamination to immediately make another Strike.
", + "explorer_blood_gift_fridge_logic": "Fridge Logic", + "explorer_blood_gift_fridge_logic_description": "When you Line It Up by contemplating the weird and surreal nature of the castle, do so with +Sulphur instead of +Glass. You may mark contamination to roll with advantage.
", + "explorer_blood_gift_ghost_eater": "Ghost Eater", + "explorer_blood_gift_ghost_eater_description": "You can consume the spirits trapped in your Soul Vessel. When you do, mark contamination but heal your last wound.
", + "explorer_blood_gift_guiding_light": "Guiding Light", + "explorer_blood_gift_guiding_light_description": "When you attune your senses to the castle, you may spend honor 1-to-1 to ask a question from the See Clear list.
", + "explorer_blood_gift_half_dead": "Half-Dead", + "explorer_blood_gift_half_dead_description": "You're losing your mortality. Gain 1 Armour against physical attacks, but take 1 more harm from magical/spiritual attacks.
", + "explorer_blood_gift_healers_touch": "Healer’s Touch", + "explorer_blood_gift_healers_touch_description": "When you treat someone else’s wounds, mark contamination to heal yourself for the same amount.
", + "explorer_blood_gift_healing_corruption": "Healing Corruption", + "explorer_blood_gift_healing_corruption_description": "When you hurt an enemy, you can mark contamination to hold 1. Spend that hold to heal yourself or an ally 1 harm.
", + "explorer_blood_gift_junk_homunculus": "Junk Homunculus", + "explorer_blood_gift_junk_homunculus_description": "When you assemble the odds and ends in your pack into a rough human form, you can mark contamination to give it life. It will follow your commands to the best of its ability, but cannot leave the castle.
", + "explorer_blood_gift_just_you_and_me": "Just You and Me", + "explorer_blood_gift_just_you_and_me_description": "If you're within arm's reach of a foe, you can mark contamination to reshape the castle and trap you both within an empty room. The previous state is restored when you will it, or when you take a major wound.
", + "explorer_blood_gift_knives_of_shadow": "Knives of Shadow", + "explorer_blood_gift_knives_of_shadow_description": "You can craft knives from the very shadows. Treat them as weapons with flexible, ranged, painful.
", + "explorer_blood_gift_last_surprise": "Last Surprise", + "explorer_blood_gift_last_surprise_description": "When you successfully Strike an enemy, mark contamination to damage them twice instead.
", + "explorer_blood_gift_laugh_away_the_pain": "Laugh Away the Pain", + "explorer_blood_gift_laugh_away_the_pain_description": "You can mark contamination to clear a Minor Wound, or raise Blood to clear a Major Wound.
", + "explorer_blood_gift_lupine": "Lupine", + "explorer_blood_gift_lupine_description": "Your teeth and fingernails gain a keen edge. You always have access to them, as a weapon with (piercing, close).
", + "explorer_blood_gift_maw_of_the_void": "Maw of the Void", + "explorer_blood_gift_maw_of_the_void_description": "If you get something in your bag, it cannot escape without your say-so. You can mark contamination to turn the void inside the bag into a powerful vacuum (tether, close).
", + "explorer_blood_gift_medium": "Medium", + "explorer_blood_gift_medium_description": "You can mark contamination to summon a lesser version of your spirit. They won’t be hostile - at least, at first.
", + "explorer_blood_gift_paradox_bag": "Paradox Bag", + "explorer_blood_gift_paradox_bag_description": "When you reach into your sack, you can mark contamination to pull out something impossible: something too big, or too dangerous, or on the other side of the world, or in your antagonist's hands.
", + "explorer_blood_gift_psychopomp": "Psychopomp", + "explorer_blood_gift_psychopomp_description": "You can mark contamination and spend 1 Travel the Labyrinth hold to take your group to or from: an individual's psyche, the land of the dead, where the castle comes from.
", + "explorer_blood_gift_pushing_the_limit": "Pushing the Limit", + "explorer_blood_gift_pushing_the_limit_description": "When you build an invention, you may mark contamination to boost it with a Professor move you don’t have as if you had it.
", + "explorer_blood_gift_questionable_sources": "Questionable Sources", + "explorer_blood_gift_questionable_sources_description": "When you draw upon your most feral instinct, mark contamination to roll +Iron on Drink Deep instead of +Sulphur.
", + "explorer_blood_gift_rabid_attack": "Rabid Attack", + "explorer_blood_gift_rabid_attack_description": "You can mark contamination to maul an enemy brutally, and create an Opening for other explorers to use.
", + "explorer_blood_gift_shadow_walking": "Shadow-Walking", + "explorer_blood_gift_shadow_walking_description": "When you hide in the shadows, you can mark contamination to move from one shadow to another, bringing any people you wish with you.
", + "explorer_blood_gift_shared_information": "Shared Information", + "explorer_blood_gift_shared_information_description": "When you Drink Deep, you can mark contamination to share the spell with your allies.
", + "explorer_blood_gift_summon_blade": "Summon Blade", + "explorer_blood_gift_summon_blade_description": "You can’t lose your Bloodline’s weapons. You may mark contamination to immediately call a weapon with heirloom to you.
", + "explorer_blood_gift_the_blood_is_life": "The Blood is Life", + "explorer_blood_gift_the_blood_is_life_description": "When you shed your blood to create a body for a spirit, roll +Harm taken. On a 7-9 pick 1, on a 10+ pick 2: they're obedient, they're knowledgeable, you can banish them at will.
", + "explorer_blood_gift_the_unquiet_flesh": "The Unquiet Flesh", + "explorer_blood_gift_the_unquiet_flesh_description": "Your body is shifting to become something ancient. You may mark contamination to grow an organ or limb - arms, tentacles, etc.
", + "explorer_blood_gift_titans_might": "Titan's Might", + "explorer_blood_gift_titans_might_description": "You can mark contamination to augment your strength, letting you carry any weight. Leverage may still present issues.
", + "explorer_blood_gift_trailblazer": "Trailblazer", + "explorer_blood_gift_trailblazer_description": "When you Travel the Labyrinth, you may choose to mark contamination to automatically gain 1 hold.
", + "explorer_blood_gift_venom_veins": "Venom Veins", + "explorer_blood_gift_venom_veins_description": "When you bleed, you can mark contamination to turn the spilt blood into a poison that gives weapons lingering or stun.
", + "explorer_blood_gift_voice_of_command": "Voice of Command", + "explorer_blood_gift_voice_of_command_description": "When an Adversary is bearing down on an ally, you can mark contamination to force them to target you instead.
", + "explorer_blood_gift_void_needle": "Void Needle", + "explorer_blood_gift_void_needle_description": "When you wield a stabbing weapon, you can mark contamination to give it the lingering tag.
", + "explorer_blood_gift_war_cry": "War Cry", + "explorer_blood_gift_war_cry_description": "When you let out an intimidating war cry, mark contamination to choose an option from Stand With Me and apply it to yourself.
", + "explorer_blood_gift_wild_card": "Wild Card", + "explorer_blood_gift_wild_card_description": "Choose a Blood Gift from another Explorer playbook.
", + "explorer_blood_gift_wild_roar": "Wild Roar", + "explorer_blood_gift_wild_roar_description": "When you let out a powerful roar, mark contamination and gain fleeting advantage to Strike and Face the Horde.
", + "explorer_blood_gift_worlds_away": "Worlds Away", + "explorer_blood_gift_worlds_away_description": "If a foe's within arm's reach, you can mark contamination to reshape the castle such that you are separated by a deep chasm, a barricade or a surging river (of what?).
", + "explorer_move_ace_up_my_sleeve": "Ace Up My Sleeve", + "explorer_move_ace_up_my_sleeve_description": "When you hold the enemy’s attention, tell the GM what trick you pull out and Line It Up with +Mercury instead of +Glass.
", + "explorer_move_always_vigilant": "Always Vigilant", + "explorer_move_always_vigilant_description": "You have everyone’s back. You may Stand With Me outside of confrontations.
", + "explorer_move_and_next_youll_say": "And Next You'll Say...", + "explorer_move_and_next_youll_say_description": "When you tell an opponent what they'll do next, roll +Glass. On a hit, they pick one:
On a 10+, reveal a trap you set up to take advantage of your prediction. If they do what you predicted, the trap creates an immediate Opening or takes out a minion.
", + "explorer_move_apothecary": "Apothecary", + "explorer_move_apothecary_description": "You can spend 1-stock to create a poultice that can heal a minor wound, or a draught that will heal 3 Harm. In the field, you can convert a Relic into 1-stock.
", + "explorer_move_arcanist": "Arcanist", + "explorer_move_arcanist_description": "When you use a spell from Drink Deep, pick one:
So long as you concentrate, you can project your spirit away from you, see through its eyes, and - with effort - pull switches, open doors, move small objects, etc.
", + "explorer_move_bend_time": "Bend Time", + "explorer_move_bend_time_description": "When you roll 10+ on Dodge, time slows for everyone but you. If you can do an action within a few seconds, it'll have advantage.
", + "explorer_move_best_friend": "Best Friend", + "explorer_move_best_friend_description": "Choose an explorer you have a covenant with. While the covenant has a rating of 1 or more, you have access to a single move of theirs, your choice.
", + "explorer_move_binding": "Binding", + "explorer_move_binding_description": "When you land a Strike on an adversary, choose one:
When you perform rites to manipulate the castle’s power, roll +Relics sacrificed. On a 7-9 pick one, on a 10+ pick two:
You're merciless in pressing your advantage. Once you’ve landed a Strike on a target, get advantage on future Strikes.
", + "explorer_move_bloody_insight": "Bloody Insight", + "explorer_move_bloody_insight_description": "When you take harm from an adversary, hold 1. Spend 1 to reveal a weakness in their fighting style and give an ally advantage against them. Spend 3 to create an Opening.
", + "explorer_move_cast_the_runes": "Cast the Runes", + "explorer_move_cast_the_runes_description": "When you scry into the future, ask the GM a yes or no question and roll +Mercury. On a hit, they’ll answer truthfully; get fleeting advantage acting on the answer. On a 10+ you may ask a follow-up question.
", + "explorer_move_copycat": "Copycat", + "explorer_move_copycat_description": "Choose a move from another Explorer playbook. If you pick the Packrat’s Cornucopia move, you only have 3-stock. If you pick the Mascot’s Real Person move, you have an animal form instead.
", + "explorer_move_cornucopia": "Cornucopia", + "explorer_move_cornucopia_description": "You carry endless satchels, packs, pouches and bandoleers. Within them is anything your party might need as they explore the castle. You start with 5-stock; reset to 5 every time you return to a safe camp. Spend 1-stock to pull out a useful item: matches, rations, rope, a mirror, pitons, chalk, etc.
", + "explorer_move_doctors_orders": "Doctor’s Orders", + "explorer_move_doctors_orders_description": "When you give another explorer advice and they follow through with it, they gain fleeting advantage.
", + "explorer_move_first_aid": "First Aid", + "explorer_move_first_aid_description": "When you heal or tend to an ally, they heal 1 additional Harm.
", + "explorer_move_free_running": "Free Running", + "explorer_move_free_running_description": "When you Flow Like Water, on a 10+ you can ask the GM to give you an additional cost to choose another option from the list.
", + "explorer_move_get_behind_me!": "Get Behind Me!", + "explorer_move_get_behind_me_description!": "When you take the hit for a teammate, roll +Sulphur. On a hit, you take the blow. On a 7-9, it’s worse than you thought: the GM will give you an additional cost: harm, contamination, or lost gear.
", + "explorer_move_glorious_combat": "Glorious Combat", + "explorer_move_glorious_combat_description": "When you successfully Strike an enemy, you may spend 1-honour to do one of the following:
You have servants helping you carry gear. Your maximum stock is 8 instead of 5, and your staff can perform useful duties: lift something heavy, barricade a door, etc. When they fight alongside you, get advantage on Strike and Face the Horde.
", + "explorer_move_honorable_ally": "Honorable Ally", + "explorer_move_honorable_ally_description": "When you Stand With Me, you may spend 1 honour and roll +Iron instead of +Sulphur.
", + "explorer_move_i_can_do_that_better": "I Can Do That Better", + "explorer_move_i_can_do_that_better_description": "When you observe another explorer’s miss, get fleeting advantage to do the exact same thing.
", + "explorer_move_inspire": "Inspire", + "explorer_move_inspire_description": "When you roll 12+ on Face the Horde, you and your teammates heal 2 Harm.
", + "explorer_move_invention": "Invention", + "explorer_move_invention_description": "When you spend time in a safe space developing and building a new invention, roll +Sulphur. On a hit, you build the invention. Choose 1 and describe it:
On a 7-9, choose 1 drawback from below.
When you build an invention on the field, roll with disadvantage, and choose an additional drawback on a 7-9.
", + "explorer_move_knights_honour": "Knight’s Honour", + "explorer_move_knights_honour_description": "Your honourable soul protects you from the castle’s corruption. Start with 3-honour and reset to 3 every time you return to a safe camp. Spend 1-honour to avoid marking contamination.
", + "explorer_move_legerdemain": "Legerdemain", + "explorer_move_legerdemain_description": "When you get 12+ on Flow Like Water or Dodge, you spot an opportunity to acquire an asset: gain 1-Relic.
", + "explorer_move_lightning_swift": "Lightning Swift", + "explorer_move_lightning_swift_description": "You're incredibly fast. Your attacks always have the cleave tag, and you have advantage on Dodge.
", + "explorer_move_literal_packrat": "Literal Packrat", + "explorer_move_literal_packrat_description": "You get the Packrat’s Cornucopia move, but you only have 3-stock.
", + "explorer_move_lucky_cigarette_case": "Lucky Cigarette Case", + "explorer_move_lucky_cigarette_case_description": "When your pack intercepts a blow, roll +stock spent (minimum 1). On a hit, the harm is negated; on a 7-9, the GM will name one other piece of gear you have that is destroyed in the process.
", + "explorer_move_more_firepower": "More Firepower", + "explorer_move_more_firepower_description": "When you choose to invent a weapon, give it an extra perk.
", + "explorer_move_nerves_of_steel": "Nerves of Steel", + "explorer_move_nerves_of_steel_description": "Your honour protects you even from physical harm. You may spend honour 1-for-1 to reduce harm taken.
", + "explorer_move_noble_charge": "Noble Charge", + "explorer_move_noble_charge_description": "When you Face the Horde, on a hit, you may choose an additional option. If you do, gain 1-honour, up to a maximum of 3-honor.
", + "explorer_move_nothing_is_true": "Nothing is True", + "explorer_move_nothing_is_true_description": "When you See Clear, add these questions to the list:
When you tend to your own wounds, you can use any Medic move - even ones you haven’t chosen.
", + "explorer_move_pinning_fire": "Pinning Fire", + "explorer_move_pinning_fire_description": "Your shots are precise and lethal. When you attack a foe with a ranged weapon, the foe must choose: remain where they are, or be taken out (if they're a minion) or provide an Opening (if they're an adversary).
", + "explorer_move_poisoner": "Poisoner", + "explorer_move_poisoner_description": "When you spend time in a safe space crafting a poison, describe it. You can use it to give a weapon lingering or stun.
When you heal or aid someone but keep yourself emotionally distant, roll Stand With Me with +Glass instead of +Sulphur.
", + "explorer_move_rally": "Rally", + "explorer_move_rally_description": "When all hope seems lost and you rally your teammates, roll +Sulphur. On a hit, pick one:
On a 7-9, the GM will give you a cost: harm, contamination, or lost gear.
", + "explorer_move_real_person": "Real Person", + "explorer_move_real_person_description": "You have a human form you can switch to at will.
", + "explorer_move_regain_momentum": "Regain Momentum", + "explorer_move_regain_momentum_description": "Flesh and blood is less important that confidence. When you land a successful Strike, heal the last Harm you took.
", + "explorer_move_reshape_chaos": "Reshape Chaos", + "explorer_move_reshape_chaos_description": "You may spend Travel the Labyrinth hold, 1-for-1, to uncover one of these details in your environment:
Poisons you make or have also give weapons they’re applied to the holy tag.
", + "explorer_move_sniper": "Sniper", + "explorer_move_sniper_description": "When you take advantage of an Opening with a ranged or thrown weapon and your enemy can’t see you, treat the result as if you rolled a 10+.
", + "explorer_move_soul_blade": "Soul Blade", + "explorer_move_soul_blade_description": "Your spirit has its own weapon: give it a perk and a flaw. When the spirit fights, roll +Sulphur to Strike and Face the Horde. If you have Astral Projection, the spirit can fight while you take independent action.
", + "explorer_move_soul_vessel": "Soul Vessel", + "explorer_move_soul_vessel_description": "When you try to catch the spirit of a defeated minion, roll +Sulphur. On a hit, you catch it; on a 7-9, it taints you and you mark contamination. So long as a spirit is contained, you can freely use one of its moves. When you mark contamination you can shift it onto the vessel, destroying the spirit. You may have one spirit at a time.
", + "explorer_move_spectral_knowledge": "Spectral Knowledge", + "explorer_move_spectral_knowledge_description": "When you ask your spirit for advice, roll +Glass. On a hit, ask a question and the GM will answer honestly... for the most part. On a 7-9 pick two, on a 10+ pick one:
When you fuse with your spirit, roll +Sulphur. On a 7-9 hold 2, on a 10+ hold 3. On a 6- hold 1 but mark contamination. Spend a hold to use the spirit's power; work it out with the GM, but it should be about the level of a spell from Drink Deep. This power is draining: to use it again, you must use Shelter or Rest and Recreation.
", + "explorer_move_stampede": "Stampede", + "explorer_move_stampede_description": "You can communicate with other animals. When you coordinate your efforts with them, gain fleeting advantage.
", + "explorer_move_standard_bearer": "Standard Bearer", + "explorer_move_standard_bearer_description": "You proudly carry the banner of your expedition with you. When you show your pride and wave the banner, gain fleeting advantage on Stand With Me.
", + "explorer_move_triage": "Triage", + "explorer_move_triage_description": "When you assess the type of harm another character has taken, roll +Glass. On a 10+, choose 3. On a 7-9, choose 1.
Your weapon is versatile, enchanted or a marvel of engineering. Pick two perk/flaw sets for it: you can switch between the two at a moment’s notice.
", + "explorer_move_trophy": "Trophy", + "explorer_move_trophy_description": "You know secret rituals to preserve an enemy's power in a severed part of their body. When you draw on the power of a trophy carved from an Acolyte, roll +Iron on Drink Deep instead of +Sulphur.
", + "explorer_move_true_sight": "True Sight", + "explorer_move_true_sight_description": "You can always recognise an illusion or supernatural deception as what it truly is. In addition, you get advantage on See Clear.
", + "explorer_move_trump_card": "Trump Card", + "explorer_move_trump_card_description": "Exactly once during a confrontation with an Acolyte, you may declare you have a solution to your current predicament. Tell the GM what it is and roll +Mercury.
On a hit, you defeat the Acolyte by the skin of your teeth. On a 7-9, it costs you a lot. Cross off an unmarked Blood Advance other than Retirement: you cannot take that advance. If there are none left, immediately take Retirement. On a miss, you mess up real bad: trigger your Death Move.
", + "explorer_move_unnatural_habitat": "Unnatural Habitat", + "explorer_move_unnatural_habitat_description": "When you Flow Like Water in an environment that resembles your natural habitat, roll +Iron instead of +Mercury.
", + "explorer_move_useful_bling": "Useful Bling", + "explorer_move_useful_bling_description": "When you choose to invent a shiny object, choose 1 more from the same list.
", + "explorer_move_versatility": "Versatility", + "explorer_move_versatility_description": "When you choose to invent an enhancer, pick two exploration moves it boosts instead of one.
", + "explorer_move_walking_armory": "Walking Armory", + "explorer_move_walking_armory_description": "Your bags are bristling with weaponry and armour. Spend 1-stock to:
One bloodline goes to you for prophecies and omens. Raise your pact with them by 1. They say what fate you saved them from. You say what ill fortune you haven’t told them about yet.
", + "fate_dealers_lore": "Cartomancy; astrology; runecasting.", + "fate_dealers_pact_name": "The Way of Violet", + "fate_dealers_prizes": "You prize the struggle against Fate. At the end of each session, pick the explorer who had the worst luck and yet prevailed against it, and raise their pact with your bloodline by 1. ", + "fate_dealers_refuge_1": "A souvenir shop of trinkets and accessories.", + "fate_dealers_refuge_2": "The local fortune-teller’s tent.", + "fate_dealers_refuge_3": "Your house, strangely untouched by evil.", + "fate_dealers_shelter": "When your explorer finds Shelter in the castle, they may conduct a divination. They gain a glimpse of an Acolyte’s activities in the castle and thus their role.", + "fate_dealers_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "fate_dealers_starting_array_1_desc": "if you advise people against the coming harm but lack the military strength to save them alone.", + "fate_dealers_starting_array_2": "Chalices -1 Swords 0 Coins 1 Wands 1", + "fate_dealers_starting_array_2_desc": "if you defy Fate by gathering as many resources as possible at the expense of others.", + "fate_dealers_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "fate_dealers_starting_array_3_desc": "if you stare death in the face, everything else be damned.", + "fate_dealers_style": "Ostentatious clothing; simple robes; unrecognizable from common folk.", + "first_aid_kit": "First Aid Kit (Use to heal 1 Harm).", + "flail": "Flail (cleave, brace).", + "gear": "Gear", + "gender": "Ambiguous, Concealed, Feminine, Masculine.", + "glass": "Glass", + "glass_description": "Your ability to stay sane and clear-eyed. When exploring, use it to find your way through and assess your surroundings. When fighting a powerful adversary, use it to spot openings and help your allies exploit them.", + "glowing_crystals": "Glowing crystals.", + "guardians_of_nature": "The Guardians Of Nature", + "guardians_of_nature_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain an animal companion. While the animal is alive, they share one of your explorer’s moves.", + "guardians_of_nature_bloodline_name": "A sacred tree or animal; the name the whispers give you; no given name.", + "guardians_of_nature_breach_1": "The worn pelt of a beast of the castle.", + "guardians_of_nature_breach_2": "A growing branch tearing through a wall.", + "guardians_of_nature_breach_3": "The wind which carries you to the roof.", + "guardians_of_nature_desc": "", + "guardians_of_nature_drive_1": "The dying wildlife in the local area.", + "guardians_of_nature_drive_2": "A great beast turned evil by the Regent.", + "guardians_of_nature_drive_3": "The encroaching industry of the castle.", + "guardians_of_nature_founder_desc": "You’ve left the comfort of the wilds to find the source of all evil. Now that you have found it, it’s time to destroy it, for the good of the natural order.", + "guardians_of_nature_founder_title": "The Archdruid", + "guardians_of_nature_history": "One bloodline taught you how to fit in with the rest of society. Set your pact with them to 1. You say what social expectation they taught you. They say how it has changed since.
", + "guardians_of_nature_lore": "Secret meetings; whispers of nature; hidden enclaves.", + "guardians_of_nature_pact_name": "The Way of Green", + "guardians_of_nature_prizes": "You prize the natural order. At the end of each session, pick the explorer who went out of their way to destroy the castle, and raise their pact with your bloodline by 1.", + "guardians_of_nature_refuge_1": "A great tree, untouched by the castle’s corruption.", + "guardians_of_nature_refuge_2": "The forest closest to the castle.", + "guardians_of_nature_refuge_3": "A place the civilized dare not enter.", + "guardians_of_nature_shelter": "When your explorer finds Shelter in the castle, they cleanse the area of the castle’s evil. Each explorer may clear their contamination track. Their Blood remains the same.", + "guardians_of_nature_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_1_desc": "if you focus on caring for people while the castle corrupts the outskirts.", + "guardians_of_nature_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 0", + "guardians_of_nature_starting_array_2_desc": "if you focus on fighting the corruption at the source, caring little for material gain.", + "guardians_of_nature_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_3_desc": "if you focus on defending your territory at the cost of personal relations.", + "guardians_of_nature_style": "Rustic clothing; furs and pelts; barely any clothing.", + "half_damned": "The Half-Damned", + "half_damned_at_camp": "While at one of your camps, other bloodlines can spend 1-pact to transfer a point of contamination to a member of your bloodline. Say how the recipient is further twisted.", + "half_damned_bloodline_name": "A shared mark or feature; after your progenitor; what zealots and bigots call you.", + "half_damned_breach_1": "The regent's menagerie, using yourself as bait for the game wardens.", + "half_damned_breach_2": "The servant's quarters, and a stolen uniform.", + "half_damned_breach_3": "The barracks, and notes on the patrol schedule.", + "half_damned_desc": "The Half-Damned show clearer than most the marks of corruption. Lurking on the fringes of society, they fight a constant struggle against the dark blood within. In the castle they have the unique advantage of blending in with its inhabitants, giving them unmatched powers to infiltrate and gain information on the regent’s plans.", + "half_damned_drive_1": "The beast that turned you, serving the Regent.", + "half_damned_drive_2": "Your sibling, called to the castle by an irresistible compulsion.", + "half_damned_drive_3": "A mob whipped into a frenzy by fear of the Regent.", + "half_damned_founder_desc": "Maybe the castle almost claimed you, and it was only thanks to your fellows that you remained human. Maybe the darkness was always inside you, and your struggle to stay in control is even harder now the castle has given it physical form. Either way, it's time to put these gifts to use.", + "half_damned_founder_title": "The Tainted", + "half_damned_history": "One bloodline hunted you as monsters before you forged a treaty. Set your pact each other to 1. You say how you proved your humanity, they say how they made amends.
", + "half_damned_lore": "Ancient immortals with flawed memories; a voice whispering in your nightmares; religious texts that damn you but offer advice.", + "half_damned_pact_name": "The Way of Red", + "half_damned_prizes": "You prize integrity and sacrifice. At the end of each play session, pick the explorer whose mercy most impressed you and raise their bloodline’s pact with you by 1.", + "half_damned_refuge_1": "A graveyard where your peers shelter.", + "half_damned_refuge_2": "An aerie overlooking the land.", + "half_damned_refuge_3": "Underground tunnels forgotten by man.", + "half_damned_shelter": "When your explorer finds Shelter in the castle, they can use the power of the blood to push back death. Anyone in the party can mark contamination to heal 1d6 Harm.", + "half_damned_starting_array_1": "Chalices 0 Swords 1 Coins -1 Wands 1", + "half_damned_starting_array_1_desc": "if your bloodline is cursed with obvious signs of damnation and must live on the fringes of society.", + "half_damned_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "half_damned_starting_array_2_desc": "if your bloodline is cursed with terrible hungers or a lingering blight, even as they appear completely human.", + "half_damned_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "half_damned_starting_array_3_desc": "if one bloodline member in each generation shows the physical gifts of the curse, while the rest suffer the frailties imposed.", + "half_damned_style": "Ragged fabrics and animal skins; fastidiously clean and modern clothing; anonymous peasant or low class clothing.", + "harm": "Harm", + "heavy_cloak": "Heavy cloak (1 Armour).", + "hidden_hand": "The Hidden Hand", + "hidden_hand_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to get access to more luxurious supplies, giving them advantage on Shelter until they return to a safe camp.", + "hidden_hand_bloodline_name": "a mythical creature, an alchemical process, a feudal role.", + "hidden_hand_breach_1": "The deeper vaults, and a brace of explosives.", + "hidden_hand_breach_2": "A grand soiree, and a forged invitation.", + "hidden_hand_breach_3": "The clock tower, and a zip line from great height.", + "hidden_hand_desc": "The Hidden Hand focus on temporal power, using the treasures of the blood to shape mortal society. When the castle returns they call on legions of allies and cutting-edge technology to push it back and get rich in the process.", + "hidden_hand_drive_1": "A treasure rumoured to bring eternal life.", + "hidden_hand_drive_2": "Your political rival, empowered by the regent's corruption.", + "hidden_hand_drive_3": "Rare reagents created by abhorrent rites.", + "hidden_hand_founder_desc": "You're not here out of the goodness of your heart, but raw pragmatism. Frankly, hordes of monsters are liable to ruin your plans for wealth, prestige and power. At least your talent for command has come in useful managing this ragtag band of 'heroes'.", + "hidden_hand_founder_title": "The Mastermind", + "hidden_hand_history": "You split the fabulous wealth you found with another bloodline. Gain 1 pact on them. They say what they used the wealth for; you say how entropy and betrayal robbed them of it.
", + "hidden_hand_lore": "Reports from agents scattered around the world, an iron grip on the rare book market, a private institution of scholars probing the boundaries of knowledge.", + "hidden_hand_pact_name": "The Way of Silver", + "hidden_hand_prizes": "You prize entrepreneurship. At the end of each play session, pick the explorer who most increased their wealth or power and raise their bloodline’s pact with you by 1.", + "hidden_hand_refuge_1": "A mansion filled with helpful servants.", + "hidden_hand_refuge_2": "A watch station, barricaded up against the darkness.", + "hidden_hand_refuge_3": "A scholar's laboratory, fizzing with strange chemicals.", + "hidden_hand_shelter": "When your explorer finds Shelter in the castle, they may upgrade and reinforce their party's gear. They each hold 1: spend it to get fleeting advantage on Strike or Confront.", + "hidden_hand_starting_array_1": "Chalices 1 Swords 0 Coins 1 Wands -1", + "hidden_hand_starting_array_1_desc": "if you live lives of luxury and try not to think too hard about the source of your wealth.", + "hidden_hand_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "hidden_hand_starting_array_2_desc": "if you act as a mercenary group, guiding the world’s conflicts in a direction that benefits you.", + "hidden_hand_starting_array_3": "Chalices 0 Swords -1 Coins 1 Wands 1", + "hidden_hand_starting_array_3_desc": "if you’ve suborned the world’s elite into a secret society bound by occult rituals and mutual blackmail.", + "hidden_hand_style": "Formal wear and subtle marks of membership, opulent clothes and impractical accessories, state-of-the-art arms and armour.", + "history": "History", + "history_and_notes": "History and Notes", + "holy_church": "The Holy Church", + "holy_church_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to take a Relic from your stores. Describe it, and suggest how it came to be owned by your order.", + "holy_church_bloodline_name": "The virtue you follow, the mark you wear, your hope for the future.", + "holy_church_breach_1": "The tainted chapel, and the supply wagons that bring in sacraments.", + "holy_church_breach_2": "The burial catacombs, and a crevasse that's opened them to the world.", + "holy_church_breach_3": "A marble-floored museum, and its skylights.", + "holy_church_desc": "The Holy Church draw power from their faith. Whatever the truth of their particular creed they’re defenders of humanity able to purge contamination, build protections against evil and provide respite to the afflicted.", + "holy_church_drive_1": "A saint's relics stolen from a desecrated grave.", + "holy_church_drive_2": "A great demon only vulnerable to the righteous.", + "holy_church_drive_3": "A sin that only martyrdom can wash clean.", + "holy_church_founder_desc": "You may not be trained in occult lore, or mortal combat. But you know evil, and you know good. And so long as good people stand against evil, you will be there with them to keep them safe.", + "holy_church_founder_title": "The Saint", + "holy_church_history": "You saved another bloodline from falling to darkness. Set your pact with them to 1. They say what dark temptation was twisting them into servants of the castle; you say what you did to redeem them.
", + "holy_church_lore": "Dreams of whispering martyrs, a holy book filled with ecstatic visions, accumulated folkGlass from your flock.", + "holy_church_pact_name": "The Way of White", + "holy_church_prizes": "You prize self-sacrifice. At the end of each play session, pick the explorer who risked the most to help others and raise their bloodline’s pact with you by 1. ", + "holy_church_refuge_1": "An old church warded against malign influences.", + "holy_church_refuge_2": "A memorial remembering the dead of the last great war.", + "holy_church_refuge_3": "The home of a believer, where the faithful are waiting out the horrors.", + "holy_church_shelter": "When your explorer finds Shelter in the castle, they may lead the group in prayer. They each hold 1: spend it to miraculously avoid a curse, spell or mystical attack.", + "holy_church_starting_array_1": "Chalices 1 Swords 0 Coins -1 Wands 1", + "holy_church_starting_array_1_desc": "if you act as a mystery cult, revealing deeper truths to those who have earned them.", + "holy_church_starting_array_2": "Chalices 1 Swords 0 Coins 1 Wands -1", + "holy_church_starting_array_2_desc": "if you are part of a grander church, trading freedom to dabble in the occult for temporal influence.", + "holy_church_starting_array_3": "Chalices 1 Swords 1 Coins -1 Wands 0", + "holy_church_starting_array_3_desc": "if you're a scattered group of devotees resisting persecution in pursuit of righteousness.", + "holy_church_style": "A simple symbol of faith, fastidious clerical robes, joyous flowing colours.", + "homemade_explosives": "Homemade explosives (lingering, ammo).", + "honoured_longsword": "Honoured longsword (piercing, heirloom).", + "human_voice_animal_noises_a_weird_combination": "Human voice, animal noises, a weird combination.", + "iron": "Iron", + "iron_description": "Your stubborn will and ability to fight and kill. When exploring, you use it to fight hordes. When fighting a powerful adversary, use this to take advantage of an opening and strike them down.", + "joker": "The Joker", + "joker_covenant_example_1": "You healed them up from a mortal wound.", + "joker_covenant_example_2": "They’re heavily in debt to you.", + "joker_covenant_example_3": "You’ve sworn loyalty to them.", + "joker_death_move": "Well, the charade’s up. Switch to a different playbook or die. If you switch, keep your stats and Blood Advances, but none of your Joker moves.
", + "joker_desc": "The Joker is a trickster and a jack-of-all-trades.", + "joker_moves": "Joker Moves", + "joker_names": "Akira, Jack, Nancy, Ivan, Renart, Lilith", + "joker_starting_array": "Iron 0 Glass -1 Sulphur 0 Mercury +1", + "knight": "The Knight", + "knight_covenant_example_1": "You healed them up from a mortal wound.", + "knight_covenant_example_2": "They’re heavily in debt to you.", + "knight_covenant_example_3": "You’ve sworn loyalty to them.", + "knight_death_move": "When you die, name another explorer who was moved by your bravery. They gain the Knight’s Honor move, except their base honor is 5 instead of 3.
", + "knight_desc": "The Knight is an honorbound warrior.", + "knight_moves": "Knight Moves", + "knight_names": "Alexander, Bertrand, Jeanne, Athena, Camilla, Brunhild", + "knight_starting_array": "Iron +1 Glass 0 Sulphur -1 Mercury 0", + "knight_take_moves": "Take Knight’s Honour and one more:", + "lantern_and_oil": "Lantern and oil.", + "legendary_heroes": "The Legendary Heroes", + "legendary_heroes_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a weapon from your stores. Give it two perks and a flaw, and describe its history.", + "legendary_heroes_bloodline_name": "A noble title; an inherited naming convention; bearers of the ________.", + "legendary_heroes_breach_1": "A grand door and a sturdy boot.", + "legendary_heroes_breach_2": "A great stained glass window and a hefted brick.", + "legendary_heroes_breach_3": "A high wall and a knotted rope", + "legendary_heroes_desc": "The Legendary Heroes are a bloodline in the truest sense of the word: a lineage where the virtues of heroism recur again and again. Whether they’ve been trained from birth to match the deeds of their forbears or brought to the castle by the winds of fate ignorant of their destiny, they’re tenacious and audacious foes of the regent.", + "legendary_heroes_drive_1": "Your love, kidnapped by the Regent.", + "legendary_heroes_drive_2": "Your parent, cursed to waste away", + "legendary_heroes_drive_3": "A neighbourhood, devastated by monsters.", + "legendary_heroes_founder_desc": "You're brave and bold, and where your fellows faltered you inspired them to press on. Now the regent stands before you, and they will answer for the evils they have brought to the land.", + "legendary_heroes_founder_title": "The Paladin", + "legendary_heroes_history": "One bloodline’s legends taught you how to be heroes. Set your pact with them to 1. You say what legend you’ve heard, they say what secret failure the legend left out.
", + "legendary_heroes_lore": "Picking it up as they go along; ancestor’s crumbling journals; oral history passed from parent to child.", + "legendary_heroes_pact_name": "The Way of Gold", + "legendary_heroes_prizes": "You prize heroism and valour. At the end of each play session, pick the explorer whose heroism most impressed you and raise their pact with your bloodline by 1.", + "legendary_heroes_refuge_1": "An inn or cafe where your sister plays music.", + "legendary_heroes_refuge_2": "A general shop run by your grandfather.", + "legendary_heroes_refuge_3": "A club, park or back alley where friendly gangs hang out", + "legendary_heroes_shelter": "When your explorer finds Shelter in the castle, they can inspire the others with tales of selfless heroism. The next time their allies would mark contamination while trying to aid or protect another explorer, they ignore it.", + "legendary_heroes_starting_array_1": "Chalices 1 Swords 1 Coins 0 Wands -1", + "legendary_heroes_starting_array_1_desc": "if fate and coincidence keep bringing your bloodline to the castle despite their ignorance of mystical matters.", + "legendary_heroes_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "legendary_heroes_starting_array_2_desc": "if your bloodline is tested from childhood for martial aptitude and trained to face the castle.", + "legendary_heroes_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", + "legendary_heroes_starting_array_3_desc": "if your bloodline are world travellers with a fortune built on castle raids.", + "legendary_heroes_style": "Stylish contemporary fashion; bloodline crests and heirlooms; rustic or utilitarian clothing.", + "light_bulbs_and_mechanical_lanterns": "Light bulbs and mechanical lanterns.", + "long-burning_glow_sticks": "Long-burning glow sticks.", + "looks": "Looks", + "looks_regional": "Asian, South Asian, Black, Caucasian, Hispanic, Latino, Indigenous, Middle Eastern, ________.", + "lore": "Lore", + "lucky_charm": "Lucky charm (destroy to negate up to 2 Harm).", + "magi": "The Magi", + "magi_at_camp": "While at one of your camps, other bloodlines can spend 1 pact on you to get an item of power from your stores. They can destroy it to cast a spell as per Drink Deep.", + "magi_bloodline_name": "The name of your school, The ____ Way, The Path of ______ .", + "magi_breach_1": "A garden of perfect geometric statuary, and a hole in its iron fence.", + "magi_breach_2": "A pocket dimension outside reality, and a ritual to transport you there.", + "magi_breach_3": "An alchemical storage vault, and the combination for the vault door.", + "magi_desc": "The Magi use secretive and arcane rituals to draw power from the blood. Where other bloodlines may draw on its power recklessly and spiral down into corruption, the Magi precisely measure out each portion of their soul as they trade it for power.", + "magi_drive_1": "A celestial conjunction promising great change.", + "magi_drive_2": "A chance to fix a mistake made in your training.", + "magi_drive_3": "An unnatural plague infesting the city's slums.", + "magi_founder_desc": "Ancient lore and improvised cantrips have got you this far, but you can feel the power rolling off the Regent in the next chamber. You'll set your soul alight if that's what it takes to burn this place down.", + "magi_founder_title": "The Ritualist", + "magi_history": "You taught another bloodline how to use the castle’s power safely. Gain 1 pact on them. They say what the ritual allows them to do; you say what it costs them instead of their souls.
", + "magi_lore": "A bag full of scholarly texts, drilled-in mnemonics, a chorus of spirits bound into your gear to offer advice.", + "magi_pact_name": "The Way of Blue", + "magi_prizes": "You prize arcane insight. At the end of each session, pick the explorer who wielded the most supernatural power and raise their pact with your bloodline by 1. ", + "magi_refuge_1": "A caravan on the city's outskirts selling charms and occult paraphernalia.", + "magi_refuge_2": "A visionary doctor's surgery-laboratory.", + "magi_refuge_3": "A cafe where the intelligentsia gather and debate.", + "magi_shelter": "When your explorer finds Shelter in the castle, they may lead the group in a ritual of controlled corruption. Each explorer may transfer 1 point of contamination to another explorer, with that explorer's consent.", + "magi_starting_array_1": "Chalices 0 Swords -1 Coins 1 Wands 1", + "magi_starting_array_1_desc": "if you’re a selective academic institution teaching occult rituals to those that can afford your fees.", + "magi_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "magi_starting_array_2_desc": "if you’re hands-on learners, extracting occult wisdom from the beasts and devils you hunt.", + "magi_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "magi_starting_array_3_desc": "if you’re occultists without borders, travelling the world and pushing back blights wherever you find them.", + "magi_style": "Skin covered in arcane glyphs, thick robes of strange fabrics, bags and bandoleers loaded with reagents.", + "major_wound": "Major Wound", + "make_a_weapon": "Make a weapon (1 perk, 1 flaw).", + "martial_arts_training": "Martial arts training (tether, close).", + "mascot": "The Mascot", + "mascot_covenant_example_1": "You healed them up from a mortal wound.", + "mascot_covenant_example_2": "They’re heavily in debt to you.", + "mascot_covenant_example_3": "You’ve sworn loyalty to them.", + "mascot_death_move": "When you die, your death inspires the other explorers to act, at least for the time being. They all gain fleeting advantage.
", + "mascot_desc": "The Mascot is an animal or creature that is sapient.", + "mascot_moves": "Mascot Moves", + "mascot_names": "Rex, Lucky, Teddie, Whiskers, Grump", + "mascot_starting_array": "Iron +1 Glass -1 Sulphur 0 Mercury 0", + "medic": "The Medic", + "medic_covenant_example_1": "You healed them up from a mortal wound.", + "medic_covenant_example_2": "They’re heavily in debt to you.", + "medic_covenant_example_3": "You’ve sworn loyalty to them.", + "medic_death_move": "You can’t prevent your own death, but you can save others. When someone else would die, tell us how you helped them survive instead, and cross off this move.
", + "medic_desc": "The Medic is a perceptive healer.", + "medic_moves": "Medic Moves", + "medic_names": "Shrishti, Elizabeth, Charaka, Galen, Benedict, Sushruta, Paul, Virginia", + "medic_starting_array": "Iron 0 Glass +1 Sulphur 0 Mercury -1", + "medic_take_moves": "Take Triage and one more:", + "mercury": "Mercury", + "mercury_description": "Your ability to be stealthy, quick and graceful. When exploring, use it to find safe refuge from the castle’s inhabitants; when fighting, use it to dodge away from blows and use trickery and guile. Blood tracks how corrupted your explorer has been by the castle’s power. As it increases you unlock advances, gaining improved stats and strange gifts, but risk falling under the permanent sway of the regent.", + "minor_wound": "Minor Wound", + "miscellaneous_trinkets": "Miscellaneous trinkets.", + "miss": "Miss", + "mortal_wound": "Mortal Wound", + "mystic": "The Mystic", + "mystic_covenant_example_1": "You’re afflicted with the same curse.", + "mystic_covenant_example_2": "You’re studying their dreams.", + "mystic_covenant_example_3": "You follow different faiths.", + "mystic_death_move": "As you die, you perform a feat of soul alchemy. Each explorer may lose a point of Blood and a Blood Advance of their choice but keep the stat advance/blood gift. For each, one part of your corpse becomes a Relic.
", + "mystic_desc": "The Mystic is an expert at extracting occult power from the castle. In their hands the blood is coaxed into amulets, weapons and explosive incantations.", + "mystic_moves": "Mystic Moves", + "mystic_names": "Reuben, Harland, Maria, Ume, Emilio, Mercurio, Abaris, Julia, Hugh, Miles", + "mystic_starting_array": "Iron -1 Glass 0 Sulphur 0 Mercury +1", + "nice_leather_jacket": "Nice leather jacket (1 Armour).", + "odd_fighting_style": "Odd fighting style (cleave, close).", + "old_journals_from_past_explorers": "Old journals from past explorers.", + "open_bloodline": "The Open Bloodline", + "open_bloodline_desc": "The Open Bloodline is a blank Bloodline.", + "open_bloodline_founder_desc": "", + "open_bloodline_founder_title": "The Founder of the Open Bloodline.", + "open_bloodline_shelter": "When your explorer finds Shelter in the castle,", + "packrat": "The Packrat", + "packrat_covenant_example_1": "You healed them up from a mortal wound.", + "packrat_covenant_example_2": "They’re heavily in debt to you.", + "packrat_covenant_example_3": "You’ve sworn loyalty to them.", + "packrat_death_move": "As you die, you reveal a final pouch - one packed with explosives. Pick one:
You have created an invention specifically for this moment. Tell the GM what it does. Afterwards it becomes a valuable object worth 3-Relic.
", + "professor_desc": "The Professor is an inventor and a tinkerer.", + "professor_moves": "Professor Moves", + "professor_names": "Dr. Micawber, Amadeus, Victoria, Sergio, Roger, Samuel, Kukui", + "professor_starting_array": "Iron -1 Glass 0 Sulphur +1 Mercury 0", + "professor_take_moves": "Take Invention and one more:", + "purified_salt": "Purified salt (1 Armour when you stand within a circle of it).", + "reckoner": "The Reckoner", + "reckoner_covenant_example_1": "You’re working together to find a lost treasure.", + "reckoner_covenant_example_2": "You’re heavily in debt to them.", + "reckoner_covenant_example_3": "You’ve hunted many monsters together.", + "reckoner_death_move": "As you die, you work one final effort of will to enforce order on the castle. Pick one:
As the final blow comes down you choose not to defend yourself, instead using your attacker’s momentum to drive your weapon home. Now it’s lodged in them, slowing them down and creating a weakness your allies can use to take revenge. Until the embedded weapon is used as an Opening, your allies take advantage on Dodge and Confront.
", + "slayer_desc": "The Slayer is a monster hunter, plain and simple. They’re fast and lethal, equally at home confronting a horde of beasts and a single towering colossus.", + "slayer_moves": "Slayer Moves", + "slayer_names": "Lilianna, Isidor, Ayako, Farhana, Laura, Peter, Simon, Julian, Laurens, Jiddu", + "slayer_starting_array": "Iron +1 Glass 0 Sulphur 0 Mercury -1", + "spiritual_aura": "Spiritual aura (Advantage to attack intangible foes).", + "squire": "Squire (A contact of your choice).", + "starting_stats": "Starting Stats", + "starting_stats_help": "(Choose One)", + "stats": "Stats", + "stock": "Stock", + "style": "Style", + "success": "Success!", + "sulphur": "Sulphur", + "sulphur_description": "The strength of your passions and ability to tap into occult power. When exploring, use it to learn magic from the castle’s relics. When fighting a powerful adversary, use it to pull allies from danger.", + "survivalist_gear": "Survivalist gear.", + "swords": "Swords", + "swords_description": "Their ability to project force into the castle and claim forward bases.", + "syringe": "Syringe (lingering, close).", + "thick_hide_or_suit": "Thick hide or suit (1 Armour).", + "thick_mask_or_suit": "Thick mask or suit (1 Armour).", + "thieves_tools": "Thieves’ tools.", + "three_uses_of_a_poison": "3 uses of a poison (describe it, 1 use gives a weapon lingering or stun).", + "titles_and_honours": "Titles and honours.", + "torches_and_fire_lighting_kit": "Torches and fire lighting kit.", + "tower_shield": "Tower Shield (1 Armour).", + "traditions": "Traditions", + "traditions_help": "Choose one of each or invent your own.", + "unstable_gun_prototype": "Unstable Gun Prototype (ranged, painful).", + "wands": "Wands", + "wands_description": "Their ability to push back against the occult predations of the regent.", + "when_blood_increases": "Pick one when blood increases", + "when_blood_increases_get_gift": "Get a Blood Gift.", + "when_blood_increases_get_stat": "Get +1 to a stat (max 3).", + "when_blood_increases_retire": "Retire your explorer; they may return as an Acolyte.", + "you_start_with_this_array": "You start with this array; add 1 to a stat of your choice:", + "test_evaluation": "", + "zzend_of_file": "" +} \ No newline at end of file diff --git a/Rolemaster 2nd-classic/translations/ca.json b/Rolemaster 2nd-classic/translations/ca.json new file mode 100644 index 0000000000..fa2084a59a --- /dev/null +++ b/Rolemaster 2nd-classic/translations/ca.json @@ -0,0 +1,109 @@ +{ + "race": "Race", + "profession": "Profession", + "level": "Niveau", + "experience": "Exp.", + "character": "Personnage", + "equipment": "Equipement", + "magic": "Magie", + "settings": "Config.", + "realmpower": "Roy. pouvoir", + "powerpoints": "Pts pouvoir", + "basehp": "PdC base", + "totalhp": "PdC total", + "actualhp": "PdC actuels", + "attributes": "Caractéristiques", + "temporary-abbr": "Temp.", + "potential-abbr": "Pot.", + "development-abbr": "Dev.", + "base-abbr": "Base", + "race-abbr": "Race", + "total-abbr": "Total", + "constitution": "Constitution", + "agility": "Agilité", + "selfdiscipline": "Autodiscipline", + "memory": "Mémoire", + "reasoning": "Raisonnement", + "strength": "Force", + "quickness": "Rapidité", + "presence": "Présence", + "empathy": "Empathie", + "intuition": "Intuition", + "defenses": "Défenses", + "armor-at": "Armure (TA)", + "defensivebonus-db": "Bonus défensif (BD)", + "withshield": "Avec bouclier", + "movementpenalty": "Malus mouv.", + "helmet": "Casque", + "armgreaves": "Brassards", + "leggreaves": "Jambières", + "distancepenalty": "Malus tir", + "wounds": "Blessures", + "languages": "Langages", + "spoken": "parlé", + "writen": "écrit", + "miscellaneous": "Divers", + "hitdice": "Dé de vie", + "developmentpoints": "Pts de Dév", + "primaryskills": "Comp. principales", + "attributemod-abbr": "Mod. carac", + "cost": "Coût", + "profession-abbr": "Prof.", + "nbranks": "#Rangs", + "attribute-abbr": "Carac.", + "miscellaneous-abbr": "Div.", + "item-abbr": "Obj.", + "secondaryskills": "Comp. secondaires", + "weaponskills": "Compétences d'armes", + "ob": "BO", + "db": "BD", + "resistances": "Résistances", + "notes": "Notes", + "weight": "Poids kg", + "possessions": "Possessions", + "mithril": "Mithril", + "gold": "Or", + "silver": "Argent", + "bronze": "Bronze", + "copper": "Cuivre", + "iron": "Fer", + "show": "Afficher", + "localization": "Localisation", + "spelllists": "Listes de sorts", + "realm": "Royaume", + "listtype": "Type de liste", + "levelmax": "Niv. max", + "learnchances": "%Apprent.", + "bookandpage": "Manuel et page", + "spellname": "Nom", + "spellclass": "Classe", + "spellduration": "Durée", + "spellrange": "Portée", + "description": "Description", + "relations": "Relations", + "constitutioncheck": "Jet de constitution", + "agilitycheck": "Jet d'agilité", + "selfdisciplinecheck": "Jet d'autodiscipline", + "memorycheck": "Jet de mémoire", + "reasoningcheck": "Jet de raisonnement", + "strengthcheck": "Jet de force", + "quicknesscheck": "Jet de rapidité", + "presencecheck": "Jet de présence", + "empathycheck": "Jet d'empathie", + "intuitioncheck": "Jet d'intuition", + "resistancecheck": "Jet de résistance", + "ennemydb": "BD adverse", + "result": "Résultat", + "dev-abbr": "Dev.", + "loadcapacity": "Capacité de charge (kg)", + "weighttotal": "Poids total (kg)", + "sheet-colors": "Couleurs de la feuille", + "totalhpcalcmode": "Mode de calcul des PdC totaux", + "legacycalc": "Règles de base", + "nocalc": "Mode manuel", + "hpcalcdescription": "Choisissez un type de calcul de Points de Coups totaux. Par défaut, les PdC totaux sont calculés à partir des PdC de base*(1+bonus constitution/100). En sélectionnant le mode manuel, vous pouvez entrer la valeur de PdC total de votre choix, la valeur de PdC de base peut éventuellement être ignorée.", + "professionbonusmode": "Mode de calcul des bonus de profession", + "legacyprofbonus": "Par niveaux", + "flatprofbonus": "Bonus plat", + "profbonusmodedescription": "Choissez le type de calcul des bonus de profession. Par défaut, les bonus de professions sont octroyés par niveau, il est également possible de choisir les bonus de professions en tant que bonus plats à attribuer à la création du personnage, ou à certains paliers de leurs progression." +} \ No newline at end of file diff --git a/Rolemaster 2nd-classic/translations/hu.json b/Rolemaster 2nd-classic/translations/hu.json new file mode 100644 index 0000000000..fa2084a59a --- /dev/null +++ b/Rolemaster 2nd-classic/translations/hu.json @@ -0,0 +1,109 @@ +{ + "race": "Race", + "profession": "Profession", + "level": "Niveau", + "experience": "Exp.", + "character": "Personnage", + "equipment": "Equipement", + "magic": "Magie", + "settings": "Config.", + "realmpower": "Roy. pouvoir", + "powerpoints": "Pts pouvoir", + "basehp": "PdC base", + "totalhp": "PdC total", + "actualhp": "PdC actuels", + "attributes": "Caractéristiques", + "temporary-abbr": "Temp.", + "potential-abbr": "Pot.", + "development-abbr": "Dev.", + "base-abbr": "Base", + "race-abbr": "Race", + "total-abbr": "Total", + "constitution": "Constitution", + "agility": "Agilité", + "selfdiscipline": "Autodiscipline", + "memory": "Mémoire", + "reasoning": "Raisonnement", + "strength": "Force", + "quickness": "Rapidité", + "presence": "Présence", + "empathy": "Empathie", + "intuition": "Intuition", + "defenses": "Défenses", + "armor-at": "Armure (TA)", + "defensivebonus-db": "Bonus défensif (BD)", + "withshield": "Avec bouclier", + "movementpenalty": "Malus mouv.", + "helmet": "Casque", + "armgreaves": "Brassards", + "leggreaves": "Jambières", + "distancepenalty": "Malus tir", + "wounds": "Blessures", + "languages": "Langages", + "spoken": "parlé", + "writen": "écrit", + "miscellaneous": "Divers", + "hitdice": "Dé de vie", + "developmentpoints": "Pts de Dév", + "primaryskills": "Comp. principales", + "attributemod-abbr": "Mod. carac", + "cost": "Coût", + "profession-abbr": "Prof.", + "nbranks": "#Rangs", + "attribute-abbr": "Carac.", + "miscellaneous-abbr": "Div.", + "item-abbr": "Obj.", + "secondaryskills": "Comp. secondaires", + "weaponskills": "Compétences d'armes", + "ob": "BO", + "db": "BD", + "resistances": "Résistances", + "notes": "Notes", + "weight": "Poids kg", + "possessions": "Possessions", + "mithril": "Mithril", + "gold": "Or", + "silver": "Argent", + "bronze": "Bronze", + "copper": "Cuivre", + "iron": "Fer", + "show": "Afficher", + "localization": "Localisation", + "spelllists": "Listes de sorts", + "realm": "Royaume", + "listtype": "Type de liste", + "levelmax": "Niv. max", + "learnchances": "%Apprent.", + "bookandpage": "Manuel et page", + "spellname": "Nom", + "spellclass": "Classe", + "spellduration": "Durée", + "spellrange": "Portée", + "description": "Description", + "relations": "Relations", + "constitutioncheck": "Jet de constitution", + "agilitycheck": "Jet d'agilité", + "selfdisciplinecheck": "Jet d'autodiscipline", + "memorycheck": "Jet de mémoire", + "reasoningcheck": "Jet de raisonnement", + "strengthcheck": "Jet de force", + "quicknesscheck": "Jet de rapidité", + "presencecheck": "Jet de présence", + "empathycheck": "Jet d'empathie", + "intuitioncheck": "Jet d'intuition", + "resistancecheck": "Jet de résistance", + "ennemydb": "BD adverse", + "result": "Résultat", + "dev-abbr": "Dev.", + "loadcapacity": "Capacité de charge (kg)", + "weighttotal": "Poids total (kg)", + "sheet-colors": "Couleurs de la feuille", + "totalhpcalcmode": "Mode de calcul des PdC totaux", + "legacycalc": "Règles de base", + "nocalc": "Mode manuel", + "hpcalcdescription": "Choisissez un type de calcul de Points de Coups totaux. Par défaut, les PdC totaux sont calculés à partir des PdC de base*(1+bonus constitution/100). En sélectionnant le mode manuel, vous pouvez entrer la valeur de PdC total de votre choix, la valeur de PdC de base peut éventuellement être ignorée.", + "professionbonusmode": "Mode de calcul des bonus de profession", + "legacyprofbonus": "Par niveaux", + "flatprofbonus": "Bonus plat", + "profbonusmodedescription": "Choissez le type de calcul des bonus de profession. Par défaut, les bonus de professions sont octroyés par niveau, il est également possible de choisir les bonus de professions en tant que bonus plats à attribuer à la création du personnage, ou à certains paliers de leurs progression." +} \ No newline at end of file diff --git a/Rolemaster-Standard-System/translations/ca.json b/Rolemaster-Standard-System/translations/ca.json new file mode 100644 index 0000000000..185ad9daae --- /dev/null +++ b/Rolemaster-Standard-System/translations/ca.json @@ -0,0 +1,995 @@ +{ + "sheettype": "Sheet Type:", + "sheettypedescription": "PC is the sheet for Player Characters or NPC's with Player Character-like data. It contains tabs for stats, combat-related information, equipment, known spell lists, notes, experience, and a set-up tab. NPC is the sheet which matches the Creatures and Monster's data sets. It has room for additional notes as well as a JSON converter and JSON example data. Roll Template has information about the RMSS sheet's roll templates.", + "standard-stat-bonus-based-on-categories-directions": "Set to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "coins-per-pound-n": "Coins per Pound", + "coins-per-pound-desc": "Number of coins in a pound, RMSS suggested value is 64 coins weigh 1 pound.", + "dismiss-announcement": "Dismiss Announcement", + "pc": "PC", + "npc": "NPC", + "roll-templates": "Roll Templates", + "character": "Character", + "combat": "Combat", + "skills": "Skills", + "spells": "Spells", + "equipment": "Equipment", + "notes": "Notes", + "experience": "Experience", + "setup": "Setup", + "macros": "Macros", + "character-name": "Character Name", + "nickname": "Nickname", + "title(s)": "Title(s)", + "homeland": "Homeland", + "player": "Player", + "race": "Race", + "culture": "Culture", + "profession": "Profession", + "realm": "Realm", + "channeling": "Channeling", + "essence": "Essence", + "mentalism": "Mentalism", + "channeling-essence-t": "Chan/Ess", + "channeling-mentalism-t": "Chan/Ment", + "essence-mentalism-t": "Ess/Ment", + "arcane": "Arcane", + "deity": "Deity", + "level": "Level", + "experience-t": "Exp", + "stats": "Stats", + "stat": "Stat", + "temporary-t": "Temp", + "potential": "Potential", + "basic": "Basic", + "bonus": "Bonus", + "racial": "Racial", + "special": "Special", + "agility": "Agility", + "constitution": "Constitution", + "memory": "Memory", + "reasoning": "Reasoning", + "self-discipline": "Self Discipline", + "empathy": "Empathy", + "intuition": "Intuition", + "presence": "Presence", + "quickness": "Quickness", + "strength": "Strength", + "development-points": "Development Points", + "fates": "Fates", + "role-traits": "Role Traits", + "appearance": "Appearance", + "gender": "Gender", + "apparent-age": "Apparent Age", + "actual-age": "Actual Age", + "skin-color": "Skin Color", + "eyes": "Eyes", + "hair": "Hair", + "height-in": "Height", + "foot-a": "ft", + "inch-a": "in", + "weight": "Weight", + "size": "Size", + "current-movement-rate": "Current Movement Rate", + "base-movement-rate": "Base Movement Rate", + "bonus-base-movement-rate": "Bonus Base Movement Rate", + "running-horizontal-jump": "Running Horizontal Jump", + "standing-horizontal-jump": "Standing Horizontal Jump", + "running-vertical-jump": "Running Vertical Jump", + "standing-vertical-jump": "Standing Vertical Jump", + "race-stat-fixed-information": "Race/Stat Fixed Information", + "soul-departure": "Soul Departure", + "rounds-a": "rnds", + "recovery-multiplier": "Recovery Multiplier", + "race-type-for-stat-loss": "Race Type (for stat loss)", + "recovery-rates": "Recovery Rates", + "hit-points-per-hour-resting": "Hit Points / hr resting", + "power-points-per-hour-resting": "Power Points / hr resting", + "hit-points-per-3-hours-sleeping": "Hit Points / 3 hrs sleep", + "power-points-per-3-hours-sleeping": "Power Points / 3 hrs sleep", + "hit-points-per-3-hours-active": "Hit Points / 3 hrs active", + "power-points-per-3-hours-active": "Power Points / 3 hrs active", + "exhaustion-points-per-minute-resting": "Exhaustion Points / min resting", + "exhaustion-points-per-half-hour-sleeping": "Exhaustion Points / .5 hrs sleep", + "exhaustion-points-per-3-minutes-active": "Exhaustion Points / 3 mins active", + "languages": "Languages", + "language": "Language", + "spoken": "Spoken", + "written": "Written", + "trade": "Trade", + "racial-notes": "Racial Notes", + "cultural-notes": "Cultural Notes", + "character-notes": "Character Notes", + "other": "Other", + "hit-points": "Hit Points", + "power-points": "Power Points", + "exhaustion-points": "Exhaustion Points", + "initiative": "Initiative", + "rounds-of-stun-before-unconsciousness-a": "Rnds stun b4 unc", + "power-point-multiplier-a": "PP Mult", + "adder": "Adder", + "used": "used", + "bonus-exhaustion-points": "Bonus Exhaustion Points", + "bonus-mental-exhaustion-points": "Bonus Mental Exhaustion Points", + "exhaustion-points-remaining-a": "Exh. Pts Remaining", + "mental-exhaustion-points-remaining-a": "Ment. Exh. Pts Remaining", + "exhaustion-point-scaling": "Exhaustion Point Scaling", + "more-than": "more than", + "quickness-bonus-a": "Qu bonus", + "initiative-bonus-a": "Init bonus", + "armor": "Armor", + "worn": "Worn", + "primary": "Primary", + "secondary": "Secondary", + "tertiary": "Tertiary", + "active": "Active", + "armor-type": "Armor Type", + "armor-type-function-as": "Functions As", + "1-skin-cloth": "1 - Skin/Cloth", + "2-robes": "2 - Robes", + "3-light-hide": "3 - Light Hide", + "4-heavy-hide": "4 - Heavy Hide", + "5-leather-jerkin": "5 - Leather Jerkin", + "6-leather-coat": "6 - Leather Coat", + "7-reinforced-leather-coat": "7 - Reinforced Leather Coat", + "8-reinforced-full-length-leather-coat": "8 - Reinforced Full-Length Leather Coat", + "9-rigid-leather-breastplate": "9 - Rigid Leather Breastplate", + "10-rigid-leather-breastplate-and-greaves": "10 - Rigid Leather Breastplate & Greaves", + "11-half-hide-plate": "11 - Half-Hide Plate", + "12-full-hide-plate": "12 - Full-Hide Plate", + "13-chain-shirt": "13 - Chain Shirt", + "14-chain-shirt-and-greaves": "14 - Chain Shirt & Greaves", + "15-full-chain": "15 - Full Chain", + "16-chain-hauberk": "16 - Chain Hauberk", + "17-metal-breastplate": "17 - Metal Breastplate", + "18-metal-breastplate-and-greaves": "18 - Metal Breastplate & Greaves", + "19-half-plate": "19 - Half Plate", + "20-full-plate": "20 - Full Plate", + "percent-weight": "% Weight", + "weight-penalty": "Weight Penalty", + "minimum-maneuver-penalty": "Min Maneuver Penalty", + "missile-penalty": "Missile Penalty", + "armor-defensive-bonus": "Armor Defensive Bonus", + "quickness-penalty": "Quickness Penalty", + "quickness-bonus": "Quickness Bonus", + "adrenal-defense": "Adrenal Defense", + "shield-melee": "Shield (melee)", + "shield-ranged": "Shield (ranged)", + "shield-defensive-bonus": "Shield Defensive Bonus", + "versus-evil-spell-casters-resistance-roll-defensive-bonus": "Vs Evil Spell Casters (RR/DB)", + "other-magic-bonus": "Other Magic Bonus", + "temporary-bonus": "Temporary Bonus", + "parry": "Parry", + "defensive-bonus-melee": "Defensive Bonus (vs Melee):", + "defensive-bonus-ranged": "Defensive Bonus (vs Ranged):", + "total-defensive-bonus": "Total Defensive Bonus:", + "resistances": "Resistances", + "conditional-defenses": "Conditional Defenses", + "special-a": "Spec", + "total": "Total", + "intuition-a": "In", + "empathy-a": "Em", + "presence-a": "Pr", + "channeling-a": "Chan", + "essence-a": "Ess", + "mentalism-a": "Ment", + "poison": "Poison", + "constitution-a": "Co", + "disease": "Disease", + "fear": "Fear", + "self-discipline-a": "SD", + "will": "Will", + "reasoning-a": "Re", + "copyob": "Copy OB", + "attacks": "Attacks", + "attack": "Attack", + "weapon": "Weapon", + "type": "Type", + "offensive-bonus-a": "OB", + "fumble": "Fumble", + "strength-t": "Str", + "breakage-number-a": "B#", + "range": "Range", + "macro": "Macro", + "attack-calculation-a": "ACalc", + "roll-type-a": "RType", + "attack-name": "Attack Name", + "melee": "Melee", + "ranged": "Ranged", + "basic-spell": "Basic Spell", + "directed-spell": "Directed Spell", + "area-spell": "Area Spell", + "category": "Category", + "skill": "Skill", + "category-total-a": "Cat/Total", + "ranks": "Ranks", + "rank": "Rank", + "or-category": "or Category", + "item": "Item", + "armor-heavy": "Armor, Heavy", + "strength-a": "St", + "agility-a": "Ag", + "plate": "Plate", + "armor-light": "Armor, Light", + "soft-leather": "Soft Leather", + "rigid-leather": "Rigid Leather", + "armor-medium": "Armor, Medium", + "chain": "Chain", + "artistic": "Artistic", + "artistic-active": "Artistic, Active", + "acting": "Acting", + "dancing": "Dancing", + "mimery": "Mimery", + "mimicry": "Mimicry", + "memory-a": "Me", + "play-instrument": "Play Instrument", + "poetic-improvisation": "Poetic Improvisation", + "singing": "Singing", + "tale-telling": "Tale Telling", + "ventriloquism": "Ventriloquism", + "artistic-passive": "Artistic, Passive", + "music": "Music", + "painting": "Painting", + "poetry": "Poetry", + "sculpting": "Sculpting", + "athletic": "Athletic", + "athletic-brawn": "Athletic, Brawn", + "athletic-games-brawn": "Athletic Games (Brawn)", + "jumping": "Jumping", + "power-striking": "Power-striking", + "power-throwing": "Power-throwing", + "weight-lifting": "Weight-lifting", + "athletic-endurance": "Athletic, Endurance", + "athletic-games-endurance": "Athletic Games (Endurance)", + "distance-running": "Distance Running", + "rowing": "Rowing", + "scaling": "Scaling", + "sprinting": "Sprinting", + "quickness-a": "Qu", + "swimming": "Swimming", + "athletic-gymnastics": "Athletic, Gymnastics", + "acrobatics": "Acrobatics", + "athletic-games-gymnastics": "Athletic Games (Gymnastics)", + "climbing": "Climbing", + "contortions": "Contortions", + "diving": "Diving", + "flying-gliding": "Flying/Gliding", + "juggling": "Juggling", + "pole-vaulting": "Pole-vaulting", + "rappelling": "Rappelling", + "skating": "Skating", + "skiing": "Skiing", + "stilt-walking": "Stilt-walking", + "surfing": "Surfing", + "tightrope-walking": "Tightrope-walking", + "tumbling": "Tumbling", + "awareness": "Awareness", + "awareness-perceptions": "Awareness, Perceptions", + "alertness": "Alertness", + "sense-ambush": "Sense Ambush", + "awareness-searching": "Awareness, Searching", + "detect-traps": "Detect Traps", + "lie-perception": "Lie Perception", + "locate-hidden": "Locate Hidden", + "observation": "Observation", + "poison-perception": "Poison Perception", + "reading-tracks": "Reading Tracks", + "surveillance": "Surveillance", + "tracking": "Tracking", + "awareness-senses": "Awareness, Senses", + "direction-sense": "Direction Sense", + "reality-awareness": "Reality Awareness", + "sense-awareness": "Sense Awareness", + "situational-awareness": "Situational Awareness", + "spatial-location-awareness": "Spatial Location Awareness", + "time-sense": "Time Sense", + "body-development": "Body Development", + "combat-maneuvers": "Combat Maneuvers", + "combined": "Combined", + "adrenal-deflecting": "Adrenal Deflecting", + "mounted-combat": "Mounted Combat", + "quickdraw": "Quickdraw", + "reverse-stroke": "Reverse Stroke", + "subdual": "Subdual", + "swashbuckling": "Swashbuckling", + "tumbling-evasion": "Tumbling Evasion", + "two-weapon-fighting": "Two-Weapon Fighting", + "communications": "Communications", + "language-name": "Language Name", + "lip-reading": "Lip Reading", + "signaling": "Signaling", + "crafts": "Crafts", + "cooking": "Cooking", + "drafting": "Drafting", + "fletching": "Fletching", + "horticulture": "Horticulture", + "leather-crafts": "Leather-crafts", + "metal-crafts": "Metal-crafts", + "rope-mastery": "Rope Mastery", + "scribing": "Scribing", + "service": "Service", + "sewing-weaving": "Sewing/Weaving", + "skinning": "Skinning", + "stone-crafts": "Stone-crafts", + "trapping": "Trapping", + "wood-crafts": "Wood-crafts", + "directed-spells": "Directed Spells", + "fire-bolt": "Fire Bolt", + "ice-bolt": "Ice Bolt", + "lightning-bolt": "Lightning Bolt", + "shock-bolt": "Shock Bolt", + "water-bolt": "Water Bolt", + "other-bolt": "Other Bolt", + "influence": "Influence", + "bribery": "Bribery", + "diplomacy": "Diplomacy", + "duping": "Duping", + "interrogation": "Interrogation", + "leadership": "Leadership", + "propaganda": "Propaganda", + "public-speaking": "Public Speaking", + "seduction": "Seduction", + "trading": "Trading", + "lore": "Lore", + "lore-general": "Lore-General", + "culture-lore": "Culture Lore", + "fauna-lore": "Fauna Lore", + "flora-lore": "Flora Lore", + "heraldry": "Heraldry", + "history": "History", + "philosophy": "Philosophy", + "region-lore": "Region Lore", + "religion": "Religion", + "other-general-lore": "Other General Lore", + "lore-magical": "Lore-Magical", + "artifact-lore": "Artifact Lore", + "circle-lore": "Circle Lore", + "planar-lore": "Planar Lore", + "spell-lore": "Spell Lore", + "symbol-lore": "Symbol Lore", + "undead-lore": "Undead Lore", + "warding-lore": "Warding Lore", + "lore-obscure": "Lore-Obscure", + "demon-devil-lore": "Demon/Devil Lore", + "dragon-lore": "Dragon Lore", + "faerie-lore": "Faerie Lore", + "xeno-lore": "Xeno-lore", + "lore-technical": "Lore-Technical", + "herb-lore": "Herb Lore", + "lock-lore": "Lock Lore", + "metal-lore": "Metal Lore", + "poison-lore": "Poison Lore", + "stone-lore": "Stone Lore", + "trading-lore": "Trading Lore", + "martial-arts": "Martial Arts", + "martial-arts-striking": "Martial Arts-Striking", + "boxing": "Boxing", + "striking-degree-1": "Striking Degree 1", + "striking-degree-2": "Striking Degree 2", + "striking-degree-3": "Striking Degree 3", + "striking-degree-4": "Striking Degree 4", + "tackling": "Tackling", + "martial-arts-sweeps": "Martial Arts-Sweeps", + "blocking": "Blocking", + "sweeps-degree-1": "Sweeps Degree 1", + "sweeps-degree-2": "Sweeps Degree 2", + "sweeps-degree-3": "Sweeps Degree 3", + "sweeps-degree-4": "Sweeps Degree 4", + "wrestling": "Wrestling", + "outdoor": "Outdoor", + "outdoor-animal": "Outdoor-Animal", + "animal-handling": "Animal Handling", + "animal-healing": "Animal Healing", + "animal-mastery": "Animal Mastery", + "animal-training": "Animal Training", + "driving": "Driving", + "herding": "Herding", + "riding": "Riding", + "outdoor-environmental": "Outdoor-Environmental", + "caving-spelunking": "Caving (Spelunking)", + "foraging": "Foraging", + "hunting": "Hunting", + "star-gazing": "Star-gazing", + "survival": "Survival", + "weather-watching": "Weather Watching", + "power": "Power", + "power-awareness": "Power Awareness", + "attunement": "Attunement", + "divination": "Divination", + "power-perception": "Power Perception", + "read-runes": "Read Runes", + "power-manipulation": "Power Manipulation", + "magic-ritual": "Magic Ritual", + "spell-mastery": "Spell Mastery", + "transcend-armor": "Transcend Armor", + "power-point-development": "Power Point Development", + "science-analytic": "Science/Analytic", + "science-analytic-basic": "Science/Analytic-Basic", + "basic-math": "Basic Math", + "research": "Research", + "science-analytic-specialized": "Science/Analytic-Specialized", + "advanced-math": "Advanced Math", + "anthropology": "Anthropology", + "alchemy": "Alchemy", + "astronomy": "Astronomy", + "biochemistry": "Biochemistry", + "psychology": "Psychology", + "self-control": "Self Control", + "adrenal-balance": "Adrenal Balance", + "adrenal-concentration": "Adrenal Concentration", + "adrenal-landing": "Adrenal Landing", + "adrenal-leaping": "Adrenal Leaping", + "adrenal-quickdraw": "Adrenal Quickdraw", + "adrenal-speed": "Adrenal Speed", + "adrenal-stabilization": "Adrenal Stabilization", + "adrenal-strength": "Adrenal Strength", + "cleansing-trance": "Cleansing Trance", + "control-lycanthropy": "Control Lycanthropy", + "death-trance": "Death Trance", + "frenzy": "Frenzy", + "healing-trance": "Healing Trance", + "meditation": "Meditation", + "mnemonics": "Mnemonics", + "sleep-trance": "Sleep Trance", + "stunned-maneuvering": "Stunned Maneuvering", + "special-attacks": "Special Attacks", + "brawling": "Brawling", + "disarm-foe-armed": "Disarm Foe (Armed)", + "disarm-foe-armed-vs-1-handed": "Disarm Foe (Armed) vs 1-Handed", + "disarm-foe-armed-vs-2-handed": "Disarm Foe (Armed) vs 2-Handed", + "disarm-foe-armed-vs-pole-arm": "Disarm Foe (Armed) vs Pole Arm", + "disarm-foe-armed-vs-two-weapon-combination": "Disarm Foe (Armed) vs Two Weapon Combo", + "disarm-foe-unarmed": "Disarm Foe (Unarmed)", + "disarm-foe-unarmed-vs-1-handed-edged": "Disarm Foe (Unarmed) vs 1-Handed-Edged", + "disarm-foe-unarmed-vs-1-handed-concussion": "Disarm Foe (Unarmed) vs 1-Handed-Concussion", + "disarm-foe-unarmed-vs-2-handed": "Disarm Foe (Unarmed) vs 2-Handed", + "disarm-foe-unarmed-vs-pole-arm": "Disarm Foe (Unarmed) vs Pole Arm", + "jousting-lancing": "Jousting (Lancing)", + "special-defenses": "Special Defenses", + "none-u": "NONE", + "adrenal-toughness": "Adrenal Toughness", + "spell-skills": "Spell Skills", + "spell-skills-lists-location": " Spell skills/lists are on Spell tab. ", + "subterfuge": "Subterfuge", + "subterfuge-attack": "Subterfuge-Attack", + "ambush": "Ambush", + "silent-kill": "Silent Kill", + "subterfuge-mechanics": "Subterfuge-Mechanics", + "camouflage": "Camouflage", + "disarming-traps": "Disarming Traps", + "disguise": "Disguise", + "counterfeiting": "Counterfeiting", + "forgery": "Forgery", + "hiding-items": "Hiding Items", + "picking-locks": "Picking Locks", + "setting-traps": "Setting Traps", + "trap-building": "Trap Building", + "using-removing-poison": "Using/Removing Poison", + "subterfuge-stealth": "Subterfuge-Stealth", + "hiding": "Hiding", + "picking-pockets": "Picking Pockets", + "stalking": "Stalking", + "trickery": "Trickery", + "technical-trade": "Technical/Trade", + "technical-trade-general": "Technical/Trade-General", + "begging": "Begging", + "first-aid": "First Aid", + "gambling": "Gambling", + "mapping": "Mapping", + "operating-equipment": "Operating Equipment", + "orienteering": "Orienteering", + "sailing": "Sailing", + "tactical-games": "Tactical Games", + "using-prepared-herbs": "Using Prepared Herbs", + "technical-trade-professional": "Technical/Trade-Professional", + "advertising": "Advertising", + "architecture": "Architecture", + "diagnostics": "Diagnostics", + "dowsing": "Dowsing", + "engineering": "Engineering", + "mechanition": "Mechanition", + "military-organization": "Military Organization", + "mining": "Mining", + "second-aid": "Second Aid", + "surgery": "Surgery", + "technical-trade-vocational": "Technical/Trade-Vocational", + "administration": "Administration", + "appraisal": "Appraisal", + "boat-pilot": "Boat Pilot", + "cartography": "Cartography", + "evaluate-armor": "Evaluate Armor", + "evaluate-metal": "Evaluate Metal", + "evaluate-stone": "Evaluate Stone", + "evaluate-weapon": "Evaluate Weapon", + "gimmickry": "Gimmickry", + "hypnosis": "Hypnosis", + "midwifery": "Midwifery", + "navigation": "Navigation", + "preparing-herbs": "Preparing Herbs", + "preparing-poisons": "Preparing Poisons", + "siege-engineering": "Siege Engineering", + "tactics": "Tactics", + "urban": "Urban", + "contacting": "Contacting", + "mingling": "Mingling", + "scrounging": "Scrounging", + "streetwise": "Streetwise", + "weapons": "Weapon", + "1-handed-concussion-a": "1-H Concussion", + "wc1": "WC1", + "wc2": "WC2", + "wc3": "WC3", + "wc4": "WC4", + "wc5": "WC5", + "wc6": "WC6", + "wc7": "WC7", + "1-handed-concussion-weapon-name": "1 Handed Concussion Weapon Name", + "1-hand-edged": "1-Hand Edged", + "1-handed-edged-weapon-name": "1 Handed Edged Weapon Name", + "2-handed": "2-Handed", + "2-handed-weapon-name": "2-Handed Weapon Name", + "missile": "Missile", + "missile-weapon-name": "Missile Weapon Name", + "missile-artillery": "Missile Artillery", + "missile-artillery-weapon-name": "Missile Artillery Weapon Name", + "thrown": "Thrown", + "thrown-weapon-name": "Thrown Weapon Name", + "pole-arms": "Pole Arms", + "pole-arm-weapon-name": "Pole Arm Weapon Name", + "other-skills": "Other Skills", + "category-skill": "Category/Skill", + "category-a": "Cat", + "progression": "Progression", + "stat1": "Stat1", + "stat2": "Stat2", + "stat3": "Stat3", + "profession-a": "Prof", + "standard": "Standard", + "special-spell": "Special/Spell", + "body-development-a": "Bodydev", + "power-point-development-a": "PPDev", + "custom1": "Custom1", + "custom2": "Custom2", + "same-realm-own-base-spells": "Same Realm Own Base Spells", + "stat-bonus": "Stat bonus", + "profession-bonus": "Profession bonus", + "special-bonus": "Special bonus", + "total-bonus": "Total bonus", + "spell-list-name": "Spell List Name", + "same-realm-open-spells": "Same Realm Open Spells", + "same-realm-closed-spells": "Same Realm Closed Spells", + "same-realm-other-base-spell": "Same Realm Other Base Spells", + "other-realm-open-spells": "Other Realm Open Spells", + "other-realm-closed-spells": "Other Realm Closed Spells", + "other-realm-base-spells": "Other Realm Base Spells", + "arcane-open-spells": "Arcane Open Spells", + "arcane-closed-spells": "Arcane Closed Spells", + "arcane-own-base-spells": "Arcane Own Base Spells", + "arcane-other-base-spells": "Arcane Other Base Spells", + "coins": "Coins", + "gems-and-jewelry": "Gems & Jewelry", + "mithril": "Mithril", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "bronze": "Bronze", + "copper": "Copper", + "tin": "Tin", + "iron": "Iron", + "coin-total": "Coin Total", + "coin-weight": "Coin Weight (lbs)", + "total-weight": "Total Weight", + "pounds-a": "lbs.", + "weight-allowance": "Weight Allowance", + "base-weight-allowance": "Base Weight Allowance", + "bonus-weight-allowance": "Bonus Weight Allowance", + "encumbrance-penalty": "Encumbrance Penalty", + "weight-worn-carried": "Weight Worn/Carried", + "weight-in-backpack": "Weight in Backpack", + "weight-in-storage1": "Weight in Storage (Location 1)", + "weight-in-storage2": "Weight in Storage (Location 2)", + "weight-worn-armor": "Armor/Clothing Weight (does not encumber)", + "weight-worn-othernone": "Other/No Location Category Weight (does not encumber)", + "items": "Item", + "amount-a": "Amt", + "each": "each", + "location": "Location", + "none": "None", + "worn-carried": "Worn/Carried", + "backpack-or-other-droppable": "Backpack (or other easy to drop)", + "stored1-pack-animal-lodging-etc": "1 Storage Loc 1 (Pack animal, lodging, etc.)", + "stored2-pack-animal-lodging-etc": "2 Storage Loc 2 (Pack animal, lodging, etc.)", + "armor-clothing-no-encumbrance": "Armor/Clothing (does not encumber)", + "notes-section1": "Notes Section1", + "date": "Date", + "note-etc": "Note etc", + "notes-section2": "Notes Section2", + "total-experience": "Total Experience", + "not-copied": "Not Copied", + "experience-copied-to-pc-character-tab": "XP copied to PC/Char tab", + "experience-tracker": "Experience Tracker", + "session-notes-important-information": "Session notes/important information", + "pronouns": "Pronouns", + "directions-for-pronoun-section": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "upper-case": "Upper Case", + "subjective": "Subjective", + "he-she-it-they-etc-uf": "He/She/It/They/etc", + "objective": "Objective", + "him-her-it-them-etc-uf": "Him/Her/It/Them/etc", + "possessive": "Possessive", + "his-hers-its-their-etc-uf": "His/Hers/Its/Their/etc", + "lower-case": "Lower Case", + "he-she-it-they-etc": "he/she/it/they/etc", + "him-her-it-them-etc": "him/her/it/them/etc", + "his-hers-its-their-etc": "his/hers/its/their/etc", + "stat-bonus-setup-for-skills": "Stat Bonus Setup For Skills", + "variable-stat-bonus-based-on-skills": "Variable Stat Bonuses for Skills Based on Skill", + "variable-stat-bonus-directions": "Set up to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "standard-stat-bonus-based-on-categories": "Standard Stat Bonuses for Skills Based on Categories.", + "stats-standard-stats-for-skills": "(Check the box to switch to the standard category stats for the skills.)", + "auto-calculations-setup": "Auto Calculations Setup", + "auto-calculations-primary-directions": "Check the box(es) next to the area(s) you wish to have autocalculated. All calculations are per the rules in the RMSS Standard Rules.", + "auto-calculate-everything": "Auto calculate everything.", + "stats-skills-ranks-etc": "(stats, skills/skill ranks, etc)", + "auto-calculate-stat-bonuses": "Auto calculate Stat bonuses.", + "auto-calculate-experience-for-next-level": "Auto calculate experience needed for next level (using RMSS std scale where level 1 is at 10000 xp).", + "auto-calculate-development-points": "Auto calculate development points.", + "auto-calculate-rank-bonus-information": "Auto calculate Skill and Spell rank bonuses. These include PPDev and BodyDev and use the values in the Progression set-up table below.", + "auto-populate-racial-information": "Auto populate Racial bonuses for Stats, Resistances, Soul Departure, Recovery Multiplier, and PPDev/BodyDev skill progression, for races in the Rolemaster Standard Rules book.", + "supported": "Supported", + "racial-box-additional-information": "If this box is checked and the Race field does not match the spelling of one of the above races, no bonuses will be populated. To clear the racial bonuses, enter the keyword", + "auto-populate-profession-information": "Auto populate profession skill-category bonuses for professions in the Rolemaster Standard Rules book.", + "profession-box-additional-information": "If this box is checked and the Profession field does not match the spelling of one of the above professions, no bonuses will be populated. To clear the profession bonuses, enter the keyword", + "unchecking-boxes-information": "Uncheck the boxes if you no longer wish to auto-calc that area; values will not revert to previously entered values so do not check if you wish to keep current values.", + "attack-calculation-setup": "Attack Calculation Setup", + "attack-calculation-setup-directions": "Ajust these calculations to adjust how attacks are calculated. This will affect all attack calculations in the selects on the Combat tab. Attack types are: Melee, Ranged, Basic Spell, Directed Spell, and Area Spell. The roll and the attack bonus are hard-coded into the attack; the queries can be ajusted to game specifications.", + "melee-attack-calculation": "Melee Attack Calculation.", + "ranged-attack-calculation": "Ranged Attack Calculation.", + "basic-spell-attack-calculation": "Basic Spell Attack Calculation.", + "directed-spell-attack-calculation": "Directed Spell Attack Calculation.", + "area-spell-attack-calculation": "Area Spell Attack Calculation.", + "skill-progression-setup": "Skill Progression Setup", + "skill-progression-information": "These Skill Rank Progressions are per the rules in the RMSS Standard Rules.", + "copyobinfo": "Copy Offensive Bonus from Skills tab to Combat tab.", + "copyobdetails": "Names must match exactly. Will try to match to subnames instead of skill name. Does not match to spell lists. If it cannot find a match, it will revert to whatever is in the OB spot currently.", + "recalculate-skill-totals": "Recalculate skill totals", + "recalculate-skills": "Recalculate all category and skill totals.", + "recalc-skill-additional": "Includes recopying stat scores over to category and skills, recopying the category bonus to each skill, and then calculating the resulting total.", + "othercharsetup": "Other Character Setup", + "directions-for-othercharsetup-section": "Setup for miscellaneous bonuses and penalties, often from talents and/or flaws.", + "high_open-ended-roll-value": "High Open Ended Roll Value", + "low-open-ended-roll-value": "Low Open Ended Roll Value", + "encumbrance-penalty-scaling": "Encumbrance Penalty Scaling", + "weight-unit": "Unit for Weight", + "height-unit": "Unit for Height", + "change-height-unit": "Change from inches to centimeters or other length unit of choice.", + "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.", + "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.", + "coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)", + "standard-progression": "Standard Progression", + "progression-for-standard-progression-skills": "Progression for Standard-Progression Skills", + "category-progression": "Category Progression", + "progression-for-standard-progression-skill-categories": "Progression for Standard-Progression Skill Categories", + "combined-progression": "Combined Progression", + "progression-for-combined-progression-skills": "Progression for Combined-Progression Skills", + "special-progression": "Special Progression", + "progression-for-spells-and-skills-with-special-progression": "Progression for Spells and Skills with Special-Progression", + "body-development-progression": "Body Development Progression", + "progression-for-body-development-for": "Progression for Body Development for", + "power-point-progression": "Power Point Progression", + "progression-for-power-point-development-for": "Progression for Power Point Development for", + "custom-progression1": "Custom Progression1", + "custom-skill-progression1-for-custom-skills": "Custom Skill Progression1 (for custom skills)", + "custom-progression2": "Custom Progression2", + "custom-skill-progression2-for-custom-skills": "Custom Skill Progression2 (for custom skills)", + "stat-rolls": "Stat Rolls", + "resistance-rolls": "Resistance Rolls", + "skill-checks": "Skill Checks", + "armor-skills": "Armor Skills", + "artistic-skills": "Artistic Skills", + "athletic-skills": "Athletic Skills", + "awareness-skills": "Awareness Skills", + "combat-maneuver-skills": "Combat Maneuver Skills", + "communication-skills": "Communication Skills", + "craft-skills": "Craft Skills", + "influence-skills": "Influence Skills", + "lore-skills": "Lore Skills", + "outdoor-skills": "Outdoor Skills", + "power-skills": "Power Skills", + "science-analytic-skills": "Science/Analytic Skills", + "self-control-skills": "Self Control Skills", + "special-attack-defense-skills": "Special Attack/Defence Skills", + "subterfuge-skills": "Subterfuge Skills", + "technical-trade-skills": "Technical/Trade Skills", + "urban-skills": "Urban Skills", + "base-lists": "Base Lists", + "open-lists": "Open Lists", + "closed-lists": "Closed Lists", + "other-base-lists": "Other Base Lists", + "other-realm-open-lists": "Other Realm Open Lists", + "other-realm-closed-lists": "Other Realm Closed Lists", + "other-realm-base-lists": "Other Realm Base Lists", + "arcane-open-lists": "Arcane Open Lists", + "arcane-closed-lists": "Arcane Closed Lists", + "arcane-own-base-lists": "Arcane Own Base Lists", + "arcane-other-base-lists": "Arcane Other Base Lists", + "name": "Name", + "demon-type-or-undead-class": "Demon Type or Undead Class", + "level-code": "Level Code", + "movement-combat": "Movement/Combat", + "encounter-stats": "Encounter Stats", + "general-description": "General Description", + "input": "Input", + "npc-input": "NPC Input", + "npc-input-for-import": "NPC input for import", + "npc-import": "NPC Import.", + "npc-import-directions": "Click this box to import data from the input above to fill in the npc sheet. This will overwrite any information already in the NPC sheet. This operation is not reversable.", + "npc-import-data-format": "The data should be in the following format:", + "other-information": "Other Information", + "enter-other-information-here": "Enter other information here", + "carry-capacity": "Carry Capacity", + "riding-bonus": "Riding Bonus", + "description": "Description", + "npc-description": "NPC Description", + "lifestyle": "Lifestyle", + "npc-lifestyle": "NPC Lifestyle", + "npc-combat": "NPC Combat", + "background": "Background", + "npc-background": "NPC Background", + "observations": "Observations", + "npc-observations": "NPC Observations", + "number-encountered-a": "# Encountered", + "offspring": "Offspring", + "treasure": "Treasure", + "bonus-experience-a": "Bonus XP", + "outlook": "Outlook", + "none(---)": "---", + "aggressive-a": "Aggres.", + "aloof": "Aloof", + "altruistic-a": "Altru.", + "belligerent-a": "Bellig.", + "berserk": "Berserk", + "carefree": "Carefree", + "cruel": "Cruel", + "domineering-a": "Domin.", + "good": "Good", + "greedy": "Greedy", + "hostile": "Hostile", + "hungry": "Hungry", + "inquisitive-a": "Inquis.", + "jumpy": "Jumpy", + "mission": "Mission", + "normal": "Normal", + "passive": "Passive", + "playful": "Playful", + "protective-a": "Protect", + "timid": "Timid", + "varies": "Varies", + "unknown": "Unknown", + "iq": "IQ", + "habitat-codes": "Habitat Codes", + "no-preferred-special-features": " No preferred special features. ", + "none-appropriate": " None appropriate. ", + "climate-hot-humid-temp-hot-humidity-precipitation-rainy-humid": " Climate=hot/humid; Temp=hot; Humidity/Precipitation=rainy, humid. ", + "climate-hot-average-temp-hot-humidity-precipitation-temperate": " Climate=hot/average; Temp=hot; Humidity/Precipitation=temperate. ", + "climate-hot-dry-temp-hot-humidity-precipitation-dry-arid": " Climate=hot/dry; Temp=hot; Humidity/Precipitation=dry, arid. ", + "climate-warm-humid-temp-warm-temperate-humidity-precipitation-rainy-humid": " Climate=warm/humid; Temp=warm, temperate; Humidity/Precipitation=rainy, humid. ", + "climate-warm-average-temp-warm-temperate-humidity-precipitation-temperate": " Climate=warm/average; Temp=warm, temperate; Humidity/Precipitation=temperate. ", + "climate-warm-dry-temp-warm-temperate-humidity-precipitation-dry-arid": " Climate=warm/dry; Temp=warm, temperate; Humidity/Precipitation=dry, arid. ", + "climate-cool-humid-temp-cool-humidity-precipitation-rainy-humid": "Climate=cool/humid; Temp=cool; Humidity/Precipitation=rainy, humid. ", + "climate-cool-average-temp-cool-humidity-precipitation-temperate": " Climate=cool/average; Temp=cool; Humidity/Precipitation=temperate. ", + "climate-cool-dry-temp-cool-humidity-precipitation-dry-arid": " Climate=cool/dry; Temp=cool; Humidity/Precipitation=dry, arid. ", + "climate-frigid-temp-cool-humidity-precipitation-arid": " Climate=frigid; Temp=cool; Humidity/Precipitation=arid. ", + "clear-all": "Clear all", + "environment-codes": "Environment Codes", + "special-features": "Special Features", + "enchanted-or-magical-places": " Enchanted or magical places. ", + "cross-over-points-between-dimensions": " Cross-over points between dimensions. ", + "near-villages-towns-cities-or-castles": " Near villages, towns, cities, or castles. ", + "volcanic-areas": " Volcanic areas. ", + "cavern-complexes": " Cavern complexes. ", + "battlefields-or-shipwrecks": " Battlefields or shipwrecks. ", + "rural-inhabited-or-cultivated-areas": " Rural inhabited or cultivated areas. ", + "cave-entrances-overhangs-or-lairs": " Cave entrances, overhangs, or lairs. ", + "burial-areas": " Burial areas. ", + "ruins": " Ruins. ", + "water-sources": "Water Sources", + "no-preferred-watersources": " No preferred watersources. ", + "breaks-or-wadis": " Breaks or wadis. ", + "freshwater-coasts-and-banks": " Freshwater coasts and banks. ", + "glaciers-or-snowfields": " Glaciers or snowfields. ", + "tropical-islets-reefs-and-or-atolls": " Tropical islets, reefs, and/or atolls. ", + "lakes-or-rivers": " Lakes or rivers. ", + "marshes-or-swamps": " Marshes or swamps. ", + "oceans": " Oceans. ", + "oasis-or-isolated-water-sources": " Oasis or isolated water sources. ", + "saltwater-shores-or-shallows": " Saltwater shores or shallows. ", + "deserts": " Deserts. ", + "terrain": "Terrain", + "no-preferred-terrain": " No preferred terrain. ", + "alpine-high-altitude-and-or-mountainous": " Alpine, high altitude, and/or mountainous. ", + "rough-rugged-and-or-rocky-hills": " Rough, rugged, and/or rocky hills. ", + "underground": " Underground. ", + "waste-and-or-barren": " Waste and/or barren. ", + "vegetation": "Vegetation", + "no-preferred-vegetation": " No preferred vegetation. ", + "coniferous-forest-and-or-taiga": " Coniferous forest and/or taiga. ", + "deciduous-coniferous-mixed-forest": " Deciduous/coniferous (mixed) forest. ", + "heath-scrub-and-or-moor": " Heath, scrub, and/or moor. ", + "jungle-and-or-rainforest": " Jungle and/or rain forest. ", + "plains-and-or-grassland": " Plains and/or grassland. ", + "tundra": " Tundra. ", + "frequency": "Frequency", + "1-routine": "1 - Routine", + "2-easy": "2 - Easy", + "3-light": "3 - Light", + "4-medium": "4 - Medium", + "5-hard": "5 - Hard", + "6-very-hard": "6 - Very Hard", + "7-extremely-hard": "7 - Extremely Hard", + "8-sheer-folly": "8 - Sheer Folly", + "9-absurd": "9 - Absurd", + "Unknown": "Unknown", + "Hunting modifier=+30; Frequency Occurring=100%": "Hunting modifier=+30; Frequency Occurring=100%", + "Hunting modifier=+20; Frequency Occurring=90%": "Hunting modifier=+20; Frequency Occurring=90%", + "Hunting modifier=+10; Frequency Occurring=75%": "Hunting modifier=+10; Frequency Occurring=75%", + "Hunting modifier=+0; Frequency Occurring=50%": "Hunting modifier=+0; Frequency Occurring=50%", + "Hunting modifier=-10; Frequency Occurring=40%": "Hunting modifier=-10; Frequency Occurring=40%", + "Hunting modifier=-20; Frequency Occurring=30%": "Hunting modifier=-20; Frequency Occurring=30%", + "Hunting modifier=-30; Frequency Occurring=20%": "Hunting modifier=-30; Frequency Occurring=20%", + "Hunting modifier=-50; Frequency Occurring=9%": "Hunting modifier=-50; Frequency Occurring=9%", + "Hunting modifier=-70; Frequency Occurring=4%": "Hunting modifier=-70; Frequency Occurring=4%", + "movement-stats": "Movement Stats", + "max-pace": "Max Pace", + "walk": "Walk", + "fast-walk-jog": "Jog (Fast Walk / Jog)", + "run": "Run", + "sprint-fast-run": "Spt (Sprint / Fast Run)", + "fast-sprint": "FSpt (Fast Sprint)", + "dash-moderately-fast": "Dash (Moderately Fast)", + "varies-due-to-armor": "Var (Varies due to armor)", + "pace-multiplier-a": "Pace Mult", + "moving-maneuver-bonus-a": "MM Bonus", + "movement-speed": "MS (Movement Speed)", + "inching": "IN (Inching)", + "creeping": "CR (Creeping)", + "very-slow": "VS (Very Slow)", + "slow": "SL (Slow)", + "medium": "MD (Medium)", + "moderately-fast": "MF (Moderately Fast)", + "fast": "FA (Fast)", + "very-fast": "VF (Very Fast)", + "blindingly-fast": "BF (Blindingly Fast)", + "base-defensive-bonus-a": "Base DB", + "flee-evade": "Flee/Evade", + "attack-quickness": "AQ (Attack Quickness)", + "initiative-modifier-a": "Init Mod", + "charge-lunge": "Charge/Lunge", + "combat-stats": "Combat Stats", + "base-hits-code": "Base Hits Code", + "criticals-a": "Crits", + "Normal crits.": "Normal crits.", + "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).": "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).", + "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).": "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).", + "Use Large Creature Critical Strike Table.": "Use Large Creature Critical Strike Table.", + "Use Super Large Creature Critical Strike Table.": "Use Super Large Creature Critical Strike Table.", + "---": "---", + "Stun results do not affect creature.": "Stun results do not affect creature.", + "Stun results and bleeders do not affect creature.": "Stun results and bleeders do not affect creature.", + "hitpoint-max-calculation-reminder": "Max Hitpoints= Creature Hits + Stamina Bonus +/- ( (Level Difference) * (Hits/Level Difference) )", + "None; Animal Instincts": "None; Animal Instincts", + "Very Low; Re/Me=1-5": "Very Low; Re/Me=1-5", + "Low; Re/Me=3-12": "Low; Re/Me=3-12", + "Little; Re/Me=7-25": "Little; Re/Me=7-25", + "Inferior; Re/Me=13-40": "Inferior; Re/Me=13-40", + "Mediocre; Re/Me=23-50": "Mediocre; Re/Me=23-50", + "Average; Re/Me=35-65": "Average; Re/Me=35-65", + "Above Average; Re/Me=50-77": "Above Average; Re/Me=50-77", + "Superior; Re/Me=60-86": "Superior; Re/Me=60-86", + "High; Re/Me=80-98": "High; Re/Me=80-98", + "Very High; Re/Me=94-99": "Very High; Re/Me=94-99", + "Exceptional; Re/Me=100-102": "Exceptional; Re/Me=100-102", + "*": "*", + "Aggressive and will attack if provoked or hungry.": "Aggressive and will attack if provoked or hungry.", + "Ignores other creatures unless interfered with or attacked.": "Ignores other creatures unless interfered with or attacked.", + "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.": "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.", + "Belligerent, often attacks without provocation.": "Belligerent, often attacks without provocation.", + "Attacks closest living creature until it is destroyed.": "Attacks closest living creature until it is destroyed.", + "Does not believe danger or misfortune exists for it.": "Does not believe danger or misfortune exists for it.", + "Not only hostile, but delights in death, pain, and suffering.": "Not only hostile, but delights in death, pain, and suffering.", + "Desires power, attempts to control or dominate other creatures.": "Desires power, attempts to control or dominate other creatures.", + "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.": "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.", + "Will attack or attempt to steal from other creatures if risk does not seem too high.": "Will attack or attempt to steal from other creatures if risk does not seem too high.", + "Normally attacks other creatures on sight.": "Normally attacks other creatures on sight.", + "If hungry, will attack anything edible; otherwise normal.": "If hungry, will attack anything edible; otherwise normal.", + "Inquisitive and curious; will approach and examine unusual situations.": "Inquisitive and curious; will approach and examine unusual situations.", + "Created with a specific purpose or mission.": "Created with a specific purpose or mission.", + "Normally bolts at any sign of other creatures.": "Normally bolts at any sign of other creatures.", + "Watches and is wary of other creatures; will sometimes attack if hungry.": "Watches and is wary of other creatures; will sometimes attack if hungry.", + "Ignores the presence of other creatures unless threatened.": "Ignores the presence of other creatures unless threatened.", + "Mischievous but playful; will attempt to play with or play pranks on other creatures.": "Mischievous but playful; will attempt to play with or play pranks on other creatures.", + "Protective of a thing, place, other creature, etc.": "Protective of a thing, place, other creature, etc.", + "Skittish around other creatures, runs at the slightest hint of danger.": "Skittish around other creatures, runs at the slightest hint of danger.", + "Varies by individual.": "Varies by individual.", + "None": "None", + "Special; see description": "Special; see description", + "Items= Very Poor": "Items= Very Poor", + "Items= Poor": "Items= Poor", + "Items= Normal": "Items= Normal", + "Items= Rich": "Items= Rich", + "Items= Very Rich": "Items= Very Rich", + "Items= Special": "Items= Special", + "Wealth = Very Poor;": "Wealth = Very Poor;", + "Wealth = Poor;": "Wealth = Poor;", + "Wealth = Normal;": "Wealth = Normal;", + "Wealth = Rich;": "Wealth = Rich;", + "Wealth = Very Rich;": "Wealth = Very Rich;", + "Wealth = Special;": "Wealth = Special;", + "Items= Very Poor; Wealth = Very Poor;": "Items= Very Poor; Wealth = Very Poor;", + "Items= Very Poor; Wealth = Poor;": "Items= Very Poor; Wealth = Poor;", + "Items= Very Poor; Wealth = Normal;": "Items= Very Poor; Wealth = Normal;", + "Items= Very Poor; Wealth = Rich;": "Items= Very Poor; Wealth = Rich;", + "Items= Very Poor; Wealth = Very Rich;": "Items= Very Poor; Wealth = Very Rich;", + "Items= Poor; Wealth = Very Poor;": "Items= Poor; Wealth = Very Poor;", + "Items= Poor; Wealth = Poor;": "Items= Poor; Wealth = Poor;", + "Items= Poor; Wealth = Normal;": "Items= Poor; Wealth = Normal;", + "Items= Poor; Wealth = Rich;": "Items= Poor; Wealth = Rich;", + "Items= Poor; Wealth = Very Rich;": "Items= Poor; Wealth = Very Rich;", + "Items= Normal; Wealth = Very Poor;": "Items= Normal; Wealth = Very Poor;", + "Items= Normal; Wealth = Poor;": "Items= Normal; Wealth = Poor;", + "Items= Normal; Wealth = Normal;": "Items= Normal; Wealth = Normal;", + "Items= Normal; Wealth = Rich;": "Items= Normal; Wealth = Rich;", + "Items= Normal; Wealth = Very Rich;": "Items= Normal; Wealth = Very Rich;", + "Items= Rich; Wealth = Very Poor;": "Items= Rich; Wealth = Very Poor;", + "Items= Rich; Wealth = Poor;": "Items= Rich; Wealth = Poor;", + "Items= Rich; Wealth = Normal;": "Items= Rich; Wealth = Normal;", + "Items= Rich; Wealth = Rich;": "Items= Rich; Wealth = Rich;", + "Items= Rich; Wealth = Very Rich;": "Items= Rich; Wealth = Very Rich;", + "Items= Very Rich; Wealth = Very Poor;": "Items= Very Rich; Wealth = Very Poor;", + "Items= Very Rich; Wealth = Poor;": "Items= Very Rich; Wealth = Poor;", + "Items= Very Rich; Wealth = Normal;": "Items= Very Rich; Wealth = Normal;", + "Items= Very Rich; Wealth = Rich;": "Items= Very Rich; Wealth = Rich;", + "Items= Very Rich; Wealth = Very Rich;": "Items= Very Rich; Wealth = Very Rich;", + "Items= Special; Wealth = Special;": "Items= Special; Wealth = Special;", + "hits-per-level-difference": "Hits per Level Difference", + "stamina-bonus": "Stamina Bonus", + "armor-type-a": "AT", + "defensive-bonus-a": "DB", + "special-defenses-other-combat-information": "Special defences/other combat information", + "special-defence-and-other-combat-related-information": "Special defense and other combat-related information", + "attacks-code-reminder": "Attacks: (reminder: √=(if non-tiny crit, then next rnd); «=(if non-tiny crit, then same rnd))", + "other-attack-related-information": "Other attack-related information", + "percent-chance-of-attack-a": "% Chance", + "attack-weapon": "Attack/Weapon", + "show-roll-templates": "Show Roll Templates?", + "rolltemplate-intro": "All of the roll templates use flags to vary the roll template appearance. These flags are:", + "see-below-for-more-detail": "See below for more detail.", + "rmssattackroll-template-introduction": "This roll template allows up to 8 attacks to be displayed in the same block. If 'attackroll#' is a critical failure, it will display 'fumbleroll#'. 'Crit#' and 'critroll#' always display.", + "example-macro": "Example Macro", + "the": "The", + "pcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the right.", + "pc-attack-example": "This example displays two attacks pulled from Attack/Weapon 1 and 2.", + "attack-version2-npc": "Attack v2 (NPC)", + "npcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the left.", + "npcflag-definition2": "This example is set to whisper the NPC's attacks to the GM and uses @{Target} to show the defender's AT, DB, and Parry. A 15% arrow break notification is in the 'notes' section.", + "initiative-roll-template-info": "This roll template consists of 'name' 'check' and 'checkroll' on the same line. 'Notes' can be added below. There is no dividing line in this template.", + "initiative-flag-information": "can be used with the 'RMSSStdRoll' or 'RMSSAttack' and sets the 'name' this same yellow while adding a thin solid yellow dividing line.", + "rmssstdroll-template-info1": "In this roll template, the 'oedownroll' is called if the 'checkroll' results in a critical failure; so to model an open ended down d100, I call it with [[d100cf<5]].", + "rmssstdroll-template-info2": "If the roll type does not have an open ended down roll, but instead has a fumble, you can use 'fumbleroll', which gets its own line in the output instead of being placed on the same line as the roll like the 'oedownroll' does. It is called in the same way as 'oedownroll' i.e.: [[d100cf<@{attack1fumble}]].", + "rmssstdroll-template-info3": "The 'critroll' activates on a critical success and also gets its own line. For example, [[d100cs=66cs=100]] will show the critical success line for only a 66 and a 100 on the roll.", + "rmssstdroll-template-info4": "The next section is a repeating section where you can give a key and a value which will be displayed in columns. Key words which cannot be used (since they are used in other parts of the template) are:", + "rmssstdroll-template-info5": "The 'compcheck' line expects a comparison type roll [[d100<50]] and will display 'succeedcheck' if the result is a 1 or 'failcheck' if the result is a 0.", + "rmssstdroll-template-info6": "Any or all of the sections can be used; if you don't put in the key word, the section will not be displayed. Note that you cannot use the 'check' keyword by itself; you must include 'checkroll' as well for that section to display.", + "standard-roll-spell-check": "Standard Roll, Spell check", + "spellflag-definition": "keyword sets the dividing line to be a blue 4-pointed star pattern and the name to be blue.", + "standard-roll-ability-check": "Standard Roll, Ability check", + "abilityflag-definition": "keyword sets the name and dividing line brown.", + "standard-roll-save-check": "Standard Roll, Save check", + "saveflag-definition": "keyword sets the name and thick dividing line to be purple.", + "standard-roll-skill-check": "Standard Roll, Skill check", + "skillflag-definition": "keyword sets the name and double-arrow dividing line a darkish green.", + "standard-roll-skill-category-check": "Standard Roll, Skill Category check", + "skillcatflag-definition": "keyword sets the dividing line to be an upward pointed arrow and both it and the name are a teal color.", + "standard-roll-basic": "Standard Roll, Basic", + "basic-flag-definition1": "This basic grey and white appearance can be used with the various templates by setting", + "basic-flag-divider-appearance": "There is no dividing line with this appearance flag." +} \ No newline at end of file diff --git a/Rolemaster-Standard-System/translations/hu.json b/Rolemaster-Standard-System/translations/hu.json new file mode 100644 index 0000000000..185ad9daae --- /dev/null +++ b/Rolemaster-Standard-System/translations/hu.json @@ -0,0 +1,995 @@ +{ + "sheettype": "Sheet Type:", + "sheettypedescription": "PC is the sheet for Player Characters or NPC's with Player Character-like data. It contains tabs for stats, combat-related information, equipment, known spell lists, notes, experience, and a set-up tab. NPC is the sheet which matches the Creatures and Monster's data sets. It has room for additional notes as well as a JSON converter and JSON example data. Roll Template has information about the RMSS sheet's roll templates.", + "standard-stat-bonus-based-on-categories-directions": "Set to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "coins-per-pound-n": "Coins per Pound", + "coins-per-pound-desc": "Number of coins in a pound, RMSS suggested value is 64 coins weigh 1 pound.", + "dismiss-announcement": "Dismiss Announcement", + "pc": "PC", + "npc": "NPC", + "roll-templates": "Roll Templates", + "character": "Character", + "combat": "Combat", + "skills": "Skills", + "spells": "Spells", + "equipment": "Equipment", + "notes": "Notes", + "experience": "Experience", + "setup": "Setup", + "macros": "Macros", + "character-name": "Character Name", + "nickname": "Nickname", + "title(s)": "Title(s)", + "homeland": "Homeland", + "player": "Player", + "race": "Race", + "culture": "Culture", + "profession": "Profession", + "realm": "Realm", + "channeling": "Channeling", + "essence": "Essence", + "mentalism": "Mentalism", + "channeling-essence-t": "Chan/Ess", + "channeling-mentalism-t": "Chan/Ment", + "essence-mentalism-t": "Ess/Ment", + "arcane": "Arcane", + "deity": "Deity", + "level": "Level", + "experience-t": "Exp", + "stats": "Stats", + "stat": "Stat", + "temporary-t": "Temp", + "potential": "Potential", + "basic": "Basic", + "bonus": "Bonus", + "racial": "Racial", + "special": "Special", + "agility": "Agility", + "constitution": "Constitution", + "memory": "Memory", + "reasoning": "Reasoning", + "self-discipline": "Self Discipline", + "empathy": "Empathy", + "intuition": "Intuition", + "presence": "Presence", + "quickness": "Quickness", + "strength": "Strength", + "development-points": "Development Points", + "fates": "Fates", + "role-traits": "Role Traits", + "appearance": "Appearance", + "gender": "Gender", + "apparent-age": "Apparent Age", + "actual-age": "Actual Age", + "skin-color": "Skin Color", + "eyes": "Eyes", + "hair": "Hair", + "height-in": "Height", + "foot-a": "ft", + "inch-a": "in", + "weight": "Weight", + "size": "Size", + "current-movement-rate": "Current Movement Rate", + "base-movement-rate": "Base Movement Rate", + "bonus-base-movement-rate": "Bonus Base Movement Rate", + "running-horizontal-jump": "Running Horizontal Jump", + "standing-horizontal-jump": "Standing Horizontal Jump", + "running-vertical-jump": "Running Vertical Jump", + "standing-vertical-jump": "Standing Vertical Jump", + "race-stat-fixed-information": "Race/Stat Fixed Information", + "soul-departure": "Soul Departure", + "rounds-a": "rnds", + "recovery-multiplier": "Recovery Multiplier", + "race-type-for-stat-loss": "Race Type (for stat loss)", + "recovery-rates": "Recovery Rates", + "hit-points-per-hour-resting": "Hit Points / hr resting", + "power-points-per-hour-resting": "Power Points / hr resting", + "hit-points-per-3-hours-sleeping": "Hit Points / 3 hrs sleep", + "power-points-per-3-hours-sleeping": "Power Points / 3 hrs sleep", + "hit-points-per-3-hours-active": "Hit Points / 3 hrs active", + "power-points-per-3-hours-active": "Power Points / 3 hrs active", + "exhaustion-points-per-minute-resting": "Exhaustion Points / min resting", + "exhaustion-points-per-half-hour-sleeping": "Exhaustion Points / .5 hrs sleep", + "exhaustion-points-per-3-minutes-active": "Exhaustion Points / 3 mins active", + "languages": "Languages", + "language": "Language", + "spoken": "Spoken", + "written": "Written", + "trade": "Trade", + "racial-notes": "Racial Notes", + "cultural-notes": "Cultural Notes", + "character-notes": "Character Notes", + "other": "Other", + "hit-points": "Hit Points", + "power-points": "Power Points", + "exhaustion-points": "Exhaustion Points", + "initiative": "Initiative", + "rounds-of-stun-before-unconsciousness-a": "Rnds stun b4 unc", + "power-point-multiplier-a": "PP Mult", + "adder": "Adder", + "used": "used", + "bonus-exhaustion-points": "Bonus Exhaustion Points", + "bonus-mental-exhaustion-points": "Bonus Mental Exhaustion Points", + "exhaustion-points-remaining-a": "Exh. Pts Remaining", + "mental-exhaustion-points-remaining-a": "Ment. Exh. Pts Remaining", + "exhaustion-point-scaling": "Exhaustion Point Scaling", + "more-than": "more than", + "quickness-bonus-a": "Qu bonus", + "initiative-bonus-a": "Init bonus", + "armor": "Armor", + "worn": "Worn", + "primary": "Primary", + "secondary": "Secondary", + "tertiary": "Tertiary", + "active": "Active", + "armor-type": "Armor Type", + "armor-type-function-as": "Functions As", + "1-skin-cloth": "1 - Skin/Cloth", + "2-robes": "2 - Robes", + "3-light-hide": "3 - Light Hide", + "4-heavy-hide": "4 - Heavy Hide", + "5-leather-jerkin": "5 - Leather Jerkin", + "6-leather-coat": "6 - Leather Coat", + "7-reinforced-leather-coat": "7 - Reinforced Leather Coat", + "8-reinforced-full-length-leather-coat": "8 - Reinforced Full-Length Leather Coat", + "9-rigid-leather-breastplate": "9 - Rigid Leather Breastplate", + "10-rigid-leather-breastplate-and-greaves": "10 - Rigid Leather Breastplate & Greaves", + "11-half-hide-plate": "11 - Half-Hide Plate", + "12-full-hide-plate": "12 - Full-Hide Plate", + "13-chain-shirt": "13 - Chain Shirt", + "14-chain-shirt-and-greaves": "14 - Chain Shirt & Greaves", + "15-full-chain": "15 - Full Chain", + "16-chain-hauberk": "16 - Chain Hauberk", + "17-metal-breastplate": "17 - Metal Breastplate", + "18-metal-breastplate-and-greaves": "18 - Metal Breastplate & Greaves", + "19-half-plate": "19 - Half Plate", + "20-full-plate": "20 - Full Plate", + "percent-weight": "% Weight", + "weight-penalty": "Weight Penalty", + "minimum-maneuver-penalty": "Min Maneuver Penalty", + "missile-penalty": "Missile Penalty", + "armor-defensive-bonus": "Armor Defensive Bonus", + "quickness-penalty": "Quickness Penalty", + "quickness-bonus": "Quickness Bonus", + "adrenal-defense": "Adrenal Defense", + "shield-melee": "Shield (melee)", + "shield-ranged": "Shield (ranged)", + "shield-defensive-bonus": "Shield Defensive Bonus", + "versus-evil-spell-casters-resistance-roll-defensive-bonus": "Vs Evil Spell Casters (RR/DB)", + "other-magic-bonus": "Other Magic Bonus", + "temporary-bonus": "Temporary Bonus", + "parry": "Parry", + "defensive-bonus-melee": "Defensive Bonus (vs Melee):", + "defensive-bonus-ranged": "Defensive Bonus (vs Ranged):", + "total-defensive-bonus": "Total Defensive Bonus:", + "resistances": "Resistances", + "conditional-defenses": "Conditional Defenses", + "special-a": "Spec", + "total": "Total", + "intuition-a": "In", + "empathy-a": "Em", + "presence-a": "Pr", + "channeling-a": "Chan", + "essence-a": "Ess", + "mentalism-a": "Ment", + "poison": "Poison", + "constitution-a": "Co", + "disease": "Disease", + "fear": "Fear", + "self-discipline-a": "SD", + "will": "Will", + "reasoning-a": "Re", + "copyob": "Copy OB", + "attacks": "Attacks", + "attack": "Attack", + "weapon": "Weapon", + "type": "Type", + "offensive-bonus-a": "OB", + "fumble": "Fumble", + "strength-t": "Str", + "breakage-number-a": "B#", + "range": "Range", + "macro": "Macro", + "attack-calculation-a": "ACalc", + "roll-type-a": "RType", + "attack-name": "Attack Name", + "melee": "Melee", + "ranged": "Ranged", + "basic-spell": "Basic Spell", + "directed-spell": "Directed Spell", + "area-spell": "Area Spell", + "category": "Category", + "skill": "Skill", + "category-total-a": "Cat/Total", + "ranks": "Ranks", + "rank": "Rank", + "or-category": "or Category", + "item": "Item", + "armor-heavy": "Armor, Heavy", + "strength-a": "St", + "agility-a": "Ag", + "plate": "Plate", + "armor-light": "Armor, Light", + "soft-leather": "Soft Leather", + "rigid-leather": "Rigid Leather", + "armor-medium": "Armor, Medium", + "chain": "Chain", + "artistic": "Artistic", + "artistic-active": "Artistic, Active", + "acting": "Acting", + "dancing": "Dancing", + "mimery": "Mimery", + "mimicry": "Mimicry", + "memory-a": "Me", + "play-instrument": "Play Instrument", + "poetic-improvisation": "Poetic Improvisation", + "singing": "Singing", + "tale-telling": "Tale Telling", + "ventriloquism": "Ventriloquism", + "artistic-passive": "Artistic, Passive", + "music": "Music", + "painting": "Painting", + "poetry": "Poetry", + "sculpting": "Sculpting", + "athletic": "Athletic", + "athletic-brawn": "Athletic, Brawn", + "athletic-games-brawn": "Athletic Games (Brawn)", + "jumping": "Jumping", + "power-striking": "Power-striking", + "power-throwing": "Power-throwing", + "weight-lifting": "Weight-lifting", + "athletic-endurance": "Athletic, Endurance", + "athletic-games-endurance": "Athletic Games (Endurance)", + "distance-running": "Distance Running", + "rowing": "Rowing", + "scaling": "Scaling", + "sprinting": "Sprinting", + "quickness-a": "Qu", + "swimming": "Swimming", + "athletic-gymnastics": "Athletic, Gymnastics", + "acrobatics": "Acrobatics", + "athletic-games-gymnastics": "Athletic Games (Gymnastics)", + "climbing": "Climbing", + "contortions": "Contortions", + "diving": "Diving", + "flying-gliding": "Flying/Gliding", + "juggling": "Juggling", + "pole-vaulting": "Pole-vaulting", + "rappelling": "Rappelling", + "skating": "Skating", + "skiing": "Skiing", + "stilt-walking": "Stilt-walking", + "surfing": "Surfing", + "tightrope-walking": "Tightrope-walking", + "tumbling": "Tumbling", + "awareness": "Awareness", + "awareness-perceptions": "Awareness, Perceptions", + "alertness": "Alertness", + "sense-ambush": "Sense Ambush", + "awareness-searching": "Awareness, Searching", + "detect-traps": "Detect Traps", + "lie-perception": "Lie Perception", + "locate-hidden": "Locate Hidden", + "observation": "Observation", + "poison-perception": "Poison Perception", + "reading-tracks": "Reading Tracks", + "surveillance": "Surveillance", + "tracking": "Tracking", + "awareness-senses": "Awareness, Senses", + "direction-sense": "Direction Sense", + "reality-awareness": "Reality Awareness", + "sense-awareness": "Sense Awareness", + "situational-awareness": "Situational Awareness", + "spatial-location-awareness": "Spatial Location Awareness", + "time-sense": "Time Sense", + "body-development": "Body Development", + "combat-maneuvers": "Combat Maneuvers", + "combined": "Combined", + "adrenal-deflecting": "Adrenal Deflecting", + "mounted-combat": "Mounted Combat", + "quickdraw": "Quickdraw", + "reverse-stroke": "Reverse Stroke", + "subdual": "Subdual", + "swashbuckling": "Swashbuckling", + "tumbling-evasion": "Tumbling Evasion", + "two-weapon-fighting": "Two-Weapon Fighting", + "communications": "Communications", + "language-name": "Language Name", + "lip-reading": "Lip Reading", + "signaling": "Signaling", + "crafts": "Crafts", + "cooking": "Cooking", + "drafting": "Drafting", + "fletching": "Fletching", + "horticulture": "Horticulture", + "leather-crafts": "Leather-crafts", + "metal-crafts": "Metal-crafts", + "rope-mastery": "Rope Mastery", + "scribing": "Scribing", + "service": "Service", + "sewing-weaving": "Sewing/Weaving", + "skinning": "Skinning", + "stone-crafts": "Stone-crafts", + "trapping": "Trapping", + "wood-crafts": "Wood-crafts", + "directed-spells": "Directed Spells", + "fire-bolt": "Fire Bolt", + "ice-bolt": "Ice Bolt", + "lightning-bolt": "Lightning Bolt", + "shock-bolt": "Shock Bolt", + "water-bolt": "Water Bolt", + "other-bolt": "Other Bolt", + "influence": "Influence", + "bribery": "Bribery", + "diplomacy": "Diplomacy", + "duping": "Duping", + "interrogation": "Interrogation", + "leadership": "Leadership", + "propaganda": "Propaganda", + "public-speaking": "Public Speaking", + "seduction": "Seduction", + "trading": "Trading", + "lore": "Lore", + "lore-general": "Lore-General", + "culture-lore": "Culture Lore", + "fauna-lore": "Fauna Lore", + "flora-lore": "Flora Lore", + "heraldry": "Heraldry", + "history": "History", + "philosophy": "Philosophy", + "region-lore": "Region Lore", + "religion": "Religion", + "other-general-lore": "Other General Lore", + "lore-magical": "Lore-Magical", + "artifact-lore": "Artifact Lore", + "circle-lore": "Circle Lore", + "planar-lore": "Planar Lore", + "spell-lore": "Spell Lore", + "symbol-lore": "Symbol Lore", + "undead-lore": "Undead Lore", + "warding-lore": "Warding Lore", + "lore-obscure": "Lore-Obscure", + "demon-devil-lore": "Demon/Devil Lore", + "dragon-lore": "Dragon Lore", + "faerie-lore": "Faerie Lore", + "xeno-lore": "Xeno-lore", + "lore-technical": "Lore-Technical", + "herb-lore": "Herb Lore", + "lock-lore": "Lock Lore", + "metal-lore": "Metal Lore", + "poison-lore": "Poison Lore", + "stone-lore": "Stone Lore", + "trading-lore": "Trading Lore", + "martial-arts": "Martial Arts", + "martial-arts-striking": "Martial Arts-Striking", + "boxing": "Boxing", + "striking-degree-1": "Striking Degree 1", + "striking-degree-2": "Striking Degree 2", + "striking-degree-3": "Striking Degree 3", + "striking-degree-4": "Striking Degree 4", + "tackling": "Tackling", + "martial-arts-sweeps": "Martial Arts-Sweeps", + "blocking": "Blocking", + "sweeps-degree-1": "Sweeps Degree 1", + "sweeps-degree-2": "Sweeps Degree 2", + "sweeps-degree-3": "Sweeps Degree 3", + "sweeps-degree-4": "Sweeps Degree 4", + "wrestling": "Wrestling", + "outdoor": "Outdoor", + "outdoor-animal": "Outdoor-Animal", + "animal-handling": "Animal Handling", + "animal-healing": "Animal Healing", + "animal-mastery": "Animal Mastery", + "animal-training": "Animal Training", + "driving": "Driving", + "herding": "Herding", + "riding": "Riding", + "outdoor-environmental": "Outdoor-Environmental", + "caving-spelunking": "Caving (Spelunking)", + "foraging": "Foraging", + "hunting": "Hunting", + "star-gazing": "Star-gazing", + "survival": "Survival", + "weather-watching": "Weather Watching", + "power": "Power", + "power-awareness": "Power Awareness", + "attunement": "Attunement", + "divination": "Divination", + "power-perception": "Power Perception", + "read-runes": "Read Runes", + "power-manipulation": "Power Manipulation", + "magic-ritual": "Magic Ritual", + "spell-mastery": "Spell Mastery", + "transcend-armor": "Transcend Armor", + "power-point-development": "Power Point Development", + "science-analytic": "Science/Analytic", + "science-analytic-basic": "Science/Analytic-Basic", + "basic-math": "Basic Math", + "research": "Research", + "science-analytic-specialized": "Science/Analytic-Specialized", + "advanced-math": "Advanced Math", + "anthropology": "Anthropology", + "alchemy": "Alchemy", + "astronomy": "Astronomy", + "biochemistry": "Biochemistry", + "psychology": "Psychology", + "self-control": "Self Control", + "adrenal-balance": "Adrenal Balance", + "adrenal-concentration": "Adrenal Concentration", + "adrenal-landing": "Adrenal Landing", + "adrenal-leaping": "Adrenal Leaping", + "adrenal-quickdraw": "Adrenal Quickdraw", + "adrenal-speed": "Adrenal Speed", + "adrenal-stabilization": "Adrenal Stabilization", + "adrenal-strength": "Adrenal Strength", + "cleansing-trance": "Cleansing Trance", + "control-lycanthropy": "Control Lycanthropy", + "death-trance": "Death Trance", + "frenzy": "Frenzy", + "healing-trance": "Healing Trance", + "meditation": "Meditation", + "mnemonics": "Mnemonics", + "sleep-trance": "Sleep Trance", + "stunned-maneuvering": "Stunned Maneuvering", + "special-attacks": "Special Attacks", + "brawling": "Brawling", + "disarm-foe-armed": "Disarm Foe (Armed)", + "disarm-foe-armed-vs-1-handed": "Disarm Foe (Armed) vs 1-Handed", + "disarm-foe-armed-vs-2-handed": "Disarm Foe (Armed) vs 2-Handed", + "disarm-foe-armed-vs-pole-arm": "Disarm Foe (Armed) vs Pole Arm", + "disarm-foe-armed-vs-two-weapon-combination": "Disarm Foe (Armed) vs Two Weapon Combo", + "disarm-foe-unarmed": "Disarm Foe (Unarmed)", + "disarm-foe-unarmed-vs-1-handed-edged": "Disarm Foe (Unarmed) vs 1-Handed-Edged", + "disarm-foe-unarmed-vs-1-handed-concussion": "Disarm Foe (Unarmed) vs 1-Handed-Concussion", + "disarm-foe-unarmed-vs-2-handed": "Disarm Foe (Unarmed) vs 2-Handed", + "disarm-foe-unarmed-vs-pole-arm": "Disarm Foe (Unarmed) vs Pole Arm", + "jousting-lancing": "Jousting (Lancing)", + "special-defenses": "Special Defenses", + "none-u": "NONE", + "adrenal-toughness": "Adrenal Toughness", + "spell-skills": "Spell Skills", + "spell-skills-lists-location": " Spell skills/lists are on Spell tab. ", + "subterfuge": "Subterfuge", + "subterfuge-attack": "Subterfuge-Attack", + "ambush": "Ambush", + "silent-kill": "Silent Kill", + "subterfuge-mechanics": "Subterfuge-Mechanics", + "camouflage": "Camouflage", + "disarming-traps": "Disarming Traps", + "disguise": "Disguise", + "counterfeiting": "Counterfeiting", + "forgery": "Forgery", + "hiding-items": "Hiding Items", + "picking-locks": "Picking Locks", + "setting-traps": "Setting Traps", + "trap-building": "Trap Building", + "using-removing-poison": "Using/Removing Poison", + "subterfuge-stealth": "Subterfuge-Stealth", + "hiding": "Hiding", + "picking-pockets": "Picking Pockets", + "stalking": "Stalking", + "trickery": "Trickery", + "technical-trade": "Technical/Trade", + "technical-trade-general": "Technical/Trade-General", + "begging": "Begging", + "first-aid": "First Aid", + "gambling": "Gambling", + "mapping": "Mapping", + "operating-equipment": "Operating Equipment", + "orienteering": "Orienteering", + "sailing": "Sailing", + "tactical-games": "Tactical Games", + "using-prepared-herbs": "Using Prepared Herbs", + "technical-trade-professional": "Technical/Trade-Professional", + "advertising": "Advertising", + "architecture": "Architecture", + "diagnostics": "Diagnostics", + "dowsing": "Dowsing", + "engineering": "Engineering", + "mechanition": "Mechanition", + "military-organization": "Military Organization", + "mining": "Mining", + "second-aid": "Second Aid", + "surgery": "Surgery", + "technical-trade-vocational": "Technical/Trade-Vocational", + "administration": "Administration", + "appraisal": "Appraisal", + "boat-pilot": "Boat Pilot", + "cartography": "Cartography", + "evaluate-armor": "Evaluate Armor", + "evaluate-metal": "Evaluate Metal", + "evaluate-stone": "Evaluate Stone", + "evaluate-weapon": "Evaluate Weapon", + "gimmickry": "Gimmickry", + "hypnosis": "Hypnosis", + "midwifery": "Midwifery", + "navigation": "Navigation", + "preparing-herbs": "Preparing Herbs", + "preparing-poisons": "Preparing Poisons", + "siege-engineering": "Siege Engineering", + "tactics": "Tactics", + "urban": "Urban", + "contacting": "Contacting", + "mingling": "Mingling", + "scrounging": "Scrounging", + "streetwise": "Streetwise", + "weapons": "Weapon", + "1-handed-concussion-a": "1-H Concussion", + "wc1": "WC1", + "wc2": "WC2", + "wc3": "WC3", + "wc4": "WC4", + "wc5": "WC5", + "wc6": "WC6", + "wc7": "WC7", + "1-handed-concussion-weapon-name": "1 Handed Concussion Weapon Name", + "1-hand-edged": "1-Hand Edged", + "1-handed-edged-weapon-name": "1 Handed Edged Weapon Name", + "2-handed": "2-Handed", + "2-handed-weapon-name": "2-Handed Weapon Name", + "missile": "Missile", + "missile-weapon-name": "Missile Weapon Name", + "missile-artillery": "Missile Artillery", + "missile-artillery-weapon-name": "Missile Artillery Weapon Name", + "thrown": "Thrown", + "thrown-weapon-name": "Thrown Weapon Name", + "pole-arms": "Pole Arms", + "pole-arm-weapon-name": "Pole Arm Weapon Name", + "other-skills": "Other Skills", + "category-skill": "Category/Skill", + "category-a": "Cat", + "progression": "Progression", + "stat1": "Stat1", + "stat2": "Stat2", + "stat3": "Stat3", + "profession-a": "Prof", + "standard": "Standard", + "special-spell": "Special/Spell", + "body-development-a": "Bodydev", + "power-point-development-a": "PPDev", + "custom1": "Custom1", + "custom2": "Custom2", + "same-realm-own-base-spells": "Same Realm Own Base Spells", + "stat-bonus": "Stat bonus", + "profession-bonus": "Profession bonus", + "special-bonus": "Special bonus", + "total-bonus": "Total bonus", + "spell-list-name": "Spell List Name", + "same-realm-open-spells": "Same Realm Open Spells", + "same-realm-closed-spells": "Same Realm Closed Spells", + "same-realm-other-base-spell": "Same Realm Other Base Spells", + "other-realm-open-spells": "Other Realm Open Spells", + "other-realm-closed-spells": "Other Realm Closed Spells", + "other-realm-base-spells": "Other Realm Base Spells", + "arcane-open-spells": "Arcane Open Spells", + "arcane-closed-spells": "Arcane Closed Spells", + "arcane-own-base-spells": "Arcane Own Base Spells", + "arcane-other-base-spells": "Arcane Other Base Spells", + "coins": "Coins", + "gems-and-jewelry": "Gems & Jewelry", + "mithril": "Mithril", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "bronze": "Bronze", + "copper": "Copper", + "tin": "Tin", + "iron": "Iron", + "coin-total": "Coin Total", + "coin-weight": "Coin Weight (lbs)", + "total-weight": "Total Weight", + "pounds-a": "lbs.", + "weight-allowance": "Weight Allowance", + "base-weight-allowance": "Base Weight Allowance", + "bonus-weight-allowance": "Bonus Weight Allowance", + "encumbrance-penalty": "Encumbrance Penalty", + "weight-worn-carried": "Weight Worn/Carried", + "weight-in-backpack": "Weight in Backpack", + "weight-in-storage1": "Weight in Storage (Location 1)", + "weight-in-storage2": "Weight in Storage (Location 2)", + "weight-worn-armor": "Armor/Clothing Weight (does not encumber)", + "weight-worn-othernone": "Other/No Location Category Weight (does not encumber)", + "items": "Item", + "amount-a": "Amt", + "each": "each", + "location": "Location", + "none": "None", + "worn-carried": "Worn/Carried", + "backpack-or-other-droppable": "Backpack (or other easy to drop)", + "stored1-pack-animal-lodging-etc": "1 Storage Loc 1 (Pack animal, lodging, etc.)", + "stored2-pack-animal-lodging-etc": "2 Storage Loc 2 (Pack animal, lodging, etc.)", + "armor-clothing-no-encumbrance": "Armor/Clothing (does not encumber)", + "notes-section1": "Notes Section1", + "date": "Date", + "note-etc": "Note etc", + "notes-section2": "Notes Section2", + "total-experience": "Total Experience", + "not-copied": "Not Copied", + "experience-copied-to-pc-character-tab": "XP copied to PC/Char tab", + "experience-tracker": "Experience Tracker", + "session-notes-important-information": "Session notes/important information", + "pronouns": "Pronouns", + "directions-for-pronoun-section": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "upper-case": "Upper Case", + "subjective": "Subjective", + "he-she-it-they-etc-uf": "He/She/It/They/etc", + "objective": "Objective", + "him-her-it-them-etc-uf": "Him/Her/It/Them/etc", + "possessive": "Possessive", + "his-hers-its-their-etc-uf": "His/Hers/Its/Their/etc", + "lower-case": "Lower Case", + "he-she-it-they-etc": "he/she/it/they/etc", + "him-her-it-them-etc": "him/her/it/them/etc", + "his-hers-its-their-etc": "his/hers/its/their/etc", + "stat-bonus-setup-for-skills": "Stat Bonus Setup For Skills", + "variable-stat-bonus-based-on-skills": "Variable Stat Bonuses for Skills Based on Skill", + "variable-stat-bonus-directions": "Set up to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "standard-stat-bonus-based-on-categories": "Standard Stat Bonuses for Skills Based on Categories.", + "stats-standard-stats-for-skills": "(Check the box to switch to the standard category stats for the skills.)", + "auto-calculations-setup": "Auto Calculations Setup", + "auto-calculations-primary-directions": "Check the box(es) next to the area(s) you wish to have autocalculated. All calculations are per the rules in the RMSS Standard Rules.", + "auto-calculate-everything": "Auto calculate everything.", + "stats-skills-ranks-etc": "(stats, skills/skill ranks, etc)", + "auto-calculate-stat-bonuses": "Auto calculate Stat bonuses.", + "auto-calculate-experience-for-next-level": "Auto calculate experience needed for next level (using RMSS std scale where level 1 is at 10000 xp).", + "auto-calculate-development-points": "Auto calculate development points.", + "auto-calculate-rank-bonus-information": "Auto calculate Skill and Spell rank bonuses. These include PPDev and BodyDev and use the values in the Progression set-up table below.", + "auto-populate-racial-information": "Auto populate Racial bonuses for Stats, Resistances, Soul Departure, Recovery Multiplier, and PPDev/BodyDev skill progression, for races in the Rolemaster Standard Rules book.", + "supported": "Supported", + "racial-box-additional-information": "If this box is checked and the Race field does not match the spelling of one of the above races, no bonuses will be populated. To clear the racial bonuses, enter the keyword", + "auto-populate-profession-information": "Auto populate profession skill-category bonuses for professions in the Rolemaster Standard Rules book.", + "profession-box-additional-information": "If this box is checked and the Profession field does not match the spelling of one of the above professions, no bonuses will be populated. To clear the profession bonuses, enter the keyword", + "unchecking-boxes-information": "Uncheck the boxes if you no longer wish to auto-calc that area; values will not revert to previously entered values so do not check if you wish to keep current values.", + "attack-calculation-setup": "Attack Calculation Setup", + "attack-calculation-setup-directions": "Ajust these calculations to adjust how attacks are calculated. This will affect all attack calculations in the selects on the Combat tab. Attack types are: Melee, Ranged, Basic Spell, Directed Spell, and Area Spell. The roll and the attack bonus are hard-coded into the attack; the queries can be ajusted to game specifications.", + "melee-attack-calculation": "Melee Attack Calculation.", + "ranged-attack-calculation": "Ranged Attack Calculation.", + "basic-spell-attack-calculation": "Basic Spell Attack Calculation.", + "directed-spell-attack-calculation": "Directed Spell Attack Calculation.", + "area-spell-attack-calculation": "Area Spell Attack Calculation.", + "skill-progression-setup": "Skill Progression Setup", + "skill-progression-information": "These Skill Rank Progressions are per the rules in the RMSS Standard Rules.", + "copyobinfo": "Copy Offensive Bonus from Skills tab to Combat tab.", + "copyobdetails": "Names must match exactly. Will try to match to subnames instead of skill name. Does not match to spell lists. If it cannot find a match, it will revert to whatever is in the OB spot currently.", + "recalculate-skill-totals": "Recalculate skill totals", + "recalculate-skills": "Recalculate all category and skill totals.", + "recalc-skill-additional": "Includes recopying stat scores over to category and skills, recopying the category bonus to each skill, and then calculating the resulting total.", + "othercharsetup": "Other Character Setup", + "directions-for-othercharsetup-section": "Setup for miscellaneous bonuses and penalties, often from talents and/or flaws.", + "high_open-ended-roll-value": "High Open Ended Roll Value", + "low-open-ended-roll-value": "Low Open Ended Roll Value", + "encumbrance-penalty-scaling": "Encumbrance Penalty Scaling", + "weight-unit": "Unit for Weight", + "height-unit": "Unit for Height", + "change-height-unit": "Change from inches to centimeters or other length unit of choice.", + "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.", + "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.", + "coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)", + "standard-progression": "Standard Progression", + "progression-for-standard-progression-skills": "Progression for Standard-Progression Skills", + "category-progression": "Category Progression", + "progression-for-standard-progression-skill-categories": "Progression for Standard-Progression Skill Categories", + "combined-progression": "Combined Progression", + "progression-for-combined-progression-skills": "Progression for Combined-Progression Skills", + "special-progression": "Special Progression", + "progression-for-spells-and-skills-with-special-progression": "Progression for Spells and Skills with Special-Progression", + "body-development-progression": "Body Development Progression", + "progression-for-body-development-for": "Progression for Body Development for", + "power-point-progression": "Power Point Progression", + "progression-for-power-point-development-for": "Progression for Power Point Development for", + "custom-progression1": "Custom Progression1", + "custom-skill-progression1-for-custom-skills": "Custom Skill Progression1 (for custom skills)", + "custom-progression2": "Custom Progression2", + "custom-skill-progression2-for-custom-skills": "Custom Skill Progression2 (for custom skills)", + "stat-rolls": "Stat Rolls", + "resistance-rolls": "Resistance Rolls", + "skill-checks": "Skill Checks", + "armor-skills": "Armor Skills", + "artistic-skills": "Artistic Skills", + "athletic-skills": "Athletic Skills", + "awareness-skills": "Awareness Skills", + "combat-maneuver-skills": "Combat Maneuver Skills", + "communication-skills": "Communication Skills", + "craft-skills": "Craft Skills", + "influence-skills": "Influence Skills", + "lore-skills": "Lore Skills", + "outdoor-skills": "Outdoor Skills", + "power-skills": "Power Skills", + "science-analytic-skills": "Science/Analytic Skills", + "self-control-skills": "Self Control Skills", + "special-attack-defense-skills": "Special Attack/Defence Skills", + "subterfuge-skills": "Subterfuge Skills", + "technical-trade-skills": "Technical/Trade Skills", + "urban-skills": "Urban Skills", + "base-lists": "Base Lists", + "open-lists": "Open Lists", + "closed-lists": "Closed Lists", + "other-base-lists": "Other Base Lists", + "other-realm-open-lists": "Other Realm Open Lists", + "other-realm-closed-lists": "Other Realm Closed Lists", + "other-realm-base-lists": "Other Realm Base Lists", + "arcane-open-lists": "Arcane Open Lists", + "arcane-closed-lists": "Arcane Closed Lists", + "arcane-own-base-lists": "Arcane Own Base Lists", + "arcane-other-base-lists": "Arcane Other Base Lists", + "name": "Name", + "demon-type-or-undead-class": "Demon Type or Undead Class", + "level-code": "Level Code", + "movement-combat": "Movement/Combat", + "encounter-stats": "Encounter Stats", + "general-description": "General Description", + "input": "Input", + "npc-input": "NPC Input", + "npc-input-for-import": "NPC input for import", + "npc-import": "NPC Import.", + "npc-import-directions": "Click this box to import data from the input above to fill in the npc sheet. This will overwrite any information already in the NPC sheet. This operation is not reversable.", + "npc-import-data-format": "The data should be in the following format:", + "other-information": "Other Information", + "enter-other-information-here": "Enter other information here", + "carry-capacity": "Carry Capacity", + "riding-bonus": "Riding Bonus", + "description": "Description", + "npc-description": "NPC Description", + "lifestyle": "Lifestyle", + "npc-lifestyle": "NPC Lifestyle", + "npc-combat": "NPC Combat", + "background": "Background", + "npc-background": "NPC Background", + "observations": "Observations", + "npc-observations": "NPC Observations", + "number-encountered-a": "# Encountered", + "offspring": "Offspring", + "treasure": "Treasure", + "bonus-experience-a": "Bonus XP", + "outlook": "Outlook", + "none(---)": "---", + "aggressive-a": "Aggres.", + "aloof": "Aloof", + "altruistic-a": "Altru.", + "belligerent-a": "Bellig.", + "berserk": "Berserk", + "carefree": "Carefree", + "cruel": "Cruel", + "domineering-a": "Domin.", + "good": "Good", + "greedy": "Greedy", + "hostile": "Hostile", + "hungry": "Hungry", + "inquisitive-a": "Inquis.", + "jumpy": "Jumpy", + "mission": "Mission", + "normal": "Normal", + "passive": "Passive", + "playful": "Playful", + "protective-a": "Protect", + "timid": "Timid", + "varies": "Varies", + "unknown": "Unknown", + "iq": "IQ", + "habitat-codes": "Habitat Codes", + "no-preferred-special-features": " No preferred special features. ", + "none-appropriate": " None appropriate. ", + "climate-hot-humid-temp-hot-humidity-precipitation-rainy-humid": " Climate=hot/humid; Temp=hot; Humidity/Precipitation=rainy, humid. ", + "climate-hot-average-temp-hot-humidity-precipitation-temperate": " Climate=hot/average; Temp=hot; Humidity/Precipitation=temperate. ", + "climate-hot-dry-temp-hot-humidity-precipitation-dry-arid": " Climate=hot/dry; Temp=hot; Humidity/Precipitation=dry, arid. ", + "climate-warm-humid-temp-warm-temperate-humidity-precipitation-rainy-humid": " Climate=warm/humid; Temp=warm, temperate; Humidity/Precipitation=rainy, humid. ", + "climate-warm-average-temp-warm-temperate-humidity-precipitation-temperate": " Climate=warm/average; Temp=warm, temperate; Humidity/Precipitation=temperate. ", + "climate-warm-dry-temp-warm-temperate-humidity-precipitation-dry-arid": " Climate=warm/dry; Temp=warm, temperate; Humidity/Precipitation=dry, arid. ", + "climate-cool-humid-temp-cool-humidity-precipitation-rainy-humid": "Climate=cool/humid; Temp=cool; Humidity/Precipitation=rainy, humid. ", + "climate-cool-average-temp-cool-humidity-precipitation-temperate": " Climate=cool/average; Temp=cool; Humidity/Precipitation=temperate. ", + "climate-cool-dry-temp-cool-humidity-precipitation-dry-arid": " Climate=cool/dry; Temp=cool; Humidity/Precipitation=dry, arid. ", + "climate-frigid-temp-cool-humidity-precipitation-arid": " Climate=frigid; Temp=cool; Humidity/Precipitation=arid. ", + "clear-all": "Clear all", + "environment-codes": "Environment Codes", + "special-features": "Special Features", + "enchanted-or-magical-places": " Enchanted or magical places. ", + "cross-over-points-between-dimensions": " Cross-over points between dimensions. ", + "near-villages-towns-cities-or-castles": " Near villages, towns, cities, or castles. ", + "volcanic-areas": " Volcanic areas. ", + "cavern-complexes": " Cavern complexes. ", + "battlefields-or-shipwrecks": " Battlefields or shipwrecks. ", + "rural-inhabited-or-cultivated-areas": " Rural inhabited or cultivated areas. ", + "cave-entrances-overhangs-or-lairs": " Cave entrances, overhangs, or lairs. ", + "burial-areas": " Burial areas. ", + "ruins": " Ruins. ", + "water-sources": "Water Sources", + "no-preferred-watersources": " No preferred watersources. ", + "breaks-or-wadis": " Breaks or wadis. ", + "freshwater-coasts-and-banks": " Freshwater coasts and banks. ", + "glaciers-or-snowfields": " Glaciers or snowfields. ", + "tropical-islets-reefs-and-or-atolls": " Tropical islets, reefs, and/or atolls. ", + "lakes-or-rivers": " Lakes or rivers. ", + "marshes-or-swamps": " Marshes or swamps. ", + "oceans": " Oceans. ", + "oasis-or-isolated-water-sources": " Oasis or isolated water sources. ", + "saltwater-shores-or-shallows": " Saltwater shores or shallows. ", + "deserts": " Deserts. ", + "terrain": "Terrain", + "no-preferred-terrain": " No preferred terrain. ", + "alpine-high-altitude-and-or-mountainous": " Alpine, high altitude, and/or mountainous. ", + "rough-rugged-and-or-rocky-hills": " Rough, rugged, and/or rocky hills. ", + "underground": " Underground. ", + "waste-and-or-barren": " Waste and/or barren. ", + "vegetation": "Vegetation", + "no-preferred-vegetation": " No preferred vegetation. ", + "coniferous-forest-and-or-taiga": " Coniferous forest and/or taiga. ", + "deciduous-coniferous-mixed-forest": " Deciduous/coniferous (mixed) forest. ", + "heath-scrub-and-or-moor": " Heath, scrub, and/or moor. ", + "jungle-and-or-rainforest": " Jungle and/or rain forest. ", + "plains-and-or-grassland": " Plains and/or grassland. ", + "tundra": " Tundra. ", + "frequency": "Frequency", + "1-routine": "1 - Routine", + "2-easy": "2 - Easy", + "3-light": "3 - Light", + "4-medium": "4 - Medium", + "5-hard": "5 - Hard", + "6-very-hard": "6 - Very Hard", + "7-extremely-hard": "7 - Extremely Hard", + "8-sheer-folly": "8 - Sheer Folly", + "9-absurd": "9 - Absurd", + "Unknown": "Unknown", + "Hunting modifier=+30; Frequency Occurring=100%": "Hunting modifier=+30; Frequency Occurring=100%", + "Hunting modifier=+20; Frequency Occurring=90%": "Hunting modifier=+20; Frequency Occurring=90%", + "Hunting modifier=+10; Frequency Occurring=75%": "Hunting modifier=+10; Frequency Occurring=75%", + "Hunting modifier=+0; Frequency Occurring=50%": "Hunting modifier=+0; Frequency Occurring=50%", + "Hunting modifier=-10; Frequency Occurring=40%": "Hunting modifier=-10; Frequency Occurring=40%", + "Hunting modifier=-20; Frequency Occurring=30%": "Hunting modifier=-20; Frequency Occurring=30%", + "Hunting modifier=-30; Frequency Occurring=20%": "Hunting modifier=-30; Frequency Occurring=20%", + "Hunting modifier=-50; Frequency Occurring=9%": "Hunting modifier=-50; Frequency Occurring=9%", + "Hunting modifier=-70; Frequency Occurring=4%": "Hunting modifier=-70; Frequency Occurring=4%", + "movement-stats": "Movement Stats", + "max-pace": "Max Pace", + "walk": "Walk", + "fast-walk-jog": "Jog (Fast Walk / Jog)", + "run": "Run", + "sprint-fast-run": "Spt (Sprint / Fast Run)", + "fast-sprint": "FSpt (Fast Sprint)", + "dash-moderately-fast": "Dash (Moderately Fast)", + "varies-due-to-armor": "Var (Varies due to armor)", + "pace-multiplier-a": "Pace Mult", + "moving-maneuver-bonus-a": "MM Bonus", + "movement-speed": "MS (Movement Speed)", + "inching": "IN (Inching)", + "creeping": "CR (Creeping)", + "very-slow": "VS (Very Slow)", + "slow": "SL (Slow)", + "medium": "MD (Medium)", + "moderately-fast": "MF (Moderately Fast)", + "fast": "FA (Fast)", + "very-fast": "VF (Very Fast)", + "blindingly-fast": "BF (Blindingly Fast)", + "base-defensive-bonus-a": "Base DB", + "flee-evade": "Flee/Evade", + "attack-quickness": "AQ (Attack Quickness)", + "initiative-modifier-a": "Init Mod", + "charge-lunge": "Charge/Lunge", + "combat-stats": "Combat Stats", + "base-hits-code": "Base Hits Code", + "criticals-a": "Crits", + "Normal crits.": "Normal crits.", + "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).": "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).", + "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).": "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).", + "Use Large Creature Critical Strike Table.": "Use Large Creature Critical Strike Table.", + "Use Super Large Creature Critical Strike Table.": "Use Super Large Creature Critical Strike Table.", + "---": "---", + "Stun results do not affect creature.": "Stun results do not affect creature.", + "Stun results and bleeders do not affect creature.": "Stun results and bleeders do not affect creature.", + "hitpoint-max-calculation-reminder": "Max Hitpoints= Creature Hits + Stamina Bonus +/- ( (Level Difference) * (Hits/Level Difference) )", + "None; Animal Instincts": "None; Animal Instincts", + "Very Low; Re/Me=1-5": "Very Low; Re/Me=1-5", + "Low; Re/Me=3-12": "Low; Re/Me=3-12", + "Little; Re/Me=7-25": "Little; Re/Me=7-25", + "Inferior; Re/Me=13-40": "Inferior; Re/Me=13-40", + "Mediocre; Re/Me=23-50": "Mediocre; Re/Me=23-50", + "Average; Re/Me=35-65": "Average; Re/Me=35-65", + "Above Average; Re/Me=50-77": "Above Average; Re/Me=50-77", + "Superior; Re/Me=60-86": "Superior; Re/Me=60-86", + "High; Re/Me=80-98": "High; Re/Me=80-98", + "Very High; Re/Me=94-99": "Very High; Re/Me=94-99", + "Exceptional; Re/Me=100-102": "Exceptional; Re/Me=100-102", + "*": "*", + "Aggressive and will attack if provoked or hungry.": "Aggressive and will attack if provoked or hungry.", + "Ignores other creatures unless interfered with or attacked.": "Ignores other creatures unless interfered with or attacked.", + "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.": "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.", + "Belligerent, often attacks without provocation.": "Belligerent, often attacks without provocation.", + "Attacks closest living creature until it is destroyed.": "Attacks closest living creature until it is destroyed.", + "Does not believe danger or misfortune exists for it.": "Does not believe danger or misfortune exists for it.", + "Not only hostile, but delights in death, pain, and suffering.": "Not only hostile, but delights in death, pain, and suffering.", + "Desires power, attempts to control or dominate other creatures.": "Desires power, attempts to control or dominate other creatures.", + "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.": "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.", + "Will attack or attempt to steal from other creatures if risk does not seem too high.": "Will attack or attempt to steal from other creatures if risk does not seem too high.", + "Normally attacks other creatures on sight.": "Normally attacks other creatures on sight.", + "If hungry, will attack anything edible; otherwise normal.": "If hungry, will attack anything edible; otherwise normal.", + "Inquisitive and curious; will approach and examine unusual situations.": "Inquisitive and curious; will approach and examine unusual situations.", + "Created with a specific purpose or mission.": "Created with a specific purpose or mission.", + "Normally bolts at any sign of other creatures.": "Normally bolts at any sign of other creatures.", + "Watches and is wary of other creatures; will sometimes attack if hungry.": "Watches and is wary of other creatures; will sometimes attack if hungry.", + "Ignores the presence of other creatures unless threatened.": "Ignores the presence of other creatures unless threatened.", + "Mischievous but playful; will attempt to play with or play pranks on other creatures.": "Mischievous but playful; will attempt to play with or play pranks on other creatures.", + "Protective of a thing, place, other creature, etc.": "Protective of a thing, place, other creature, etc.", + "Skittish around other creatures, runs at the slightest hint of danger.": "Skittish around other creatures, runs at the slightest hint of danger.", + "Varies by individual.": "Varies by individual.", + "None": "None", + "Special; see description": "Special; see description", + "Items= Very Poor": "Items= Very Poor", + "Items= Poor": "Items= Poor", + "Items= Normal": "Items= Normal", + "Items= Rich": "Items= Rich", + "Items= Very Rich": "Items= Very Rich", + "Items= Special": "Items= Special", + "Wealth = Very Poor;": "Wealth = Very Poor;", + "Wealth = Poor;": "Wealth = Poor;", + "Wealth = Normal;": "Wealth = Normal;", + "Wealth = Rich;": "Wealth = Rich;", + "Wealth = Very Rich;": "Wealth = Very Rich;", + "Wealth = Special;": "Wealth = Special;", + "Items= Very Poor; Wealth = Very Poor;": "Items= Very Poor; Wealth = Very Poor;", + "Items= Very Poor; Wealth = Poor;": "Items= Very Poor; Wealth = Poor;", + "Items= Very Poor; Wealth = Normal;": "Items= Very Poor; Wealth = Normal;", + "Items= Very Poor; Wealth = Rich;": "Items= Very Poor; Wealth = Rich;", + "Items= Very Poor; Wealth = Very Rich;": "Items= Very Poor; Wealth = Very Rich;", + "Items= Poor; Wealth = Very Poor;": "Items= Poor; Wealth = Very Poor;", + "Items= Poor; Wealth = Poor;": "Items= Poor; Wealth = Poor;", + "Items= Poor; Wealth = Normal;": "Items= Poor; Wealth = Normal;", + "Items= Poor; Wealth = Rich;": "Items= Poor; Wealth = Rich;", + "Items= Poor; Wealth = Very Rich;": "Items= Poor; Wealth = Very Rich;", + "Items= Normal; Wealth = Very Poor;": "Items= Normal; Wealth = Very Poor;", + "Items= Normal; Wealth = Poor;": "Items= Normal; Wealth = Poor;", + "Items= Normal; Wealth = Normal;": "Items= Normal; Wealth = Normal;", + "Items= Normal; Wealth = Rich;": "Items= Normal; Wealth = Rich;", + "Items= Normal; Wealth = Very Rich;": "Items= Normal; Wealth = Very Rich;", + "Items= Rich; Wealth = Very Poor;": "Items= Rich; Wealth = Very Poor;", + "Items= Rich; Wealth = Poor;": "Items= Rich; Wealth = Poor;", + "Items= Rich; Wealth = Normal;": "Items= Rich; Wealth = Normal;", + "Items= Rich; Wealth = Rich;": "Items= Rich; Wealth = Rich;", + "Items= Rich; Wealth = Very Rich;": "Items= Rich; Wealth = Very Rich;", + "Items= Very Rich; Wealth = Very Poor;": "Items= Very Rich; Wealth = Very Poor;", + "Items= Very Rich; Wealth = Poor;": "Items= Very Rich; Wealth = Poor;", + "Items= Very Rich; Wealth = Normal;": "Items= Very Rich; Wealth = Normal;", + "Items= Very Rich; Wealth = Rich;": "Items= Very Rich; Wealth = Rich;", + "Items= Very Rich; Wealth = Very Rich;": "Items= Very Rich; Wealth = Very Rich;", + "Items= Special; Wealth = Special;": "Items= Special; Wealth = Special;", + "hits-per-level-difference": "Hits per Level Difference", + "stamina-bonus": "Stamina Bonus", + "armor-type-a": "AT", + "defensive-bonus-a": "DB", + "special-defenses-other-combat-information": "Special defences/other combat information", + "special-defence-and-other-combat-related-information": "Special defense and other combat-related information", + "attacks-code-reminder": "Attacks: (reminder: √=(if non-tiny crit, then next rnd); «=(if non-tiny crit, then same rnd))", + "other-attack-related-information": "Other attack-related information", + "percent-chance-of-attack-a": "% Chance", + "attack-weapon": "Attack/Weapon", + "show-roll-templates": "Show Roll Templates?", + "rolltemplate-intro": "All of the roll templates use flags to vary the roll template appearance. These flags are:", + "see-below-for-more-detail": "See below for more detail.", + "rmssattackroll-template-introduction": "This roll template allows up to 8 attacks to be displayed in the same block. If 'attackroll#' is a critical failure, it will display 'fumbleroll#'. 'Crit#' and 'critroll#' always display.", + "example-macro": "Example Macro", + "the": "The", + "pcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the right.", + "pc-attack-example": "This example displays two attacks pulled from Attack/Weapon 1 and 2.", + "attack-version2-npc": "Attack v2 (NPC)", + "npcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the left.", + "npcflag-definition2": "This example is set to whisper the NPC's attacks to the GM and uses @{Target} to show the defender's AT, DB, and Parry. A 15% arrow break notification is in the 'notes' section.", + "initiative-roll-template-info": "This roll template consists of 'name' 'check' and 'checkroll' on the same line. 'Notes' can be added below. There is no dividing line in this template.", + "initiative-flag-information": "can be used with the 'RMSSStdRoll' or 'RMSSAttack' and sets the 'name' this same yellow while adding a thin solid yellow dividing line.", + "rmssstdroll-template-info1": "In this roll template, the 'oedownroll' is called if the 'checkroll' results in a critical failure; so to model an open ended down d100, I call it with [[d100cf<5]].", + "rmssstdroll-template-info2": "If the roll type does not have an open ended down roll, but instead has a fumble, you can use 'fumbleroll', which gets its own line in the output instead of being placed on the same line as the roll like the 'oedownroll' does. It is called in the same way as 'oedownroll' i.e.: [[d100cf<@{attack1fumble}]].", + "rmssstdroll-template-info3": "The 'critroll' activates on a critical success and also gets its own line. For example, [[d100cs=66cs=100]] will show the critical success line for only a 66 and a 100 on the roll.", + "rmssstdroll-template-info4": "The next section is a repeating section where you can give a key and a value which will be displayed in columns. Key words which cannot be used (since they are used in other parts of the template) are:", + "rmssstdroll-template-info5": "The 'compcheck' line expects a comparison type roll [[d100<50]] and will display 'succeedcheck' if the result is a 1 or 'failcheck' if the result is a 0.", + "rmssstdroll-template-info6": "Any or all of the sections can be used; if you don't put in the key word, the section will not be displayed. Note that you cannot use the 'check' keyword by itself; you must include 'checkroll' as well for that section to display.", + "standard-roll-spell-check": "Standard Roll, Spell check", + "spellflag-definition": "keyword sets the dividing line to be a blue 4-pointed star pattern and the name to be blue.", + "standard-roll-ability-check": "Standard Roll, Ability check", + "abilityflag-definition": "keyword sets the name and dividing line brown.", + "standard-roll-save-check": "Standard Roll, Save check", + "saveflag-definition": "keyword sets the name and thick dividing line to be purple.", + "standard-roll-skill-check": "Standard Roll, Skill check", + "skillflag-definition": "keyword sets the name and double-arrow dividing line a darkish green.", + "standard-roll-skill-category-check": "Standard Roll, Skill Category check", + "skillcatflag-definition": "keyword sets the dividing line to be an upward pointed arrow and both it and the name are a teal color.", + "standard-roll-basic": "Standard Roll, Basic", + "basic-flag-definition1": "This basic grey and white appearance can be used with the various templates by setting", + "basic-flag-divider-appearance": "There is no dividing line with this appearance flag." +} \ No newline at end of file diff --git a/Rolemaster_2E/translations/ca.json b/Rolemaster_2E/translations/ca.json new file mode 100644 index 0000000000..e96065c781 --- /dev/null +++ b/Rolemaster_2E/translations/ca.json @@ -0,0 +1,985 @@ +{ + "sheettype": "Sheet Type:", + "sheettypedescription": "PC is the sheet for Player Characters or NPC's with Player Character-like data. It contains tabs for stats, combat-related information, equipment, known spell lists, notes, experience, and a set-up tab. NPC is the sheet which matches the Creatures and Monster's data sets. It has room for additional notes as well as a JSON converter and JSON example data. Roll Template has information about the RMSS sheet's roll templates.", + "standard-stat-bonus-based-on-categories-directions": "Set to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "coins-per-pound-n": "Coins per Pound", + "coins-per-pound-desc": "Number of coins in a pound, RMSS suggested value is 64 coins weigh 1 pound.", + "dismiss-announcement": "Dismiss Announcement", + "pc": "PC", + "npc": "NPC", + "roll-templates": "Roll Templates", + "character": "Character", + "combat": "Combat", + "skills": "Skills", + "spells": "Spells", + "equipment": "Equipment", + "notes": "Notes", + "experience": "Experience", + "setup": "Setup", + "macros": "Macros", + "character-name": "Character Name", + "nickname": "Nickname", + "title(s)": "Title(s)", + "homeland": "Homeland", + "player": "Player", + "race": "Race", + "culture": "Culture", + "profession": "Profession", + "realm": "Realm", + "channeling": "Channeling", + "essence": "Essence", + "mentalism": "Mentalism", + "channeling-essence-t": "Chan/Ess", + "channeling-mentalism-t": "Chan/Ment", + "essence-mentalism-t": "Ess/Ment", + "arcane": "Arcane", + "deity": "Deity", + "level": "Level", + "experience-t": "Exp", + "stats": "Stats", + "stat": "Stat", + "temporary-t": "Temp", + "potential": "Potential", + "basic": "Basic", + "bonus": "Bonus", + "racial": "Racial", + "special": "Special", + "agility": "Agility", + "constitution": "Constitution", + "memory": "Memory", + "reasoning": "Reasoning", + "self-discipline": "Self Discipline", + "empathy": "Empathy", + "intuition": "Intuition", + "presence": "Presence", + "quickness": "Quickness", + "strength": "Strength", + "development-points": "Development Points", + "fates": "Fates", + "role-traits": "Role Traits", + "appearance": "Appearance", + "gender": "Gender", + "apparent-age": "Apparent Age", + "actual-age": "Actual Age", + "skin-color": "Skin Color", + "eyes": "Eyes", + "hair": "Hair", + "height-in": "Height", + "foot-a": "ft", + "inch-a": "in", + "weight": "Weight", + "size": "Size", + "base-movement-rate": "Base Movement Rate", + "bonus-base-movement-rate": "Bonus Base Movement Rate", + "running-horizontal-jump": "Running Horizontal Jump", + "standing-horizontal-jump": "Standing Horizontal Jump", + "running-vertical-jump": "Running Vertical Jump", + "standing-vertical-jump": "Standing Vertical Jump", + "race-stat-fixed-information": "Race/Stat Fixed Information", + "soul-departure": "Soul Departure", + "rounds-a": "rnds", + "recovery-multiplier": "Recovery Multiplier", + "race-type-for-stat-loss": "Race Type (for stat loss)", + "recovery-rates": "Recovery Rates", + "hit-points-per-hour-resting": "Hit Points / hr resting", + "power-points-per-hour-resting": "Power Points / hr resting", + "hit-points-per-3-hours-sleeping": "Hit Points / 3 hrs sleep", + "power-points-per-3-hours-sleeping": "Power Points / 3 hrs sleep", + "hit-points-per-3-hours-active": "Hit Points / 3 hrs active", + "power-points-per-3-hours-active": "Power Points / 3 hrs active", + "exhaustion-points-per-minute-resting": "Exhaustion Points / min resting", + "exhaustion-points-per-half-hour-sleeping": "Exhaustion Points / .5 hrs sleep", + "exhaustion-points-per-3-minutes-active": "Exhaustion Points / 3 mins active", + "languages": "Languages", + "language": "Language", + "spoken": "Spoken", + "written": "Written", + "trade": "Trade", + "racial-notes": "Racial Notes", + "cultural-notes": "Cultural Notes", + "character-notes": "Character Notes", + "other": "Other", + "hit-points": "Hit Points", + "power-points": "Power Points", + "exhaustion-points": "Exhaustion Points", + "initiative": "Initiative", + "rounds-of-stun-before-unconsciousness-a": "Rnds stun b4 unc", + "power-point-multiplier-a": "PP Mult", + "adder": "Adder", + "used": "used", + "bonus-exhaustion-points": "Bonus Exhaustion Points", + "bonus-mental-exhaustion-points": "Bonus Mental Exhaustion Points", + "exhaustion-points-remaining-a": "Exh. Pts Remaining", + "mental-exhaustion-points-remaining-a": "Ment. Exh. Pts Remaining", + "exhaustion-point-scaling": "Exhaustion Point Scaling", + "more-than": "more than", + "quickness-bonus-a": "Qu bonus", + "initiative-bonus-a": "Init bonus", + "armor": "Armor", + "worn": "Worn", + "primary": "Primary", + "secondary": "Secondary", + "tertiary": "Tertiary", + "active": "Active", + "armor-type": "Armor Type", + "armor-type-function-as": "Functions As", + "1-skin-cloth": "1 - Skin/Cloth", + "2-robes": "2 - Robes", + "3-light-hide": "3 - Light Hide", + "4-heavy-hide": "4 - Heavy Hide", + "5-leather-jerkin": "5 - Leather Jerkin", + "6-leather-coat": "6 - Leather Coat", + "7-reinforced-leather-coat": "7 - Reinforced Leather Coat", + "8-reinforced-full-length-leather-coat": "8 - Reinforced Full-Length Leather Coat", + "9-rigid-leather-breastplate": "9 - Rigid Leather Breastplate", + "10-rigid-leather-breastplate-and-greaves": "10 - Rigid Leather Breastplate & Greaves", + "11-half-hide-plate": "11 - Half-Hide Plate", + "12-full-hide-plate": "12 - Full-Hide Plate", + "13-chain-shirt": "13 - Chain Shirt", + "14-chain-shirt-and-greaves": "14 - Chain Shirt & Greaves", + "15-full-chain": "15 - Full Chain", + "16-chain-hauberk": "16 - Chain Hauberk", + "17-metal-breastplate": "17 - Metal Breastplate", + "18-metal-breastplate-and-greaves": "18 - Metal Breastplate & Greaves", + "19-half-plate": "19 - Half Plate", + "20-full-plate": "20 - Full Plate", + "percent-weight": "% Weight", + "weight-penalty": "Weight Penalty", + "missile-penalty": "Missile Penalty", + "armor-defensive-bonus": "Armor Defensive Bonus", + "quickness-penalty": "Quickness Penalty", + "quickness-bonus": "Quickness Bonus", + "adrenal-defense": "Adrenal Defense", + "shield-melee": "Shield (melee)", + "shield-ranged": "Shield (ranged)", + "shield-defensive-bonus": "Shield Defensive Bonus", + "versus-evil-spell-casters-resistance-roll-defensive-bonus": "Vs Evil Spell Casters (RR/DB)", + "other-magic-bonus": "Other Magic Bonus", + "temporary-bonus": "Temporary Bonus", + "parry": "Parry", + "defensive-bonus-melee": "Defensive Bonus (vs Melee):", + "defensive-bonus-ranged": "Defensive Bonus (vs Ranged):", + "total-defensive-bonus": "Total Defensive Bonus:", + "resistances": "Resistances", + "conditional-defenses": "Conditional Defenses", + "special-a": "Spec", + "total": "Total", + "intuition-a": "In", + "empathy-a": "Em", + "presence-a": "Pr", + "channeling-a": "Chan", + "essence-a": "Ess", + "mentalism-a": "Ment", + "poison": "Poison", + "constitution-a": "Co", + "disease": "Disease", + "fear": "Fear", + "self-discipline-a": "SD", + "will": "Will", + "reasoning-a": "Re", + "copyob": "Copy OB", + "attacks": "Attacks", + "attack": "Attack", + "weapon": "Weapon", + "type": "Type", + "offensive-bonus-a": "OB", + "fumble": "Fumble", + "strength-t": "Str", + "breakage-number-a": "B#", + "range": "Range", + "macro": "Macro", + "attack-calculation-a": "ACalc", + "roll-type-a": "RType", + "attack-name": "Attack Name", + "melee": "Melee", + "ranged": "Ranged", + "basic-spell": "Basic Spell", + "directed-spell": "Directed Spell", + "area-spell": "Area Spell", + "category": "Category", + "skill": "Skill", + "category-total-a": "Cat/Total", + "ranks": "Ranks", + "rank": "Rank", + "or-category": "or Category", + "item": "Item", + "armor-heavy": "Armor, Heavy", + "strength-a": "St", + "agility-a": "Ag", + "plate": "Plate", + "armor-light": "Armor, Light", + "soft-leather": "Soft Leather", + "rigid-leather": "Rigid Leather", + "armor-medium": "Armor, Medium", + "chain": "Chain", + "artistic": "Artistic", + "artistic-active": "Artistic, Active", + "acting": "Acting", + "dancing": "Dancing", + "mimery": "Mimery", + "mimicry": "Mimicry", + "memory-a": "Me", + "play-instrument": "Play Instrument", + "poetic-improvisation": "Poetic Improvisation", + "singing": "Singing", + "tale-telling": "Tale Telling", + "ventriloquism": "Ventriloquism", + "artistic-passive": "Artistic, Passive", + "music": "Music", + "painting": "Painting", + "poetry": "Poetry", + "sculpting": "Sculpting", + "athletic": "Athletic", + "athletic-brawn": "Athletic, Brawn", + "athletic-games-brawn": "Athletic Games (Brawn)", + "jumping": "Jumping", + "power-striking": "Power-striking", + "power-throwing": "Power-throwing", + "weight-lifting": "Weight-lifting", + "athletic-endurance": "Athletic, Endurance", + "athletic-games-endurance": "Athletic Games (Endurance)", + "distance-running": "Distance Running", + "rowing": "Rowing", + "scaling": "Scaling", + "sprinting": "Sprinting", + "quickness-a": "Qu", + "swimming": "Swimming", + "athletic-gymnastics": "Athletic, Gymnastics", + "acrobatics": "Acrobatics", + "athletic-games-gymnastics": "Athletic Games (Gymnastics)", + "climbing": "Climbing", + "contortions": "Contortions", + "diving": "Diving", + "flying-gliding": "Flying/Gliding", + "juggling": "Juggling", + "pole-vaulting": "Pole-vaulting", + "rappelling": "Rappelling", + "skating": "Skating", + "skiing": "Skiing", + "stilt-walking": "Stilt-walking", + "surfing": "Surfing", + "tightrope-walking": "Tightrope-walking", + "tumbling": "Tumbling", + "awareness": "Awareness", + "awareness-perceptions": "Awareness, Perceptions", + "alertness": "Alertness", + "sense-ambush": "Sense Ambush", + "awareness-searching": "Awareness, Searching", + "detect-traps": "Detect Traps", + "lie-perception": "Lie Perception", + "locate-hidden": "Locate Hidden", + "observation": "Observation", + "poison-perception": "Poison Perception", + "reading-tracks": "Reading Tracks", + "surveillance": "Surveillance", + "tracking": "Tracking", + "awareness-senses": "Awareness, Senses", + "direction-sense": "Direction Sense", + "reality-awareness": "Reality Awareness", + "sense-awareness": "Sense Awareness", + "situational-awareness": "Situational Awareness", + "spatial-location-awareness": "Spatial Location Awareness", + "time-sense": "Time Sense", + "body-development": "Body Development", + "combat-maneuvers": "Combat Maneuvers", + "combined": "Combined", + "adrenal-deflecting": "Adrenal Deflecting", + "mounted-combat": "Mounted Combat", + "quickdraw": "Quickdraw", + "reverse-stroke": "Reverse Stroke", + "subdual": "Subdual", + "swashbuckling": "Swashbuckling", + "tumbling-evasion": "Tumbling Evasion", + "two-weapon-fighting": "Two-Weapon Fighting", + "communications": "Communications", + "language-name": "Language Name", + "lip-reading": "Lip Reading", + "signaling": "Signaling", + "crafts": "Crafts", + "cooking": "Cooking", + "fletching": "Fletching", + "leather-crafts": "Leather-crafts", + "metal-crafts": "Metal-crafts", + "rope-mastery": "Rope Mastery", + "scribing": "Scribing", + "sewing-weaving": "Sewing/Weaving", + "skinning": "Skinning", + "stone-crafts": "Stone-crafts", + "trapping": "Trapping", + "wood-crafts": "Wood-crafts", + "directed-spells": "Directed Spells", + "fire-bolt": "Fire Bolt", + "ice-bolt": "Ice Bolt", + "lightning-bolt": "Lightning Bolt", + "shock-bolt": "Shock Bolt", + "water-bolt": "Water Bolt", + "other-bolt": "Other Bolt", + "influence": "Influence", + "bribery": "Bribery", + "diplomacy": "Diplomacy", + "duping": "Duping", + "interrogation": "Interrogation", + "leadership": "Leadership", + "propaganda": "Propaganda", + "public-speaking": "Public Speaking", + "seduction": "Seduction", + "trading": "Trading", + "lore": "Lore", + "lore-general": "Lore-General", + "culture-lore": "Culture Lore", + "fauna-lore": "Fauna Lore", + "flora-lore": "Flora Lore", + "heraldry": "Heraldry", + "history": "History", + "philosophy": "Philosophy", + "region-lore": "Region Lore", + "religion": "Religion", + "other-general-lore": "Other General Lore", + "lore-magical": "Lore-Magical", + "artifact-lore": "Artifact Lore", + "circle-lore": "Circle Lore", + "planar-lore": "Planar Lore", + "spell-lore": "Spell Lore", + "symbol-lore": "Symbol Lore", + "undead-lore": "Undead Lore", + "warding-lore": "Warding Lore", + "lore-obscure": "Lore-Obscure", + "demon-devil-lore": "Demon/Devil Lore", + "dragon-lore": "Dragon Lore", + "faerie-lore": "Faerie Lore", + "xeno-lore": "Xeno-lore", + "lore-technical": "Lore-Technical", + "herb-lore": "Herb Lore", + "lock-lore": "Lock Lore", + "metal-lore": "Metal Lore", + "poison-lore": "Poison Lore", + "stone-lore": "Stone Lore", + "trading-lore": "Trading Lore", + "martial-arts": "Martial Arts", + "martial-arts-striking": "Martial Arts-Striking", + "boxing": "Boxing", + "striking-degree-1": "Striking Degree 1", + "striking-degree-2": "Striking Degree 2", + "striking-degree-3": "Striking Degree 3", + "striking-degree-4": "Striking Degree 4", + "tackling": "Tackling", + "martial-arts-sweeps": "Martial Arts-Sweeps", + "blocking": "Blocking", + "sweeps-degree-1": "Sweeps Degree 1", + "sweeps-degree-2": "Sweeps Degree 2", + "sweeps-degree-3": "Sweeps Degree 3", + "sweeps-degree-4": "Sweeps Degree 4", + "wrestling": "Wrestling", + "outdoor": "Outdoor", + "outdoor-animal": "Outdoor-Animal", + "animal-handling": "Animal Handling", + "animal-healing": "Animal Healing", + "animal-mastery": "Animal Mastery", + "animal-training": "Animal Training", + "driving": "Driving", + "herding": "Herding", + "riding": "Riding", + "outdoor-environmental": "Outdoor-Environmental", + "caving-spelunking": "Caving (Spelunking)", + "foraging": "Foraging", + "hunting": "Hunting", + "star-gazing": "Star-gazing", + "survival": "Survival", + "weather-watching": "Weather Watching", + "power": "Power", + "power-awareness": "Power Awareness", + "attunement": "Attunement", + "divination": "Divination", + "power-perception": "Power Perception", + "read-runes": "Read Runes", + "power-manipulation": "Power Manipulation", + "magic-ritual": "Magic Ritual", + "spell-mastery": "Spell Mastery", + "transcend-armor": "Transcend Armor", + "power-point-development": "Power Point Development", + "science-analytic": "Science/Analytic", + "science-analytic-basic": "Science/Analytic-Basic", + "basic-math": "Basic Math", + "research": "Research", + "science-analytic-specialized": "Science/Analytic-Specialized", + "advanced-math": "Advanced Math", + "anthropology": "Anthropology", + "alchemy": "Alchemy", + "astronomy": "Astronomy", + "biochemistry": "Biochemistry", + "psychology": "Psychology", + "self-control": "Self Control", + "adrenal-balance": "Adrenal Balance", + "adrenal-concentration": "Adrenal Concentration", + "adrenal-landing": "Adrenal Landing", + "adrenal-leaping": "Adrenal Leaping", + "adrenal-quickdraw": "Adrenal Quickdraw", + "adrenal-speed": "Adrenal Speed", + "adrenal-stabilization": "Adrenal Stabilization", + "adrenal-strength": "Adrenal Strength", + "cleansing-trance": "Cleansing Trance", + "control-lycanthropy": "Control Lycanthropy", + "death-trance": "Death Trance", + "frenzy": "Frenzy", + "healing-trance": "Healing Trance", + "meditation": "Meditation", + "mnemonics": "Mnemonics", + "sleep-trance": "Sleep Trance", + "stunned-maneuvering": "Stunned Maneuvering", + "special-attacks": "Special Attacks", + "brawling": "Brawling", + "disarm-foe-armed": "Disarm Foe (Armed)", + "disarm-foe-armed-vs-1-handed": "Disarm Foe (Armed) vs 1-Handed", + "disarm-foe-armed-vs-2-handed": "Disarm Foe (Armed) vs 2-Handed", + "disarm-foe-armed-vs-pole-arm": "Disarm Foe (Armed) vs Pole Arm", + "disarm-foe-armed-vs-two-weapon-combination": "Disarm Foe (Armed) vs Two Weapon Combo", + "disarm-foe-unarmed": "Disarm Foe (Unarmed)", + "disarm-foe-unarmed-vs-1-handed-edged": "Disarm Foe (Unarmed) vs 1-Handed-Edged", + "disarm-foe-unarmed-vs-1-handed-concussion": "Disarm Foe (Unarmed) vs 1-Handed-Concussion", + "disarm-foe-unarmed-vs-2-handed": "Disarm Foe (Unarmed) vs 2-Handed", + "disarm-foe-unarmed-vs-pole-arm": "Disarm Foe (Unarmed) vs Pole Arm", + "jousting-lancing": "Jousting (Lancing)", + "special-defenses": "Special Defenses", + "none-u": "NONE", + "adrenal-toughness": "Adrenal Toughness", + "spell-skills": "Spell Skills", + "spell-skills-lists-location": " Spell skills/lists are on Spell tab. ", + "subterfuge": "Subterfuge", + "subterfuge-attack": "Subterfuge-Attack", + "ambush": "Ambush", + "silent-kill": "Silent Kill", + "subterfuge-mechanics": "Subterfuge-Mechanics", + "camouflage": "Camouflage", + "disarming-traps": "Disarming Traps", + "disguise": "Disguise", + "counterfeiting": "Counterfeiting", + "forgery": "Forgery", + "hiding-items": "Hiding Items", + "picking-locks": "Picking Locks", + "setting-traps": "Setting Traps", + "trap-building": "Trap Building", + "using-removing-poison": "Using/Removing Poison", + "subterfuge-stealth": "Subterfuge-Stealth", + "hiding": "Hiding", + "picking-pockets": "Picking Pockets", + "stalking": "Stalking", + "trickery": "Trickery", + "technical-trade": "Technical/Trade", + "technical-trade-general": "Technical/Trade-General", + "begging": "Begging", + "first-aid": "First Aid", + "gambling": "Gambling", + "mapping": "Mapping", + "operating-equipment": "Operating Equipment", + "orienteering": "Orienteering", + "sailing": "Sailing", + "tactical-games": "Tactical Games", + "using-prepared-herbs": "Using Prepared Herbs", + "technical-trade-professional": "Technical/Trade-Professional", + "advertising": "Advertising", + "architecture": "Architecture", + "diagnostics": "Diagnostics", + "dowsing": "Dowsing", + "engineering": "Engineering", + "mechanition": "Mechanition", + "military-organization": "Military Organization", + "mining": "Mining", + "second-aid": "Second Aid", + "surgery": "Surgery", + "technical-trade-vocational": "Technical/Trade-Vocational", + "administration": "Administration", + "appraisal": "Appraisal", + "boat-pilot": "Boat Pilot", + "cartography": "Cartography", + "evaluate-armor": "Evaluate Armor", + "evaluate-metal": "Evaluate Metal", + "evaluate-stone": "Evaluate Stone", + "evaluate-weapon": "Evaluate Weapon", + "gimmickry": "Gimmickry", + "hypnosis": "Hypnosis", + "midwifery": "Midwifery", + "navigation": "Navigation", + "preparing-herbs": "Preparing Herbs", + "preparing-poisons": "Preparing Poisons", + "siege-engineering": "Siege Engineering", + "tactics": "Tactics", + "urban": "Urban", + "contacting": "Contacting", + "mingling": "Mingling", + "scrounging": "Scrounging", + "streetwise": "Streetwise", + "weapons": "Weapon", + "1-handed-concussion-a": "1-H Concussion", + "wc1": "WC1", + "wc2": "WC2", + "wc3": "WC3", + "wc4": "WC4", + "wc5": "WC5", + "wc6": "WC6", + "wc7": "WC7", + "1-handed-concussion-weapon-name": "1 Handed Concussion Weapon Name", + "1-hand-edged": "1-Hand Edged", + "1-handed-edged-weapon-name": "1 Handed Edged Weapon Name", + "2-handed": "2-Handed", + "2-handed-weapon-name": "2-Handed Weapon Name", + "missile": "Missile", + "missile-weapon-name": "Missile Weapon Name", + "missile-artillery": "Missile Artillery", + "missile-artillery-weapon-name": "Missile Artillery Weapon Name", + "thrown": "Thrown", + "thrown-weapon-name": "Thrown Weapon Name", + "pole-arms": "Pole Arms", + "pole-arm-weapon-name": "Pole Arm Weapon Name", + "other-skills": "Other Skills", + "category-skill": "Category/Skill", + "category-a": "Cat", + "progression": "Progression", + "stat1": "Stat1", + "stat2": "Stat2", + "stat3": "Stat3", + "profession-a": "Prof", + "standard": "Standard", + "special-spell": "Special/Spell", + "body-development-a": "Bodydev", + "power-point-development-a": "PPDev", + "custom1": "Custom1", + "custom2": "Custom2", + "same-realm-own-base-spells": "Same Realm Own Base Spells", + "stat-bonus": "Stat bonus", + "profession-bonus": "Profession bonus", + "special-bonus": "Special bonus", + "total-bonus": "Total bonus", + "spell-list-name": "Spell List Name", + "same-realm-open-spells": "Same Realm Open Spells", + "same-realm-closed-spells": "Same Realm Closed Spells", + "same-realm-other-base-spell": "Same Realm Other Base Spells", + "other-realm-open-spells": "Other Realm Open Spells", + "other-realm-closed-spells": "Other Realm Closed Spells", + "other-realm-base-spells": "Other Realm Base Spells", + "arcane-open-spells": "Arcane Open Spells", + "arcane-closed-spells": "Arcane Closed Spells", + "arcane-own-base-spells": "Arcane Own Base Spells", + "arcane-other-base-spells": "Arcane Other Base Spells", + "coins": "Coins", + "gems-and-jewelry": "Gems & Jewelry", + "mithril": "Mithril", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "bronze": "Bronze", + "copper": "Copper", + "tin": "Tin", + "iron": "Iron", + "coin-total": "Coin Total", + "coin-weight": "Coin Weight (lbs)", + "total-weight": "Total Weight", + "pounds-a": "lbs.", + "weight-allowance": "Weight Allowance", + "base-weight-allowance": "Base Weight Allowance", + "bonus-weight-allowance": "Bonus Weight Allowance", + "encumbrance-penalty": "Encumbrance Penalty", + "weight-worn-carried": "Weight Worn/Carried", + "weight-in-backpack": "Weight in Backpack", + "weight-in-storage1": "Weight in Storage (Location 1)", + "weight-in-storage2": "Weight in Storage (Location 2)", + "weight-worn-armor": "Armor/Clothing Weight (does not encumber)", + "weight-worn-othernone": "Other/No Location Category Weight (does not encumber)", + "items": "Item", + "amount-a": "Amt", + "each": "each", + "location": "Location", + "none": "None", + "worn-carried": "Worn/Carried", + "backpack-or-other-droppable": "Backpack (or other easy to drop)", + "stored1-pack-animal-lodging-etc": "1 Storage Loc 1 (Pack animal, lodging, etc.)", + "stored2-pack-animal-lodging-etc": "2 Storage Loc 2 (Pack animal, lodging, etc.)", + "armor-clothing-no-encumbrance": "Armor/Clothing (does not encumber)", + "notes-section1": "Notes Section1", + "date": "Date", + "note-etc": "Note etc", + "notes-section2": "Notes Section2", + "total-experience": "Total Experience", + "not-copied": "Not Copied", + "experience-copied-to-pc-character-tab": "XP copied to PC/Char tab", + "experience-tracker": "Experience Tracker", + "session-notes-important-information": "Session notes/important information", + "pronouns": "Pronouns", + "directions-for-pronoun-section": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "upper-case": "Upper Case", + "subjective": "Subjective", + "he-she-it-they-etc-uf": "He/She/It/They/etc", + "objective": "Objective", + "him-her-it-them-etc-uf": "Him/Her/It/Them/etc", + "possessive": "Possessive", + "his-hers-its-their-etc-uf": "His/Hers/Its/Their/etc", + "lower-case": "Lower Case", + "he-she-it-they-etc": "he/she/it/they/etc", + "him-her-it-them-etc": "him/her/it/them/etc", + "his-hers-its-their-etc": "his/hers/its/their/etc", + "stat-bonus-setup-for-skills": "Stat Bonus Setup For Skills", + "variable-stat-bonus-based-on-skills": "Variable Stat Bonuses for Skills Based on Skill", + "variable-stat-bonus-directions": "Set up to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "standard-stat-bonus-based-on-categories": "Standard Stat Bonuses for Skills Based on Categories.", + "stats-standard-stats-for-skills": "(Check the box to switch to the standard category stats for the skills.)", + "auto-calculations-setup": "Auto Calculations Setup", + "auto-calculations-primary-directions": "Check the box(es) next to the area(s) you wish to have autocalculated. All calculations are per the rules in the RMSS Standard Rules.", + "auto-calculate-everything": "Auto calculate everything.", + "stats-skills-ranks-etc": "(stats, skills/skill ranks, etc)", + "auto-calculate-stat-bonuses": "Auto calculate Stat bonuses.", + "auto-calculate-experience-for-next-level": "Auto calculate experience needed for next level (using RMSS std scale where level 1 is at 10000 xp).", + "auto-calculate-development-points": "Auto calculate development points.", + "auto-calculate-rank-bonus-information": "Auto calculate Skill and Spell rank bonuses. These include PPDev and BodyDev and use the values in the Progression set-up table below.", + "auto-populate-racial-information": "Auto populate Racial bonuses for Stats, Resistances, Soul Departure, Recovery Multiplier, and PPDev/BodyDev skill progression, for races in the Rolemaster Standard Rules book.", + "supported": "Supported", + "racial-box-additional-information": "If this box is checked and the Race field does not match the spelling of one of the above races, no bonuses will be populated. To clear the racial bonuses, enter the keyword", + "auto-populate-profession-information": "Auto populate profession skill-category bonuses for professions in the Rolemaster Standard Rules book.", + "profession-box-additional-information": "If this box is checked and the Profession field does not match the spelling of one of the above professions, no bonuses will be populated. To clear the profession bonuses, enter the keyword", + "unchecking-boxes-information": "Uncheck the boxes if you no longer wish to auto-calc that area; values will not revert to previously entered values so do not check if you wish to keep current values.", + "attack-calculation-setup": "Attack Calculation Setup", + "attack-calculation-setup-directions": "Ajust these calculations to adjust how attacks are calculated. This will affect all attack calculations in the selects on the Combat tab. Attack types are: Melee, Ranged, Basic Spell, Directed Spell, and Area Spell. The roll and the attack bonus are hard-coded into the attack; the queries can be ajusted to game specifications.", + "melee-attack-calculation": "Melee Attack Calculation.", + "ranged-attack-calculation": "Ranged Attack Calculation.", + "basic-spell-attack-calculation": "Basic Spell Attack Calculation.", + "directed-spell-attack-calculation": "Directed Spell Attack Calculation.", + "area-spell-attack-calculation": "Area Spell Attack Calculation.", + "skill-progression-setup": "Skill Progression Setup", + "skill-progression-information": "These Skill Rank Progressions are per the rules in the RMSS Standard Rules.", + "copyobinfo": "Copy Offensive Bonus from Skills tab to Combat tab.", + "copyobdetails": "Names must match exactly. Will try to match to subnames instead of skill name. Does not match to spell lists. If it cannot find a match, it will revert to whatever is in the OB spot currently.", + "recalculate-skill-totals": "Recalculate skill totals", + "recalculate-skills": "Recalculate all category and skill totals.", + "recalc-skill-additional": "Includes recopying stat scores over to category and skills, recopying the category bonus to each skill, and then calculating the resulting total.", + "othercharsetup": "Other Character Setup", + "directions-for-othercharsetup-section": "Setup for miscellaneous bonuses and penalties, often from talents and/or flaws.", + "high_open-ended-roll-value": "High Open Ended Roll Value", + "low-open-ended-roll-value": "Low Open Ended Roll Value", + "encumbrance-penalty-scaling": "Encumbrance Penalty Scaling", + "coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)", + "standard-progression": "Standard Progression", + "progression-for-standard-progression-skills": "Progression for Standard-Progression Skills", + "category-progression": "Category Progression", + "progression-for-standard-progression-skill-categories": "Progression for Standard-Progression Skill Categories", + "combined-progression": "Combined Progression", + "progression-for-combined-progression-skills": "Progression for Combined-Progression Skills", + "special-progression": "Special Progression", + "progression-for-spells-and-skills-with-special-progression": "Progression for Spells and Skills with Special-Progression", + "body-development-progression": "Body Development Progression", + "progression-for-body-development-for": "Progression for Body Development for", + "power-point-progression": "Power Point Progression", + "progression-for-power-point-development-for": "Progression for Power Point Development for", + "custom-progression1": "Custom Progression1", + "custom-skill-progression1-for-custom-skills": "Custom Skill Progression1 (for custom skills)", + "custom-progression2": "Custom Progression2", + "custom-skill-progression2-for-custom-skills": "Custom Skill Progression2 (for custom skills)", + "stat-rolls": "Stat Rolls", + "resistance-rolls": "Resistance Rolls", + "skill-checks": "Skill Checks", + "armor-skills": "Armor Skills", + "artistic-skills": "Artistic Skills", + "athletic-skills": "Athletic Skills", + "awareness-skills": "Awareness Skills", + "combat-maneuver-skills": "Combat Maneuver Skills", + "communication-skills": "Communication Skills", + "craft-skills": "Craft Skills", + "influence-skills": "Influence Skills", + "lore-skills": "Lore Skills", + "outdoor-skills": "Outdoor Skills", + "power-skills": "Power Skills", + "science-analytic-skills": "Science/Analytic Skills", + "self-control-skills": "Self Control Skills", + "special-attack-defense-skills": "Special Attack/Defence Skills", + "subterfuge-skills": "Subterfuge Skills", + "technical-trade-skills": "Technical/Trade Skills", + "urban-skills": "Urban Skills", + "base-lists": "Base Lists", + "open-lists": "Open Lists", + "closed-lists": "Closed Lists", + "other-base-lists": "Other Base Lists", + "other-realm-open-lists": "Other Realm Open Lists", + "other-realm-closed-lists": "Other Realm Closed Lists", + "other-realm-base-lists": "Other Realm Base Lists", + "arcane-open-lists": "Arcane Open Lists", + "arcane-closed-lists": "Arcane Closed Lists", + "arcane-own-base-lists": "Arcane Own Base Lists", + "arcane-other-base-lists": "Arcane Other Base Lists", + "name": "Name", + "demon-type-or-undead-class": "Demon Type or Undead Class", + "level-code": "Level Code", + "movement-combat": "Movement/Combat", + "encounter-stats": "Encounter Stats", + "general-description": "General Description", + "input": "Input", + "npc-input": "NPC Input", + "npc-input-for-import": "NPC input for import", + "npc-import": "NPC Import.", + "npc-import-directions": "Click this box to import data from the input above to fill in the npc sheet. This will overwrite any information already in the NPC sheet. This operation is not reversable.", + "npc-import-data-format": "The data should be in the following format:", + "other-information": "Other Information", + "enter-other-information-here": "Enter other information here", + "carry-capacity": "Carry Capacity", + "riding-bonus": "Riding Bonus", + "description": "Description", + "npc-description": "NPC Description", + "lifestyle": "Lifestyle", + "npc-lifestyle": "NPC Lifestyle", + "npc-combat": "NPC Combat", + "background": "Background", + "npc-background": "NPC Background", + "observations": "Observations", + "npc-observations": "NPC Observations", + "number-encountered-a": "# Encountered", + "offspring": "Offspring", + "treasure": "Treasure", + "bonus-experience-a": "Bonus XP", + "outlook": "Outlook", + "none(---)": "---", + "aggressive-a": "Aggres.", + "aloof": "Aloof", + "altruistic-a": "Altru.", + "belligerent-a": "Bellig.", + "berserk": "Berserk", + "carefree": "Carefree", + "cruel": "Cruel", + "domineering-a": "Domin.", + "good": "Good", + "greedy": "Greedy", + "hostile": "Hostile", + "hungry": "Hungry", + "inquisitive-a": "Inquis.", + "jumpy": "Jumpy", + "mission": "Mission", + "normal": "Normal", + "passive": "Passive", + "playful": "Playful", + "protective-a": "Protect", + "timid": "Timid", + "varies": "Varies", + "unknown": "Unknown", + "iq": "IQ", + "habitat-codes": "Habitat Codes", + "no-preferred-special-features": " No preferred special features. ", + "none-appropriate": " None appropriate. ", + "climate-hot-humid-temp-hot-humidity-precipitation-rainy-humid": " Climate=hot/humid; Temp=hot; Humidity/Precipitation=rainy, humid. ", + "climate-hot-average-temp-hot-humidity-precipitation-temperate": " Climate=hot/average; Temp=hot; Humidity/Precipitation=temperate. ", + "climate-hot-dry-temp-hot-humidity-precipitation-dry-arid": " Climate=hot/dry; Temp=hot; Humidity/Precipitation=dry, arid. ", + "climate-warm-humid-temp-warm-temperate-humidity-precipitation-rainy-humid": " Climate=warm/humid; Temp=warm, temperate; Humidity/Precipitation=rainy, humid. ", + "climate-warm-average-temp-warm-temperate-humidity-precipitation-temperate": " Climate=warm/average; Temp=warm, temperate; Humidity/Precipitation=temperate. ", + "climate-warm-dry-temp-warm-temperate-humidity-precipitation-dry-arid": " Climate=warm/dry; Temp=warm, temperate; Humidity/Precipitation=dry, arid. ", + "climate-cool-humid-temp-cool-humidity-precipitation-rainy-humid": "Climate=cool/humid; Temp=cool; Humidity/Precipitation=rainy, humid. ", + "climate-cool-average-temp-cool-humidity-precipitation-temperate": " Climate=cool/average; Temp=cool; Humidity/Precipitation=temperate. ", + "climate-cool-dry-temp-cool-humidity-precipitation-dry-arid": " Climate=cool/dry; Temp=cool; Humidity/Precipitation=dry, arid. ", + "climate-frigid-temp-cool-humidity-precipitation-arid": " Climate=frigid; Temp=cool; Humidity/Precipitation=arid. ", + "clear-all": "Clear all", + "environment-codes": "Environment Codes", + "special-features": "Special Features", + "enchanted-or-magical-places": " Enchanted or magical places. ", + "cross-over-points-between-dimensions": " Cross-over points between dimensions. ", + "near-villages-towns-cities-or-castles": " Near villages, towns, cities, or castles. ", + "volcanic-areas": " Volcanic areas. ", + "cavern-complexes": " Cavern complexes. ", + "battlefields-or-shipwrecks": " Battlefields or shipwrecks. ", + "rural-inhabited-or-cultivated-areas": " Rural inhabited or cultivated areas. ", + "cave-entrances-overhangs-or-lairs": " Cave entrances, overhangs, or lairs. ", + "burial-areas": " Burial areas. ", + "ruins": " Ruins. ", + "water-sources": "Water Sources", + "no-preferred-watersources": " No preferred watersources. ", + "breaks-or-wadis": " Breaks or wadis. ", + "freshwater-coasts-and-banks": " Freshwater coasts and banks. ", + "glaciers-or-snowfields": " Glaciers or snowfields. ", + "tropical-islets-reefs-and-or-atolls": " Tropical islets, reefs, and/or atolls. ", + "lakes-or-rivers": " Lakes or rivers. ", + "marshes-or-swamps": " Marshes or swamps. ", + "oceans": " Oceans. ", + "oasis-or-isolated-water-sources": " Oasis or isolated water sources. ", + "saltwater-shores-or-shallows": " Saltwater shores or shallows. ", + "deserts": " Deserts. ", + "terrain": "Terrain", + "no-preferred-terrain": " No preferred terrain. ", + "alpine-high-altitude-and-or-mountainous": " Alpine, high altitude, and/or mountainous. ", + "rough-rugged-and-or-rocky-hills": " Rough, rugged, and/or rocky hills. ", + "underground": " Underground. ", + "waste-and-or-barren": " Waste and/or barren. ", + "vegetation": "Vegetation", + "no-preferred-vegetation": " No preferred vegetation. ", + "coniferous-forest-and-or-taiga": " Coniferous forest and/or taiga. ", + "deciduous-coniferous-mixed-forest": " Deciduous/coniferous (mixed) forest. ", + "heath-scrub-and-or-moor": " Heath, scrub, and/or moor. ", + "jungle-and-or-rainforest": " Jungle and/or rain forest. ", + "plains-and-or-grassland": " Plains and/or grassland. ", + "tundra": " Tundra. ", + "frequency": "Frequency", + "1-routine": "1 - Routine", + "2-easy": "2 - Easy", + "3-light": "3 - Light", + "4-medium": "4 - Medium", + "5-hard": "5 - Hard", + "6-very-hard": "6 - Very Hard", + "7-extremely-hard": "7 - Extremely Hard", + "8-sheer-folly": "8 - Sheer Folly", + "9-absurd": "9 - Absurd", + "Unknown": "Unknown", + "Hunting modifier=+30; Frequency Occurring=100%": "Hunting modifier=+30; Frequency Occurring=100%", + "Hunting modifier=+20; Frequency Occurring=90%": "Hunting modifier=+20; Frequency Occurring=90%", + "Hunting modifier=+10; Frequency Occurring=75%": "Hunting modifier=+10; Frequency Occurring=75%", + "Hunting modifier=+0; Frequency Occurring=50%": "Hunting modifier=+0; Frequency Occurring=50%", + "Hunting modifier=-10; Frequency Occurring=40%": "Hunting modifier=-10; Frequency Occurring=40%", + "Hunting modifier=-20; Frequency Occurring=30%": "Hunting modifier=-20; Frequency Occurring=30%", + "Hunting modifier=-30; Frequency Occurring=20%": "Hunting modifier=-30; Frequency Occurring=20%", + "Hunting modifier=-50; Frequency Occurring=9%": "Hunting modifier=-50; Frequency Occurring=9%", + "Hunting modifier=-70; Frequency Occurring=4%": "Hunting modifier=-70; Frequency Occurring=4%", + "movement-stats": "Movement Stats", + "max-pace": "Max Pace", + "walk": "Walk", + "fast-walk-jog": "Jog (Fast Walk / Jog)", + "run": "Run", + "sprint-fast-run": "Spt (Sprint / Fast Run)", + "fast-sprint": "FSpt (Fast Sprint)", + "dash-moderately-fast": "Dash (Moderately Fast)", + "varies-due-to-armor": "Var (Varies due to armor)", + "pace-multiplier-a": "Pace Mult", + "moving-maneuver-bonus-a": "MM Bonus", + "movement-speed": "MS (Movement Speed)", + "inching": "IN (Inching)", + "creeping": "CR (Creeping)", + "very-slow": "VS (Very Slow)", + "slow": "SL (Slow)", + "medium": "MD (Medium)", + "moderately-fast": "MF (Moderately Fast)", + "fast": "FA (Fast)", + "very-fast": "VF (Very Fast)", + "blindingly-fast": "BF (Blindingly Fast)", + "base-defensive-bonus-a": "Base DB", + "flee-evade": "Flee/Evade", + "attack-quickness": "AQ (Attack Quickness)", + "initiative-modifier-a": "Init Mod", + "charge-lunge": "Charge/Lunge", + "combat-stats": "Combat Stats", + "base-hits-code": "Base Hits Code", + "criticals-a": "Crits", + "Normal crits.": "Normal crits.", + "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).": "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).", + "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).": "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).", + "Use Large Creature Critical Strike Table.": "Use Large Creature Critical Strike Table.", + "Use Super Large Creature Critical Strike Table.": "Use Super Large Creature Critical Strike Table.", + "---": "---", + "Stun results do not affect creature.": "Stun results do not affect creature.", + "Stun results and bleeders do not affect creature.": "Stun results and bleeders do not affect creature.", + "hitpoint-max-calculation-reminder": "Max Hitpoints= Creature Hits + Stamina Bonus +/- ( (Level Difference) * (Hits/Level Difference) )", + "None; Animal Instincts": "None; Animal Instincts", + "Very Low; Re/Me=1-5": "Very Low; Re/Me=1-5", + "Low; Re/Me=3-12": "Low; Re/Me=3-12", + "Little; Re/Me=7-25": "Little; Re/Me=7-25", + "Inferior; Re/Me=13-40": "Inferior; Re/Me=13-40", + "Mediocre; Re/Me=23-50": "Mediocre; Re/Me=23-50", + "Average; Re/Me=35-65": "Average; Re/Me=35-65", + "Above Average; Re/Me=50-77": "Above Average; Re/Me=50-77", + "Superior; Re/Me=60-86": "Superior; Re/Me=60-86", + "High; Re/Me=80-98": "High; Re/Me=80-98", + "Very High; Re/Me=94-99": "Very High; Re/Me=94-99", + "Exceptional; Re/Me=100-102": "Exceptional; Re/Me=100-102", + "*": "*", + "Aggressive and will attack if provoked or hungry.": "Aggressive and will attack if provoked or hungry.", + "Ignores other creatures unless interfered with or attacked.": "Ignores other creatures unless interfered with or attacked.", + "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.": "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.", + "Belligerent, often attacks without provocation.": "Belligerent, often attacks without provocation.", + "Attacks closest living creature until it is destroyed.": "Attacks closest living creature until it is destroyed.", + "Does not believe danger or misfortune exists for it.": "Does not believe danger or misfortune exists for it.", + "Not only hostile, but delights in death, pain, and suffering.": "Not only hostile, but delights in death, pain, and suffering.", + "Desires power, attempts to control or dominate other creatures.": "Desires power, attempts to control or dominate other creatures.", + "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.": "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.", + "Will attack or attempt to steal from other creatures if risk does not seem too high.": "Will attack or attempt to steal from other creatures if risk does not seem too high.", + "Normally attacks other creatures on sight.": "Normally attacks other creatures on sight.", + "If hungry, will attack anything edible; otherwise normal.": "If hungry, will attack anything edible; otherwise normal.", + "Inquisitive and curious; will approach and examine unusual situations.": "Inquisitive and curious; will approach and examine unusual situations.", + "Created with a specific purpose or mission.": "Created with a specific purpose or mission.", + "Normally bolts at any sign of other creatures.": "Normally bolts at any sign of other creatures.", + "Watches and is wary of other creatures; will sometimes attack if hungry.": "Watches and is wary of other creatures; will sometimes attack if hungry.", + "Ignores the presence of other creatures unless threatened.": "Ignores the presence of other creatures unless threatened.", + "Mischievous but playful; will attempt to play with or play pranks on other creatures.": "Mischievous but playful; will attempt to play with or play pranks on other creatures.", + "Protective of a thing, place, other creature, etc.": "Protective of a thing, place, other creature, etc.", + "Skittish around other creatures, runs at the slightest hint of danger.": "Skittish around other creatures, runs at the slightest hint of danger.", + "Varies by individual.": "Varies by individual.", + "None": "None", + "Special; see description": "Special; see description", + "Items= Very Poor": "Items= Very Poor", + "Items= Poor": "Items= Poor", + "Items= Normal": "Items= Normal", + "Items= Rich": "Items= Rich", + "Items= Very Rich": "Items= Very Rich", + "Items= Special": "Items= Special", + "Wealth = Very Poor;": "Wealth = Very Poor;", + "Wealth = Poor;": "Wealth = Poor;", + "Wealth = Normal;": "Wealth = Normal;", + "Wealth = Rich;": "Wealth = Rich;", + "Wealth = Very Rich;": "Wealth = Very Rich;", + "Wealth = Special;": "Wealth = Special;", + "Items= Very Poor; Wealth = Very Poor;": "Items= Very Poor; Wealth = Very Poor;", + "Items= Very Poor; Wealth = Poor;": "Items= Very Poor; Wealth = Poor;", + "Items= Very Poor; Wealth = Normal;": "Items= Very Poor; Wealth = Normal;", + "Items= Very Poor; Wealth = Rich;": "Items= Very Poor; Wealth = Rich;", + "Items= Very Poor; Wealth = Very Rich;": "Items= Very Poor; Wealth = Very Rich;", + "Items= Poor; Wealth = Very Poor;": "Items= Poor; Wealth = Very Poor;", + "Items= Poor; Wealth = Poor;": "Items= Poor; Wealth = Poor;", + "Items= Poor; Wealth = Normal;": "Items= Poor; Wealth = Normal;", + "Items= Poor; Wealth = Rich;": "Items= Poor; Wealth = Rich;", + "Items= Poor; Wealth = Very Rich;": "Items= Poor; Wealth = Very Rich;", + "Items= Normal; Wealth = Very Poor;": "Items= Normal; Wealth = Very Poor;", + "Items= Normal; Wealth = Poor;": "Items= Normal; Wealth = Poor;", + "Items= Normal; Wealth = Normal;": "Items= Normal; Wealth = Normal;", + "Items= Normal; Wealth = Rich;": "Items= Normal; Wealth = Rich;", + "Items= Normal; Wealth = Very Rich;": "Items= Normal; Wealth = Very Rich;", + "Items= Rich; Wealth = Very Poor;": "Items= Rich; Wealth = Very Poor;", + "Items= Rich; Wealth = Poor;": "Items= Rich; Wealth = Poor;", + "Items= Rich; Wealth = Normal;": "Items= Rich; Wealth = Normal;", + "Items= Rich; Wealth = Rich;": "Items= Rich; Wealth = Rich;", + "Items= Rich; Wealth = Very Rich;": "Items= Rich; Wealth = Very Rich;", + "Items= Very Rich; Wealth = Very Poor;": "Items= Very Rich; Wealth = Very Poor;", + "Items= Very Rich; Wealth = Poor;": "Items= Very Rich; Wealth = Poor;", + "Items= Very Rich; Wealth = Normal;": "Items= Very Rich; Wealth = Normal;", + "Items= Very Rich; Wealth = Rich;": "Items= Very Rich; Wealth = Rich;", + "Items= Very Rich; Wealth = Very Rich;": "Items= Very Rich; Wealth = Very Rich;", + "Items= Special; Wealth = Special;": "Items= Special; Wealth = Special;", + "hits-per-level-difference": "Hits per Level Difference", + "stamina-bonus": "Stamina Bonus", + "armor-type-a": "AT", + "defensive-bonus-a": "DB", + "special-defenses-other-combat-information": "Special defences/other combat information", + "special-defence-and-other-combat-related-information": "Special defense and other combat-related information", + "attacks-code-reminder": "Attacks: (reminder: √=(if non-tiny crit, then next rnd); «=(if non-tiny crit, then same rnd))", + "other-attack-related-information": "Other attack-related information", + "percent-chance-of-attack-a": "% Chance", + "attack-weapon": "Attack/Weapon", + "show-roll-templates": "Show Roll Templates?", + "rolltemplate-intro": "All of the roll templates use flags to vary the roll template appearance. These flags are:", + "see-below-for-more-detail": "See below for more detail.", + "rmssattackroll-template-introduction": "This roll template allows up to 8 attacks to be displayed in the same block. If 'attackroll#' is a critical failure, it will display 'fumbleroll#'. 'Crit#' and 'critroll#' always display.", + "example-macro": "Example Macro", + "the": "The", + "pcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the right.", + "pc-attack-example": "This example displays two attacks pulled from Attack/Weapon 1 and 2.", + "attack-version2-npc": "Attack v2 (NPC)", + "npcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the left.", + "npcflag-definition2": "This example is set to whisper the NPC's attacks to the GM and uses @{Target} to show the defender's AT, DB, and Parry. A 15% arrow break notification is in the 'notes' section.", + "initiative-roll-template-info": "This roll template consists of 'name' 'check' and 'checkroll' on the same line. 'Notes' can be added below. There is no dividing line in this template.", + "initiative-flag-information": "can be used with the 'RMSSStdRoll' or 'RMSSAttack' and sets the 'name' this same yellow while adding a thin solid yellow dividing line.", + "rmssstdroll-template-info1": "In this roll template, the 'oedownroll' is called if the 'checkroll' results in a critical failure; so to model an open ended down d100, I call it with [[d100cf<5]].", + "rmssstdroll-template-info2": "If the roll type does not have an open ended down roll, but instead has a fumble, you can use 'fumbleroll', which gets its own line in the output instead of being placed on the same line as the roll like the 'oedownroll' does. It is called in the same way as 'oedownroll' i.e.: [[d100cf<@{attack1fumble}]].", + "rmssstdroll-template-info3": "The 'critroll' activates on a critical success and also gets its own line. For example, [[d100cs=66cs=100]] will show the critical success line for only a 66 and a 100 on the roll.", + "rmssstdroll-template-info4": "The next section is a repeating section where you can give a key and a value which will be displayed in columns. Key words which cannot be used (since they are used in other parts of the template) are:", + "rmssstdroll-template-info5": "The 'compcheck' line expects a comparison type roll [[d100<50]] and will display 'succeedcheck' if the result is a 1 or 'failcheck' if the result is a 0.", + "rmssstdroll-template-info6": "Any or all of the sections can be used; if you don't put in the key word, the section will not be displayed. Note that you cannot use the 'check' keyword by itself; you must include 'checkroll' as well for that section to display.", + "standard-roll-spell-check": "Standard Roll, Spell check", + "spellflag-definition": "keyword sets the dividing line to be a blue 4-pointed star pattern and the name to be blue.", + "standard-roll-ability-check": "Standard Roll, Ability check", + "abilityflag-definition": "keyword sets the name and dividing line brown.", + "standard-roll-save-check": "Standard Roll, Save check", + "saveflag-definition": "keyword sets the name and thick dividing line to be purple.", + "standard-roll-skill-check": "Standard Roll, Skill check", + "skillflag-definition": "keyword sets the name and double-arrow dividing line a darkish green.", + "standard-roll-skill-category-check": "Standard Roll, Skill Category check", + "skillcatflag-definition": "keyword sets the dividing line to be an upward pointed arrow and both it and the name are a teal color.", + "standard-roll-basic": "Standard Roll, Basic", + "basic-flag-definition1": "This basic grey and white appearance can be used with the various templates by setting", + "basic-flag-divider-appearance": "There is no dividing line with this appearance flag." +} \ No newline at end of file diff --git a/Rolemaster_2E/translations/hu.json b/Rolemaster_2E/translations/hu.json new file mode 100644 index 0000000000..e96065c781 --- /dev/null +++ b/Rolemaster_2E/translations/hu.json @@ -0,0 +1,985 @@ +{ + "sheettype": "Sheet Type:", + "sheettypedescription": "PC is the sheet for Player Characters or NPC's with Player Character-like data. It contains tabs for stats, combat-related information, equipment, known spell lists, notes, experience, and a set-up tab. NPC is the sheet which matches the Creatures and Monster's data sets. It has room for additional notes as well as a JSON converter and JSON example data. Roll Template has information about the RMSS sheet's roll templates.", + "standard-stat-bonus-based-on-categories-directions": "Set to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "coins-per-pound-n": "Coins per Pound", + "coins-per-pound-desc": "Number of coins in a pound, RMSS suggested value is 64 coins weigh 1 pound.", + "dismiss-announcement": "Dismiss Announcement", + "pc": "PC", + "npc": "NPC", + "roll-templates": "Roll Templates", + "character": "Character", + "combat": "Combat", + "skills": "Skills", + "spells": "Spells", + "equipment": "Equipment", + "notes": "Notes", + "experience": "Experience", + "setup": "Setup", + "macros": "Macros", + "character-name": "Character Name", + "nickname": "Nickname", + "title(s)": "Title(s)", + "homeland": "Homeland", + "player": "Player", + "race": "Race", + "culture": "Culture", + "profession": "Profession", + "realm": "Realm", + "channeling": "Channeling", + "essence": "Essence", + "mentalism": "Mentalism", + "channeling-essence-t": "Chan/Ess", + "channeling-mentalism-t": "Chan/Ment", + "essence-mentalism-t": "Ess/Ment", + "arcane": "Arcane", + "deity": "Deity", + "level": "Level", + "experience-t": "Exp", + "stats": "Stats", + "stat": "Stat", + "temporary-t": "Temp", + "potential": "Potential", + "basic": "Basic", + "bonus": "Bonus", + "racial": "Racial", + "special": "Special", + "agility": "Agility", + "constitution": "Constitution", + "memory": "Memory", + "reasoning": "Reasoning", + "self-discipline": "Self Discipline", + "empathy": "Empathy", + "intuition": "Intuition", + "presence": "Presence", + "quickness": "Quickness", + "strength": "Strength", + "development-points": "Development Points", + "fates": "Fates", + "role-traits": "Role Traits", + "appearance": "Appearance", + "gender": "Gender", + "apparent-age": "Apparent Age", + "actual-age": "Actual Age", + "skin-color": "Skin Color", + "eyes": "Eyes", + "hair": "Hair", + "height-in": "Height", + "foot-a": "ft", + "inch-a": "in", + "weight": "Weight", + "size": "Size", + "base-movement-rate": "Base Movement Rate", + "bonus-base-movement-rate": "Bonus Base Movement Rate", + "running-horizontal-jump": "Running Horizontal Jump", + "standing-horizontal-jump": "Standing Horizontal Jump", + "running-vertical-jump": "Running Vertical Jump", + "standing-vertical-jump": "Standing Vertical Jump", + "race-stat-fixed-information": "Race/Stat Fixed Information", + "soul-departure": "Soul Departure", + "rounds-a": "rnds", + "recovery-multiplier": "Recovery Multiplier", + "race-type-for-stat-loss": "Race Type (for stat loss)", + "recovery-rates": "Recovery Rates", + "hit-points-per-hour-resting": "Hit Points / hr resting", + "power-points-per-hour-resting": "Power Points / hr resting", + "hit-points-per-3-hours-sleeping": "Hit Points / 3 hrs sleep", + "power-points-per-3-hours-sleeping": "Power Points / 3 hrs sleep", + "hit-points-per-3-hours-active": "Hit Points / 3 hrs active", + "power-points-per-3-hours-active": "Power Points / 3 hrs active", + "exhaustion-points-per-minute-resting": "Exhaustion Points / min resting", + "exhaustion-points-per-half-hour-sleeping": "Exhaustion Points / .5 hrs sleep", + "exhaustion-points-per-3-minutes-active": "Exhaustion Points / 3 mins active", + "languages": "Languages", + "language": "Language", + "spoken": "Spoken", + "written": "Written", + "trade": "Trade", + "racial-notes": "Racial Notes", + "cultural-notes": "Cultural Notes", + "character-notes": "Character Notes", + "other": "Other", + "hit-points": "Hit Points", + "power-points": "Power Points", + "exhaustion-points": "Exhaustion Points", + "initiative": "Initiative", + "rounds-of-stun-before-unconsciousness-a": "Rnds stun b4 unc", + "power-point-multiplier-a": "PP Mult", + "adder": "Adder", + "used": "used", + "bonus-exhaustion-points": "Bonus Exhaustion Points", + "bonus-mental-exhaustion-points": "Bonus Mental Exhaustion Points", + "exhaustion-points-remaining-a": "Exh. Pts Remaining", + "mental-exhaustion-points-remaining-a": "Ment. Exh. Pts Remaining", + "exhaustion-point-scaling": "Exhaustion Point Scaling", + "more-than": "more than", + "quickness-bonus-a": "Qu bonus", + "initiative-bonus-a": "Init bonus", + "armor": "Armor", + "worn": "Worn", + "primary": "Primary", + "secondary": "Secondary", + "tertiary": "Tertiary", + "active": "Active", + "armor-type": "Armor Type", + "armor-type-function-as": "Functions As", + "1-skin-cloth": "1 - Skin/Cloth", + "2-robes": "2 - Robes", + "3-light-hide": "3 - Light Hide", + "4-heavy-hide": "4 - Heavy Hide", + "5-leather-jerkin": "5 - Leather Jerkin", + "6-leather-coat": "6 - Leather Coat", + "7-reinforced-leather-coat": "7 - Reinforced Leather Coat", + "8-reinforced-full-length-leather-coat": "8 - Reinforced Full-Length Leather Coat", + "9-rigid-leather-breastplate": "9 - Rigid Leather Breastplate", + "10-rigid-leather-breastplate-and-greaves": "10 - Rigid Leather Breastplate & Greaves", + "11-half-hide-plate": "11 - Half-Hide Plate", + "12-full-hide-plate": "12 - Full-Hide Plate", + "13-chain-shirt": "13 - Chain Shirt", + "14-chain-shirt-and-greaves": "14 - Chain Shirt & Greaves", + "15-full-chain": "15 - Full Chain", + "16-chain-hauberk": "16 - Chain Hauberk", + "17-metal-breastplate": "17 - Metal Breastplate", + "18-metal-breastplate-and-greaves": "18 - Metal Breastplate & Greaves", + "19-half-plate": "19 - Half Plate", + "20-full-plate": "20 - Full Plate", + "percent-weight": "% Weight", + "weight-penalty": "Weight Penalty", + "missile-penalty": "Missile Penalty", + "armor-defensive-bonus": "Armor Defensive Bonus", + "quickness-penalty": "Quickness Penalty", + "quickness-bonus": "Quickness Bonus", + "adrenal-defense": "Adrenal Defense", + "shield-melee": "Shield (melee)", + "shield-ranged": "Shield (ranged)", + "shield-defensive-bonus": "Shield Defensive Bonus", + "versus-evil-spell-casters-resistance-roll-defensive-bonus": "Vs Evil Spell Casters (RR/DB)", + "other-magic-bonus": "Other Magic Bonus", + "temporary-bonus": "Temporary Bonus", + "parry": "Parry", + "defensive-bonus-melee": "Defensive Bonus (vs Melee):", + "defensive-bonus-ranged": "Defensive Bonus (vs Ranged):", + "total-defensive-bonus": "Total Defensive Bonus:", + "resistances": "Resistances", + "conditional-defenses": "Conditional Defenses", + "special-a": "Spec", + "total": "Total", + "intuition-a": "In", + "empathy-a": "Em", + "presence-a": "Pr", + "channeling-a": "Chan", + "essence-a": "Ess", + "mentalism-a": "Ment", + "poison": "Poison", + "constitution-a": "Co", + "disease": "Disease", + "fear": "Fear", + "self-discipline-a": "SD", + "will": "Will", + "reasoning-a": "Re", + "copyob": "Copy OB", + "attacks": "Attacks", + "attack": "Attack", + "weapon": "Weapon", + "type": "Type", + "offensive-bonus-a": "OB", + "fumble": "Fumble", + "strength-t": "Str", + "breakage-number-a": "B#", + "range": "Range", + "macro": "Macro", + "attack-calculation-a": "ACalc", + "roll-type-a": "RType", + "attack-name": "Attack Name", + "melee": "Melee", + "ranged": "Ranged", + "basic-spell": "Basic Spell", + "directed-spell": "Directed Spell", + "area-spell": "Area Spell", + "category": "Category", + "skill": "Skill", + "category-total-a": "Cat/Total", + "ranks": "Ranks", + "rank": "Rank", + "or-category": "or Category", + "item": "Item", + "armor-heavy": "Armor, Heavy", + "strength-a": "St", + "agility-a": "Ag", + "plate": "Plate", + "armor-light": "Armor, Light", + "soft-leather": "Soft Leather", + "rigid-leather": "Rigid Leather", + "armor-medium": "Armor, Medium", + "chain": "Chain", + "artistic": "Artistic", + "artistic-active": "Artistic, Active", + "acting": "Acting", + "dancing": "Dancing", + "mimery": "Mimery", + "mimicry": "Mimicry", + "memory-a": "Me", + "play-instrument": "Play Instrument", + "poetic-improvisation": "Poetic Improvisation", + "singing": "Singing", + "tale-telling": "Tale Telling", + "ventriloquism": "Ventriloquism", + "artistic-passive": "Artistic, Passive", + "music": "Music", + "painting": "Painting", + "poetry": "Poetry", + "sculpting": "Sculpting", + "athletic": "Athletic", + "athletic-brawn": "Athletic, Brawn", + "athletic-games-brawn": "Athletic Games (Brawn)", + "jumping": "Jumping", + "power-striking": "Power-striking", + "power-throwing": "Power-throwing", + "weight-lifting": "Weight-lifting", + "athletic-endurance": "Athletic, Endurance", + "athletic-games-endurance": "Athletic Games (Endurance)", + "distance-running": "Distance Running", + "rowing": "Rowing", + "scaling": "Scaling", + "sprinting": "Sprinting", + "quickness-a": "Qu", + "swimming": "Swimming", + "athletic-gymnastics": "Athletic, Gymnastics", + "acrobatics": "Acrobatics", + "athletic-games-gymnastics": "Athletic Games (Gymnastics)", + "climbing": "Climbing", + "contortions": "Contortions", + "diving": "Diving", + "flying-gliding": "Flying/Gliding", + "juggling": "Juggling", + "pole-vaulting": "Pole-vaulting", + "rappelling": "Rappelling", + "skating": "Skating", + "skiing": "Skiing", + "stilt-walking": "Stilt-walking", + "surfing": "Surfing", + "tightrope-walking": "Tightrope-walking", + "tumbling": "Tumbling", + "awareness": "Awareness", + "awareness-perceptions": "Awareness, Perceptions", + "alertness": "Alertness", + "sense-ambush": "Sense Ambush", + "awareness-searching": "Awareness, Searching", + "detect-traps": "Detect Traps", + "lie-perception": "Lie Perception", + "locate-hidden": "Locate Hidden", + "observation": "Observation", + "poison-perception": "Poison Perception", + "reading-tracks": "Reading Tracks", + "surveillance": "Surveillance", + "tracking": "Tracking", + "awareness-senses": "Awareness, Senses", + "direction-sense": "Direction Sense", + "reality-awareness": "Reality Awareness", + "sense-awareness": "Sense Awareness", + "situational-awareness": "Situational Awareness", + "spatial-location-awareness": "Spatial Location Awareness", + "time-sense": "Time Sense", + "body-development": "Body Development", + "combat-maneuvers": "Combat Maneuvers", + "combined": "Combined", + "adrenal-deflecting": "Adrenal Deflecting", + "mounted-combat": "Mounted Combat", + "quickdraw": "Quickdraw", + "reverse-stroke": "Reverse Stroke", + "subdual": "Subdual", + "swashbuckling": "Swashbuckling", + "tumbling-evasion": "Tumbling Evasion", + "two-weapon-fighting": "Two-Weapon Fighting", + "communications": "Communications", + "language-name": "Language Name", + "lip-reading": "Lip Reading", + "signaling": "Signaling", + "crafts": "Crafts", + "cooking": "Cooking", + "fletching": "Fletching", + "leather-crafts": "Leather-crafts", + "metal-crafts": "Metal-crafts", + "rope-mastery": "Rope Mastery", + "scribing": "Scribing", + "sewing-weaving": "Sewing/Weaving", + "skinning": "Skinning", + "stone-crafts": "Stone-crafts", + "trapping": "Trapping", + "wood-crafts": "Wood-crafts", + "directed-spells": "Directed Spells", + "fire-bolt": "Fire Bolt", + "ice-bolt": "Ice Bolt", + "lightning-bolt": "Lightning Bolt", + "shock-bolt": "Shock Bolt", + "water-bolt": "Water Bolt", + "other-bolt": "Other Bolt", + "influence": "Influence", + "bribery": "Bribery", + "diplomacy": "Diplomacy", + "duping": "Duping", + "interrogation": "Interrogation", + "leadership": "Leadership", + "propaganda": "Propaganda", + "public-speaking": "Public Speaking", + "seduction": "Seduction", + "trading": "Trading", + "lore": "Lore", + "lore-general": "Lore-General", + "culture-lore": "Culture Lore", + "fauna-lore": "Fauna Lore", + "flora-lore": "Flora Lore", + "heraldry": "Heraldry", + "history": "History", + "philosophy": "Philosophy", + "region-lore": "Region Lore", + "religion": "Religion", + "other-general-lore": "Other General Lore", + "lore-magical": "Lore-Magical", + "artifact-lore": "Artifact Lore", + "circle-lore": "Circle Lore", + "planar-lore": "Planar Lore", + "spell-lore": "Spell Lore", + "symbol-lore": "Symbol Lore", + "undead-lore": "Undead Lore", + "warding-lore": "Warding Lore", + "lore-obscure": "Lore-Obscure", + "demon-devil-lore": "Demon/Devil Lore", + "dragon-lore": "Dragon Lore", + "faerie-lore": "Faerie Lore", + "xeno-lore": "Xeno-lore", + "lore-technical": "Lore-Technical", + "herb-lore": "Herb Lore", + "lock-lore": "Lock Lore", + "metal-lore": "Metal Lore", + "poison-lore": "Poison Lore", + "stone-lore": "Stone Lore", + "trading-lore": "Trading Lore", + "martial-arts": "Martial Arts", + "martial-arts-striking": "Martial Arts-Striking", + "boxing": "Boxing", + "striking-degree-1": "Striking Degree 1", + "striking-degree-2": "Striking Degree 2", + "striking-degree-3": "Striking Degree 3", + "striking-degree-4": "Striking Degree 4", + "tackling": "Tackling", + "martial-arts-sweeps": "Martial Arts-Sweeps", + "blocking": "Blocking", + "sweeps-degree-1": "Sweeps Degree 1", + "sweeps-degree-2": "Sweeps Degree 2", + "sweeps-degree-3": "Sweeps Degree 3", + "sweeps-degree-4": "Sweeps Degree 4", + "wrestling": "Wrestling", + "outdoor": "Outdoor", + "outdoor-animal": "Outdoor-Animal", + "animal-handling": "Animal Handling", + "animal-healing": "Animal Healing", + "animal-mastery": "Animal Mastery", + "animal-training": "Animal Training", + "driving": "Driving", + "herding": "Herding", + "riding": "Riding", + "outdoor-environmental": "Outdoor-Environmental", + "caving-spelunking": "Caving (Spelunking)", + "foraging": "Foraging", + "hunting": "Hunting", + "star-gazing": "Star-gazing", + "survival": "Survival", + "weather-watching": "Weather Watching", + "power": "Power", + "power-awareness": "Power Awareness", + "attunement": "Attunement", + "divination": "Divination", + "power-perception": "Power Perception", + "read-runes": "Read Runes", + "power-manipulation": "Power Manipulation", + "magic-ritual": "Magic Ritual", + "spell-mastery": "Spell Mastery", + "transcend-armor": "Transcend Armor", + "power-point-development": "Power Point Development", + "science-analytic": "Science/Analytic", + "science-analytic-basic": "Science/Analytic-Basic", + "basic-math": "Basic Math", + "research": "Research", + "science-analytic-specialized": "Science/Analytic-Specialized", + "advanced-math": "Advanced Math", + "anthropology": "Anthropology", + "alchemy": "Alchemy", + "astronomy": "Astronomy", + "biochemistry": "Biochemistry", + "psychology": "Psychology", + "self-control": "Self Control", + "adrenal-balance": "Adrenal Balance", + "adrenal-concentration": "Adrenal Concentration", + "adrenal-landing": "Adrenal Landing", + "adrenal-leaping": "Adrenal Leaping", + "adrenal-quickdraw": "Adrenal Quickdraw", + "adrenal-speed": "Adrenal Speed", + "adrenal-stabilization": "Adrenal Stabilization", + "adrenal-strength": "Adrenal Strength", + "cleansing-trance": "Cleansing Trance", + "control-lycanthropy": "Control Lycanthropy", + "death-trance": "Death Trance", + "frenzy": "Frenzy", + "healing-trance": "Healing Trance", + "meditation": "Meditation", + "mnemonics": "Mnemonics", + "sleep-trance": "Sleep Trance", + "stunned-maneuvering": "Stunned Maneuvering", + "special-attacks": "Special Attacks", + "brawling": "Brawling", + "disarm-foe-armed": "Disarm Foe (Armed)", + "disarm-foe-armed-vs-1-handed": "Disarm Foe (Armed) vs 1-Handed", + "disarm-foe-armed-vs-2-handed": "Disarm Foe (Armed) vs 2-Handed", + "disarm-foe-armed-vs-pole-arm": "Disarm Foe (Armed) vs Pole Arm", + "disarm-foe-armed-vs-two-weapon-combination": "Disarm Foe (Armed) vs Two Weapon Combo", + "disarm-foe-unarmed": "Disarm Foe (Unarmed)", + "disarm-foe-unarmed-vs-1-handed-edged": "Disarm Foe (Unarmed) vs 1-Handed-Edged", + "disarm-foe-unarmed-vs-1-handed-concussion": "Disarm Foe (Unarmed) vs 1-Handed-Concussion", + "disarm-foe-unarmed-vs-2-handed": "Disarm Foe (Unarmed) vs 2-Handed", + "disarm-foe-unarmed-vs-pole-arm": "Disarm Foe (Unarmed) vs Pole Arm", + "jousting-lancing": "Jousting (Lancing)", + "special-defenses": "Special Defenses", + "none-u": "NONE", + "adrenal-toughness": "Adrenal Toughness", + "spell-skills": "Spell Skills", + "spell-skills-lists-location": " Spell skills/lists are on Spell tab. ", + "subterfuge": "Subterfuge", + "subterfuge-attack": "Subterfuge-Attack", + "ambush": "Ambush", + "silent-kill": "Silent Kill", + "subterfuge-mechanics": "Subterfuge-Mechanics", + "camouflage": "Camouflage", + "disarming-traps": "Disarming Traps", + "disguise": "Disguise", + "counterfeiting": "Counterfeiting", + "forgery": "Forgery", + "hiding-items": "Hiding Items", + "picking-locks": "Picking Locks", + "setting-traps": "Setting Traps", + "trap-building": "Trap Building", + "using-removing-poison": "Using/Removing Poison", + "subterfuge-stealth": "Subterfuge-Stealth", + "hiding": "Hiding", + "picking-pockets": "Picking Pockets", + "stalking": "Stalking", + "trickery": "Trickery", + "technical-trade": "Technical/Trade", + "technical-trade-general": "Technical/Trade-General", + "begging": "Begging", + "first-aid": "First Aid", + "gambling": "Gambling", + "mapping": "Mapping", + "operating-equipment": "Operating Equipment", + "orienteering": "Orienteering", + "sailing": "Sailing", + "tactical-games": "Tactical Games", + "using-prepared-herbs": "Using Prepared Herbs", + "technical-trade-professional": "Technical/Trade-Professional", + "advertising": "Advertising", + "architecture": "Architecture", + "diagnostics": "Diagnostics", + "dowsing": "Dowsing", + "engineering": "Engineering", + "mechanition": "Mechanition", + "military-organization": "Military Organization", + "mining": "Mining", + "second-aid": "Second Aid", + "surgery": "Surgery", + "technical-trade-vocational": "Technical/Trade-Vocational", + "administration": "Administration", + "appraisal": "Appraisal", + "boat-pilot": "Boat Pilot", + "cartography": "Cartography", + "evaluate-armor": "Evaluate Armor", + "evaluate-metal": "Evaluate Metal", + "evaluate-stone": "Evaluate Stone", + "evaluate-weapon": "Evaluate Weapon", + "gimmickry": "Gimmickry", + "hypnosis": "Hypnosis", + "midwifery": "Midwifery", + "navigation": "Navigation", + "preparing-herbs": "Preparing Herbs", + "preparing-poisons": "Preparing Poisons", + "siege-engineering": "Siege Engineering", + "tactics": "Tactics", + "urban": "Urban", + "contacting": "Contacting", + "mingling": "Mingling", + "scrounging": "Scrounging", + "streetwise": "Streetwise", + "weapons": "Weapon", + "1-handed-concussion-a": "1-H Concussion", + "wc1": "WC1", + "wc2": "WC2", + "wc3": "WC3", + "wc4": "WC4", + "wc5": "WC5", + "wc6": "WC6", + "wc7": "WC7", + "1-handed-concussion-weapon-name": "1 Handed Concussion Weapon Name", + "1-hand-edged": "1-Hand Edged", + "1-handed-edged-weapon-name": "1 Handed Edged Weapon Name", + "2-handed": "2-Handed", + "2-handed-weapon-name": "2-Handed Weapon Name", + "missile": "Missile", + "missile-weapon-name": "Missile Weapon Name", + "missile-artillery": "Missile Artillery", + "missile-artillery-weapon-name": "Missile Artillery Weapon Name", + "thrown": "Thrown", + "thrown-weapon-name": "Thrown Weapon Name", + "pole-arms": "Pole Arms", + "pole-arm-weapon-name": "Pole Arm Weapon Name", + "other-skills": "Other Skills", + "category-skill": "Category/Skill", + "category-a": "Cat", + "progression": "Progression", + "stat1": "Stat1", + "stat2": "Stat2", + "stat3": "Stat3", + "profession-a": "Prof", + "standard": "Standard", + "special-spell": "Special/Spell", + "body-development-a": "Bodydev", + "power-point-development-a": "PPDev", + "custom1": "Custom1", + "custom2": "Custom2", + "same-realm-own-base-spells": "Same Realm Own Base Spells", + "stat-bonus": "Stat bonus", + "profession-bonus": "Profession bonus", + "special-bonus": "Special bonus", + "total-bonus": "Total bonus", + "spell-list-name": "Spell List Name", + "same-realm-open-spells": "Same Realm Open Spells", + "same-realm-closed-spells": "Same Realm Closed Spells", + "same-realm-other-base-spell": "Same Realm Other Base Spells", + "other-realm-open-spells": "Other Realm Open Spells", + "other-realm-closed-spells": "Other Realm Closed Spells", + "other-realm-base-spells": "Other Realm Base Spells", + "arcane-open-spells": "Arcane Open Spells", + "arcane-closed-spells": "Arcane Closed Spells", + "arcane-own-base-spells": "Arcane Own Base Spells", + "arcane-other-base-spells": "Arcane Other Base Spells", + "coins": "Coins", + "gems-and-jewelry": "Gems & Jewelry", + "mithril": "Mithril", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "bronze": "Bronze", + "copper": "Copper", + "tin": "Tin", + "iron": "Iron", + "coin-total": "Coin Total", + "coin-weight": "Coin Weight (lbs)", + "total-weight": "Total Weight", + "pounds-a": "lbs.", + "weight-allowance": "Weight Allowance", + "base-weight-allowance": "Base Weight Allowance", + "bonus-weight-allowance": "Bonus Weight Allowance", + "encumbrance-penalty": "Encumbrance Penalty", + "weight-worn-carried": "Weight Worn/Carried", + "weight-in-backpack": "Weight in Backpack", + "weight-in-storage1": "Weight in Storage (Location 1)", + "weight-in-storage2": "Weight in Storage (Location 2)", + "weight-worn-armor": "Armor/Clothing Weight (does not encumber)", + "weight-worn-othernone": "Other/No Location Category Weight (does not encumber)", + "items": "Item", + "amount-a": "Amt", + "each": "each", + "location": "Location", + "none": "None", + "worn-carried": "Worn/Carried", + "backpack-or-other-droppable": "Backpack (or other easy to drop)", + "stored1-pack-animal-lodging-etc": "1 Storage Loc 1 (Pack animal, lodging, etc.)", + "stored2-pack-animal-lodging-etc": "2 Storage Loc 2 (Pack animal, lodging, etc.)", + "armor-clothing-no-encumbrance": "Armor/Clothing (does not encumber)", + "notes-section1": "Notes Section1", + "date": "Date", + "note-etc": "Note etc", + "notes-section2": "Notes Section2", + "total-experience": "Total Experience", + "not-copied": "Not Copied", + "experience-copied-to-pc-character-tab": "XP copied to PC/Char tab", + "experience-tracker": "Experience Tracker", + "session-notes-important-information": "Session notes/important information", + "pronouns": "Pronouns", + "directions-for-pronoun-section": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "upper-case": "Upper Case", + "subjective": "Subjective", + "he-she-it-they-etc-uf": "He/She/It/They/etc", + "objective": "Objective", + "him-her-it-them-etc-uf": "Him/Her/It/Them/etc", + "possessive": "Possessive", + "his-hers-its-their-etc-uf": "His/Hers/Its/Their/etc", + "lower-case": "Lower Case", + "he-she-it-they-etc": "he/she/it/they/etc", + "him-her-it-them-etc": "him/her/it/them/etc", + "his-hers-its-their-etc": "his/hers/its/their/etc", + "stat-bonus-setup-for-skills": "Stat Bonus Setup For Skills", + "variable-stat-bonus-based-on-skills": "Variable Stat Bonuses for Skills Based on Skill", + "variable-stat-bonus-directions": "Set up to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "standard-stat-bonus-based-on-categories": "Standard Stat Bonuses for Skills Based on Categories.", + "stats-standard-stats-for-skills": "(Check the box to switch to the standard category stats for the skills.)", + "auto-calculations-setup": "Auto Calculations Setup", + "auto-calculations-primary-directions": "Check the box(es) next to the area(s) you wish to have autocalculated. All calculations are per the rules in the RMSS Standard Rules.", + "auto-calculate-everything": "Auto calculate everything.", + "stats-skills-ranks-etc": "(stats, skills/skill ranks, etc)", + "auto-calculate-stat-bonuses": "Auto calculate Stat bonuses.", + "auto-calculate-experience-for-next-level": "Auto calculate experience needed for next level (using RMSS std scale where level 1 is at 10000 xp).", + "auto-calculate-development-points": "Auto calculate development points.", + "auto-calculate-rank-bonus-information": "Auto calculate Skill and Spell rank bonuses. These include PPDev and BodyDev and use the values in the Progression set-up table below.", + "auto-populate-racial-information": "Auto populate Racial bonuses for Stats, Resistances, Soul Departure, Recovery Multiplier, and PPDev/BodyDev skill progression, for races in the Rolemaster Standard Rules book.", + "supported": "Supported", + "racial-box-additional-information": "If this box is checked and the Race field does not match the spelling of one of the above races, no bonuses will be populated. To clear the racial bonuses, enter the keyword", + "auto-populate-profession-information": "Auto populate profession skill-category bonuses for professions in the Rolemaster Standard Rules book.", + "profession-box-additional-information": "If this box is checked and the Profession field does not match the spelling of one of the above professions, no bonuses will be populated. To clear the profession bonuses, enter the keyword", + "unchecking-boxes-information": "Uncheck the boxes if you no longer wish to auto-calc that area; values will not revert to previously entered values so do not check if you wish to keep current values.", + "attack-calculation-setup": "Attack Calculation Setup", + "attack-calculation-setup-directions": "Ajust these calculations to adjust how attacks are calculated. This will affect all attack calculations in the selects on the Combat tab. Attack types are: Melee, Ranged, Basic Spell, Directed Spell, and Area Spell. The roll and the attack bonus are hard-coded into the attack; the queries can be ajusted to game specifications.", + "melee-attack-calculation": "Melee Attack Calculation.", + "ranged-attack-calculation": "Ranged Attack Calculation.", + "basic-spell-attack-calculation": "Basic Spell Attack Calculation.", + "directed-spell-attack-calculation": "Directed Spell Attack Calculation.", + "area-spell-attack-calculation": "Area Spell Attack Calculation.", + "skill-progression-setup": "Skill Progression Setup", + "skill-progression-information": "These Skill Rank Progressions are per the rules in the RMSS Standard Rules.", + "copyobinfo": "Copy Offensive Bonus from Skills tab to Combat tab.", + "copyobdetails": "Names must match exactly. Will try to match to subnames instead of skill name. Does not match to spell lists. If it cannot find a match, it will revert to whatever is in the OB spot currently.", + "recalculate-skill-totals": "Recalculate skill totals", + "recalculate-skills": "Recalculate all category and skill totals.", + "recalc-skill-additional": "Includes recopying stat scores over to category and skills, recopying the category bonus to each skill, and then calculating the resulting total.", + "othercharsetup": "Other Character Setup", + "directions-for-othercharsetup-section": "Setup for miscellaneous bonuses and penalties, often from talents and/or flaws.", + "high_open-ended-roll-value": "High Open Ended Roll Value", + "low-open-ended-roll-value": "Low Open Ended Roll Value", + "encumbrance-penalty-scaling": "Encumbrance Penalty Scaling", + "coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)", + "standard-progression": "Standard Progression", + "progression-for-standard-progression-skills": "Progression for Standard-Progression Skills", + "category-progression": "Category Progression", + "progression-for-standard-progression-skill-categories": "Progression for Standard-Progression Skill Categories", + "combined-progression": "Combined Progression", + "progression-for-combined-progression-skills": "Progression for Combined-Progression Skills", + "special-progression": "Special Progression", + "progression-for-spells-and-skills-with-special-progression": "Progression for Spells and Skills with Special-Progression", + "body-development-progression": "Body Development Progression", + "progression-for-body-development-for": "Progression for Body Development for", + "power-point-progression": "Power Point Progression", + "progression-for-power-point-development-for": "Progression for Power Point Development for", + "custom-progression1": "Custom Progression1", + "custom-skill-progression1-for-custom-skills": "Custom Skill Progression1 (for custom skills)", + "custom-progression2": "Custom Progression2", + "custom-skill-progression2-for-custom-skills": "Custom Skill Progression2 (for custom skills)", + "stat-rolls": "Stat Rolls", + "resistance-rolls": "Resistance Rolls", + "skill-checks": "Skill Checks", + "armor-skills": "Armor Skills", + "artistic-skills": "Artistic Skills", + "athletic-skills": "Athletic Skills", + "awareness-skills": "Awareness Skills", + "combat-maneuver-skills": "Combat Maneuver Skills", + "communication-skills": "Communication Skills", + "craft-skills": "Craft Skills", + "influence-skills": "Influence Skills", + "lore-skills": "Lore Skills", + "outdoor-skills": "Outdoor Skills", + "power-skills": "Power Skills", + "science-analytic-skills": "Science/Analytic Skills", + "self-control-skills": "Self Control Skills", + "special-attack-defense-skills": "Special Attack/Defence Skills", + "subterfuge-skills": "Subterfuge Skills", + "technical-trade-skills": "Technical/Trade Skills", + "urban-skills": "Urban Skills", + "base-lists": "Base Lists", + "open-lists": "Open Lists", + "closed-lists": "Closed Lists", + "other-base-lists": "Other Base Lists", + "other-realm-open-lists": "Other Realm Open Lists", + "other-realm-closed-lists": "Other Realm Closed Lists", + "other-realm-base-lists": "Other Realm Base Lists", + "arcane-open-lists": "Arcane Open Lists", + "arcane-closed-lists": "Arcane Closed Lists", + "arcane-own-base-lists": "Arcane Own Base Lists", + "arcane-other-base-lists": "Arcane Other Base Lists", + "name": "Name", + "demon-type-or-undead-class": "Demon Type or Undead Class", + "level-code": "Level Code", + "movement-combat": "Movement/Combat", + "encounter-stats": "Encounter Stats", + "general-description": "General Description", + "input": "Input", + "npc-input": "NPC Input", + "npc-input-for-import": "NPC input for import", + "npc-import": "NPC Import.", + "npc-import-directions": "Click this box to import data from the input above to fill in the npc sheet. This will overwrite any information already in the NPC sheet. This operation is not reversable.", + "npc-import-data-format": "The data should be in the following format:", + "other-information": "Other Information", + "enter-other-information-here": "Enter other information here", + "carry-capacity": "Carry Capacity", + "riding-bonus": "Riding Bonus", + "description": "Description", + "npc-description": "NPC Description", + "lifestyle": "Lifestyle", + "npc-lifestyle": "NPC Lifestyle", + "npc-combat": "NPC Combat", + "background": "Background", + "npc-background": "NPC Background", + "observations": "Observations", + "npc-observations": "NPC Observations", + "number-encountered-a": "# Encountered", + "offspring": "Offspring", + "treasure": "Treasure", + "bonus-experience-a": "Bonus XP", + "outlook": "Outlook", + "none(---)": "---", + "aggressive-a": "Aggres.", + "aloof": "Aloof", + "altruistic-a": "Altru.", + "belligerent-a": "Bellig.", + "berserk": "Berserk", + "carefree": "Carefree", + "cruel": "Cruel", + "domineering-a": "Domin.", + "good": "Good", + "greedy": "Greedy", + "hostile": "Hostile", + "hungry": "Hungry", + "inquisitive-a": "Inquis.", + "jumpy": "Jumpy", + "mission": "Mission", + "normal": "Normal", + "passive": "Passive", + "playful": "Playful", + "protective-a": "Protect", + "timid": "Timid", + "varies": "Varies", + "unknown": "Unknown", + "iq": "IQ", + "habitat-codes": "Habitat Codes", + "no-preferred-special-features": " No preferred special features. ", + "none-appropriate": " None appropriate. ", + "climate-hot-humid-temp-hot-humidity-precipitation-rainy-humid": " Climate=hot/humid; Temp=hot; Humidity/Precipitation=rainy, humid. ", + "climate-hot-average-temp-hot-humidity-precipitation-temperate": " Climate=hot/average; Temp=hot; Humidity/Precipitation=temperate. ", + "climate-hot-dry-temp-hot-humidity-precipitation-dry-arid": " Climate=hot/dry; Temp=hot; Humidity/Precipitation=dry, arid. ", + "climate-warm-humid-temp-warm-temperate-humidity-precipitation-rainy-humid": " Climate=warm/humid; Temp=warm, temperate; Humidity/Precipitation=rainy, humid. ", + "climate-warm-average-temp-warm-temperate-humidity-precipitation-temperate": " Climate=warm/average; Temp=warm, temperate; Humidity/Precipitation=temperate. ", + "climate-warm-dry-temp-warm-temperate-humidity-precipitation-dry-arid": " Climate=warm/dry; Temp=warm, temperate; Humidity/Precipitation=dry, arid. ", + "climate-cool-humid-temp-cool-humidity-precipitation-rainy-humid": "Climate=cool/humid; Temp=cool; Humidity/Precipitation=rainy, humid. ", + "climate-cool-average-temp-cool-humidity-precipitation-temperate": " Climate=cool/average; Temp=cool; Humidity/Precipitation=temperate. ", + "climate-cool-dry-temp-cool-humidity-precipitation-dry-arid": " Climate=cool/dry; Temp=cool; Humidity/Precipitation=dry, arid. ", + "climate-frigid-temp-cool-humidity-precipitation-arid": " Climate=frigid; Temp=cool; Humidity/Precipitation=arid. ", + "clear-all": "Clear all", + "environment-codes": "Environment Codes", + "special-features": "Special Features", + "enchanted-or-magical-places": " Enchanted or magical places. ", + "cross-over-points-between-dimensions": " Cross-over points between dimensions. ", + "near-villages-towns-cities-or-castles": " Near villages, towns, cities, or castles. ", + "volcanic-areas": " Volcanic areas. ", + "cavern-complexes": " Cavern complexes. ", + "battlefields-or-shipwrecks": " Battlefields or shipwrecks. ", + "rural-inhabited-or-cultivated-areas": " Rural inhabited or cultivated areas. ", + "cave-entrances-overhangs-or-lairs": " Cave entrances, overhangs, or lairs. ", + "burial-areas": " Burial areas. ", + "ruins": " Ruins. ", + "water-sources": "Water Sources", + "no-preferred-watersources": " No preferred watersources. ", + "breaks-or-wadis": " Breaks or wadis. ", + "freshwater-coasts-and-banks": " Freshwater coasts and banks. ", + "glaciers-or-snowfields": " Glaciers or snowfields. ", + "tropical-islets-reefs-and-or-atolls": " Tropical islets, reefs, and/or atolls. ", + "lakes-or-rivers": " Lakes or rivers. ", + "marshes-or-swamps": " Marshes or swamps. ", + "oceans": " Oceans. ", + "oasis-or-isolated-water-sources": " Oasis or isolated water sources. ", + "saltwater-shores-or-shallows": " Saltwater shores or shallows. ", + "deserts": " Deserts. ", + "terrain": "Terrain", + "no-preferred-terrain": " No preferred terrain. ", + "alpine-high-altitude-and-or-mountainous": " Alpine, high altitude, and/or mountainous. ", + "rough-rugged-and-or-rocky-hills": " Rough, rugged, and/or rocky hills. ", + "underground": " Underground. ", + "waste-and-or-barren": " Waste and/or barren. ", + "vegetation": "Vegetation", + "no-preferred-vegetation": " No preferred vegetation. ", + "coniferous-forest-and-or-taiga": " Coniferous forest and/or taiga. ", + "deciduous-coniferous-mixed-forest": " Deciduous/coniferous (mixed) forest. ", + "heath-scrub-and-or-moor": " Heath, scrub, and/or moor. ", + "jungle-and-or-rainforest": " Jungle and/or rain forest. ", + "plains-and-or-grassland": " Plains and/or grassland. ", + "tundra": " Tundra. ", + "frequency": "Frequency", + "1-routine": "1 - Routine", + "2-easy": "2 - Easy", + "3-light": "3 - Light", + "4-medium": "4 - Medium", + "5-hard": "5 - Hard", + "6-very-hard": "6 - Very Hard", + "7-extremely-hard": "7 - Extremely Hard", + "8-sheer-folly": "8 - Sheer Folly", + "9-absurd": "9 - Absurd", + "Unknown": "Unknown", + "Hunting modifier=+30; Frequency Occurring=100%": "Hunting modifier=+30; Frequency Occurring=100%", + "Hunting modifier=+20; Frequency Occurring=90%": "Hunting modifier=+20; Frequency Occurring=90%", + "Hunting modifier=+10; Frequency Occurring=75%": "Hunting modifier=+10; Frequency Occurring=75%", + "Hunting modifier=+0; Frequency Occurring=50%": "Hunting modifier=+0; Frequency Occurring=50%", + "Hunting modifier=-10; Frequency Occurring=40%": "Hunting modifier=-10; Frequency Occurring=40%", + "Hunting modifier=-20; Frequency Occurring=30%": "Hunting modifier=-20; Frequency Occurring=30%", + "Hunting modifier=-30; Frequency Occurring=20%": "Hunting modifier=-30; Frequency Occurring=20%", + "Hunting modifier=-50; Frequency Occurring=9%": "Hunting modifier=-50; Frequency Occurring=9%", + "Hunting modifier=-70; Frequency Occurring=4%": "Hunting modifier=-70; Frequency Occurring=4%", + "movement-stats": "Movement Stats", + "max-pace": "Max Pace", + "walk": "Walk", + "fast-walk-jog": "Jog (Fast Walk / Jog)", + "run": "Run", + "sprint-fast-run": "Spt (Sprint / Fast Run)", + "fast-sprint": "FSpt (Fast Sprint)", + "dash-moderately-fast": "Dash (Moderately Fast)", + "varies-due-to-armor": "Var (Varies due to armor)", + "pace-multiplier-a": "Pace Mult", + "moving-maneuver-bonus-a": "MM Bonus", + "movement-speed": "MS (Movement Speed)", + "inching": "IN (Inching)", + "creeping": "CR (Creeping)", + "very-slow": "VS (Very Slow)", + "slow": "SL (Slow)", + "medium": "MD (Medium)", + "moderately-fast": "MF (Moderately Fast)", + "fast": "FA (Fast)", + "very-fast": "VF (Very Fast)", + "blindingly-fast": "BF (Blindingly Fast)", + "base-defensive-bonus-a": "Base DB", + "flee-evade": "Flee/Evade", + "attack-quickness": "AQ (Attack Quickness)", + "initiative-modifier-a": "Init Mod", + "charge-lunge": "Charge/Lunge", + "combat-stats": "Combat Stats", + "base-hits-code": "Base Hits Code", + "criticals-a": "Crits", + "Normal crits.": "Normal crits.", + "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).": "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).", + "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).": "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).", + "Use Large Creature Critical Strike Table.": "Use Large Creature Critical Strike Table.", + "Use Super Large Creature Critical Strike Table.": "Use Super Large Creature Critical Strike Table.", + "---": "---", + "Stun results do not affect creature.": "Stun results do not affect creature.", + "Stun results and bleeders do not affect creature.": "Stun results and bleeders do not affect creature.", + "hitpoint-max-calculation-reminder": "Max Hitpoints= Creature Hits + Stamina Bonus +/- ( (Level Difference) * (Hits/Level Difference) )", + "None; Animal Instincts": "None; Animal Instincts", + "Very Low; Re/Me=1-5": "Very Low; Re/Me=1-5", + "Low; Re/Me=3-12": "Low; Re/Me=3-12", + "Little; Re/Me=7-25": "Little; Re/Me=7-25", + "Inferior; Re/Me=13-40": "Inferior; Re/Me=13-40", + "Mediocre; Re/Me=23-50": "Mediocre; Re/Me=23-50", + "Average; Re/Me=35-65": "Average; Re/Me=35-65", + "Above Average; Re/Me=50-77": "Above Average; Re/Me=50-77", + "Superior; Re/Me=60-86": "Superior; Re/Me=60-86", + "High; Re/Me=80-98": "High; Re/Me=80-98", + "Very High; Re/Me=94-99": "Very High; Re/Me=94-99", + "Exceptional; Re/Me=100-102": "Exceptional; Re/Me=100-102", + "*": "*", + "Aggressive and will attack if provoked or hungry.": "Aggressive and will attack if provoked or hungry.", + "Ignores other creatures unless interfered with or attacked.": "Ignores other creatures unless interfered with or attacked.", + "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.": "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.", + "Belligerent, often attacks without provocation.": "Belligerent, often attacks without provocation.", + "Attacks closest living creature until it is destroyed.": "Attacks closest living creature until it is destroyed.", + "Does not believe danger or misfortune exists for it.": "Does not believe danger or misfortune exists for it.", + "Not only hostile, but delights in death, pain, and suffering.": "Not only hostile, but delights in death, pain, and suffering.", + "Desires power, attempts to control or dominate other creatures.": "Desires power, attempts to control or dominate other creatures.", + "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.": "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.", + "Will attack or attempt to steal from other creatures if risk does not seem too high.": "Will attack or attempt to steal from other creatures if risk does not seem too high.", + "Normally attacks other creatures on sight.": "Normally attacks other creatures on sight.", + "If hungry, will attack anything edible; otherwise normal.": "If hungry, will attack anything edible; otherwise normal.", + "Inquisitive and curious; will approach and examine unusual situations.": "Inquisitive and curious; will approach and examine unusual situations.", + "Created with a specific purpose or mission.": "Created with a specific purpose or mission.", + "Normally bolts at any sign of other creatures.": "Normally bolts at any sign of other creatures.", + "Watches and is wary of other creatures; will sometimes attack if hungry.": "Watches and is wary of other creatures; will sometimes attack if hungry.", + "Ignores the presence of other creatures unless threatened.": "Ignores the presence of other creatures unless threatened.", + "Mischievous but playful; will attempt to play with or play pranks on other creatures.": "Mischievous but playful; will attempt to play with or play pranks on other creatures.", + "Protective of a thing, place, other creature, etc.": "Protective of a thing, place, other creature, etc.", + "Skittish around other creatures, runs at the slightest hint of danger.": "Skittish around other creatures, runs at the slightest hint of danger.", + "Varies by individual.": "Varies by individual.", + "None": "None", + "Special; see description": "Special; see description", + "Items= Very Poor": "Items= Very Poor", + "Items= Poor": "Items= Poor", + "Items= Normal": "Items= Normal", + "Items= Rich": "Items= Rich", + "Items= Very Rich": "Items= Very Rich", + "Items= Special": "Items= Special", + "Wealth = Very Poor;": "Wealth = Very Poor;", + "Wealth = Poor;": "Wealth = Poor;", + "Wealth = Normal;": "Wealth = Normal;", + "Wealth = Rich;": "Wealth = Rich;", + "Wealth = Very Rich;": "Wealth = Very Rich;", + "Wealth = Special;": "Wealth = Special;", + "Items= Very Poor; Wealth = Very Poor;": "Items= Very Poor; Wealth = Very Poor;", + "Items= Very Poor; Wealth = Poor;": "Items= Very Poor; Wealth = Poor;", + "Items= Very Poor; Wealth = Normal;": "Items= Very Poor; Wealth = Normal;", + "Items= Very Poor; Wealth = Rich;": "Items= Very Poor; Wealth = Rich;", + "Items= Very Poor; Wealth = Very Rich;": "Items= Very Poor; Wealth = Very Rich;", + "Items= Poor; Wealth = Very Poor;": "Items= Poor; Wealth = Very Poor;", + "Items= Poor; Wealth = Poor;": "Items= Poor; Wealth = Poor;", + "Items= Poor; Wealth = Normal;": "Items= Poor; Wealth = Normal;", + "Items= Poor; Wealth = Rich;": "Items= Poor; Wealth = Rich;", + "Items= Poor; Wealth = Very Rich;": "Items= Poor; Wealth = Very Rich;", + "Items= Normal; Wealth = Very Poor;": "Items= Normal; Wealth = Very Poor;", + "Items= Normal; Wealth = Poor;": "Items= Normal; Wealth = Poor;", + "Items= Normal; Wealth = Normal;": "Items= Normal; Wealth = Normal;", + "Items= Normal; Wealth = Rich;": "Items= Normal; Wealth = Rich;", + "Items= Normal; Wealth = Very Rich;": "Items= Normal; Wealth = Very Rich;", + "Items= Rich; Wealth = Very Poor;": "Items= Rich; Wealth = Very Poor;", + "Items= Rich; Wealth = Poor;": "Items= Rich; Wealth = Poor;", + "Items= Rich; Wealth = Normal;": "Items= Rich; Wealth = Normal;", + "Items= Rich; Wealth = Rich;": "Items= Rich; Wealth = Rich;", + "Items= Rich; Wealth = Very Rich;": "Items= Rich; Wealth = Very Rich;", + "Items= Very Rich; Wealth = Very Poor;": "Items= Very Rich; Wealth = Very Poor;", + "Items= Very Rich; Wealth = Poor;": "Items= Very Rich; Wealth = Poor;", + "Items= Very Rich; Wealth = Normal;": "Items= Very Rich; Wealth = Normal;", + "Items= Very Rich; Wealth = Rich;": "Items= Very Rich; Wealth = Rich;", + "Items= Very Rich; Wealth = Very Rich;": "Items= Very Rich; Wealth = Very Rich;", + "Items= Special; Wealth = Special;": "Items= Special; Wealth = Special;", + "hits-per-level-difference": "Hits per Level Difference", + "stamina-bonus": "Stamina Bonus", + "armor-type-a": "AT", + "defensive-bonus-a": "DB", + "special-defenses-other-combat-information": "Special defences/other combat information", + "special-defence-and-other-combat-related-information": "Special defense and other combat-related information", + "attacks-code-reminder": "Attacks: (reminder: √=(if non-tiny crit, then next rnd); «=(if non-tiny crit, then same rnd))", + "other-attack-related-information": "Other attack-related information", + "percent-chance-of-attack-a": "% Chance", + "attack-weapon": "Attack/Weapon", + "show-roll-templates": "Show Roll Templates?", + "rolltemplate-intro": "All of the roll templates use flags to vary the roll template appearance. These flags are:", + "see-below-for-more-detail": "See below for more detail.", + "rmssattackroll-template-introduction": "This roll template allows up to 8 attacks to be displayed in the same block. If 'attackroll#' is a critical failure, it will display 'fumbleroll#'. 'Crit#' and 'critroll#' always display.", + "example-macro": "Example Macro", + "the": "The", + "pcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the right.", + "pc-attack-example": "This example displays two attacks pulled from Attack/Weapon 1 and 2.", + "attack-version2-npc": "Attack v2 (NPC)", + "npcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the left.", + "npcflag-definition2": "This example is set to whisper the NPC's attacks to the GM and uses @{Target} to show the defender's AT, DB, and Parry. A 15% arrow break notification is in the 'notes' section.", + "initiative-roll-template-info": "This roll template consists of 'name' 'check' and 'checkroll' on the same line. 'Notes' can be added below. There is no dividing line in this template.", + "initiative-flag-information": "can be used with the 'RMSSStdRoll' or 'RMSSAttack' and sets the 'name' this same yellow while adding a thin solid yellow dividing line.", + "rmssstdroll-template-info1": "In this roll template, the 'oedownroll' is called if the 'checkroll' results in a critical failure; so to model an open ended down d100, I call it with [[d100cf<5]].", + "rmssstdroll-template-info2": "If the roll type does not have an open ended down roll, but instead has a fumble, you can use 'fumbleroll', which gets its own line in the output instead of being placed on the same line as the roll like the 'oedownroll' does. It is called in the same way as 'oedownroll' i.e.: [[d100cf<@{attack1fumble}]].", + "rmssstdroll-template-info3": "The 'critroll' activates on a critical success and also gets its own line. For example, [[d100cs=66cs=100]] will show the critical success line for only a 66 and a 100 on the roll.", + "rmssstdroll-template-info4": "The next section is a repeating section where you can give a key and a value which will be displayed in columns. Key words which cannot be used (since they are used in other parts of the template) are:", + "rmssstdroll-template-info5": "The 'compcheck' line expects a comparison type roll [[d100<50]] and will display 'succeedcheck' if the result is a 1 or 'failcheck' if the result is a 0.", + "rmssstdroll-template-info6": "Any or all of the sections can be used; if you don't put in the key word, the section will not be displayed. Note that you cannot use the 'check' keyword by itself; you must include 'checkroll' as well for that section to display.", + "standard-roll-spell-check": "Standard Roll, Spell check", + "spellflag-definition": "keyword sets the dividing line to be a blue 4-pointed star pattern and the name to be blue.", + "standard-roll-ability-check": "Standard Roll, Ability check", + "abilityflag-definition": "keyword sets the name and dividing line brown.", + "standard-roll-save-check": "Standard Roll, Save check", + "saveflag-definition": "keyword sets the name and thick dividing line to be purple.", + "standard-roll-skill-check": "Standard Roll, Skill check", + "skillflag-definition": "keyword sets the name and double-arrow dividing line a darkish green.", + "standard-roll-skill-category-check": "Standard Roll, Skill Category check", + "skillcatflag-definition": "keyword sets the dividing line to be an upward pointed arrow and both it and the name are a teal color.", + "standard-roll-basic": "Standard Roll, Basic", + "basic-flag-definition1": "This basic grey and white appearance can be used with the various templates by setting", + "basic-flag-divider-appearance": "There is no dividing line with this appearance flag." +} \ No newline at end of file diff --git a/Ryuutama/translations/ca.json b/Ryuutama/translations/ca.json new file mode 100644 index 0000000000..ecae5f3b9f --- /dev/null +++ b/Ryuutama/translations/ca.json @@ -0,0 +1,263 @@ +{ + "@{currentStr}": "STR", + "@{currentDex}": "DEX", + "@{currentInt}": "INT", + "@{currentSpi}": "SPI", + "abilities": "Abilities", + "accuracy": "Accuracy", + "accuracy-check": "accuracy check", + "add-crit-die": "Add Critical Die", + "additional-checks": "Additional Checks", + "age": "Age", + "all": "All", + "alt-shape": "Alt Shape", + "animal-tracking": "Animal Tracking", + "animals": "Animals", + "appearance": "Image Color/Appearance", + "appearance-personality": "Appearance, Personality", + "apply-concentration": "Apply Concentration to next roll?", + "apply-overburden": "Apply overburden penalties", + "apply-terrain": "Apply terrain bonuses/penalties", + "apply-weather": "Apply weather bonuses/penalties", + "armor": "Armor", + "artefact": "Artefact", + "artisan": "Artisan", + "artisan-checks": "Artisan Checks", + "automatic-negativeone": "Automatic -1 is applied", + "background-color": "Background color", + "base": "Base", + "benediction": "Bénédiction", + "blue": "Blue", + "book": "Book", + "camp": "Camp", + "capacity": "Capacity", + "capacity-animal": "Animal Capacity", + "capacity-item": "Item Capacity", + "capacity-water": "Water Capacity", + "capacity-weapon-armor": "Equipped Weapon & Armor Capacity", + "char-name": "Character Name", + "class": "Class", + "class-list": "artisan,farmer,healer,hunter,merchant,minstrel,navigator,noble,other", + "class-other-ph": "If other, type class name here", + "classification": "Classification", + "common-checks": "Common Checks", + "concentration-note": "Note: Concentration cannot be applied to initiative, condition, or damage rolls.", + "condition": "Condition", + "condition-bonus": "If >=10 add 1 dice size to", + "containers": "Containers", + "count-abbreviation": "Ct", + "crafting": "Crafting", + "critical": "CRITICAL SUCCESS!!!", + "currency": "Currency", + "current": "Current", + "current-season": "Current Season", + "current-terrain": "Current Terrain", + "current-weather": "Current Weather", + "damage": "Damage", + "date": "Date", + "date-example": "9/6", + "default": "Default", + "defense-points": "Defense Points", + "delicate-work": "Delicate Work", + "dex": "DEX", + "direction": "Direction", + "dodge": "Dodge", + "draconica-number": "Draconica Number", + "drinking": "Drinking", + "durability": "Durability", + "duration": "Duration", + "effect": "Effect", + "empty-string": " ", + "etiquette": "Etiquette", + "exp": "Experience", + "farmer": "Farmer", + "first-meeting": "First meeting with trouble", + "firstaid": "First Aid", + "fumble": "FUMBLE!!!", + "fumble-points": "Fumble Points", + "gender": "Gender", + "gm": "GM", + "goal": "Goal", + "grayscale": "Grayscale", + "habitat": "Habitat", + "hard-exercise": "Hard Exercise", + "header": "Header", + "header-color": "Header color", + "healer": "Healer", + "healer-checks": "Healer Checks", + "healing": "Healing", + "herb-gathering": "Herb Gathering", + "history-of-tales": "History of Tales", + "holdhands": "Hold Hands", + "hometown": "Hometown/Reason for Travel", + "hp": "HP", + "hp-words": "Hit Points", + "human": "Human", + "hunter": "Hunter", + "hunter-checks": "Hunter Checks", + "hunting": "Hunting", + "icon-color": "Icon background color", + "in-combat": "in combat", + "incantation": "Incantation", + "incantation-ritual": "Incantation (Ritual)", + "initiative": "Initiative", + "inscription": "Inscription", + "instant": "Instant", + "int": "INT", + "items": "Items", + "job-knowledge": "Job Knowledge", + "journey-rules": "Journey Rules", + "knowledge-of-tradition": "Knowledge of Tradition", + "koneko": "Koneko Goblin", + "level": "Level", + "lifepoints": "Lifepoints", + "lilac": "Lilac", + "living-quarters": "Living Quarters", + "lp-cost": "LP Cost", + "magic": "Magic", + "mastered-weapons": "Mastered Weapons", + "materials": "Materials", + "merchant": "Merchant", + "merchant-checks": "Merchant Checks", + "minstrel": "Minstrel", + "minstrel-checks": "Minstrel Checks", + "monster-knowledge": "Monster Knowledge", + "mp": "MP", + "mp-words": "Mental Points", + "music": "Music", + "name": "Name", + "navigation": "Navigation", + "navigator": "Navigator", + "navigator-checks": "Navigator Checks", + "negotiation": "Negotiation", + "noble": "Noble", + "noble-checks": "Noble Checks", + "notes": "Notes", + "npc": "NPC", + "number-of-slots": "# of slots", + "npc-freetext-instruction": "Space for npc details or special abilities. You can use inline rolls if needed, ex. [[1d6]].", + "onetarget": "1 Target", + "optional-modifiers": "Optional Modifiers", + "other": "Other", + "out-of-combat": "out of combat", + "output-description": "Output Description Box to chat", + "overburden-penalties": "Overburden Penalties", + "partyrole": "Party Role", + "pc": "PC", + "penalty": "Penalty", + "perception": "Perception", + "personalitem": "Personal Item", + "price-example": "Shell (1000G)", + "protected-travelers": "Protected Travelers", + "protected-worlds": "Protected Worlds", + "race": "Race", + "range": "Range", + "refined-education": "Refined Education", + "repair": "Repair", + "reveil": "Réveil", + "role-list": "role-journalkeeper,role-leader,role-mapper,role-quartermaster", + "role-journalkeeper": "Journal Keeper", + "role-leader": "Leader", + "role-mapper": "Mapper", + "role-quartermaster": "Quartermaster", + "roll": "Roll", + "scenario-name": "Scenario name", + "search-for-food": "Search for Food", + "season": "Season", + "season-fall": "Fall", + "season-fall-ritual": "Fall (Ritual)", + "season-spring": "Spring", + "season-spring-ritual": "Spring (Ritual)", + "season-summer": "Summer", + "season-summer-ritual": "Summer (Ritual)", + "season-winter": "Winter", + "season-winter-ritual": "Winter (Ritual)", + "selection": "Selection", + "selection-color": "Selection color", + "sense": "Sense", + "shields-armor": "Shields & Armor", + "side-job": "Side Job", + "size": "Size", + "skills-list": "condition,delicate-work,dodge,drinking,hard-exercise,initiative,job-knowledge,magic,monster-knowledge,negotiation,perception,search-for-food,sense,stealth", + "species": "Species", + "spells-music-other": "Spells/Music/Other Abilities", + "spi": "SPI", + "status-exhaustion": "Exhaustion", + "status-injury": "Injury", + "status-lowerall": "lowers all dice sizes", + "status-lowerdex": "lowers DEX die size", + "status-lowerint": "lowers INT die size", + "status-lowerspi": "lowers SPI die size", + "status-lowerstr": "lowers STR die size", + "status-muddled": "Muddled", + "status-poison": "Poison", + "status-shock": "Shock", + "status-sickness": "Sickness", + "stealth": "Stealth", + "str": "STR", + "tab-character": "Character", + "tab-modifiers": "Modifiers", + "tab-class": "Class", + "tab-history": "History", + "tab-info": "Info", + "tab-inv": "Inventory", + "tab-stats": "Stats", + "target": "Target", + "terrain-list": "terrain-alpine,terrain-deepforest,terrain-desert,terrain-grassland,terrain-highlands,terrain-jungle,terrain-modifiers,terrain-mountain,terrain-rocky,terrain-swamp,terrain-wasteland", + "terrain-alpine": "Alpine", + "terrain-deepforest": "Deep Forest", + "terrain-desert": "Desert", + "terrain-grassland": "Grassland", + "terrain-highlands": "Highlands", + "terrain-jungle": "Jungle", + "terrain-modifiers": "Terrain Modifiers", + "terrain-mountain": "Mountain", + "terrain-rocky": "Rocky Terrain", + "terrain-swamp": "Swamp", + "terrain-wasteland": "Wasteland", + "terrain-woods": "Woods", + "touch": "Touch", + "trader": "Trader", + "trapping": "Trapping", + "travel": "Travel", + "traveler-name-examples": "Haruka, Leo", + "travelers-names": "Traveler's names", + "travelers-outfit": "Traveler's Outfit", + "type": "Type", + "type-attack": "Attack", + "type-magic": "Magic", + "type-technical": "Technical", + "use-fumble": "Use Fumble Point", + "use-mp": "Use MP", + "water": "water", + "weapon-axe": "Axe", + "weapon-blade": "Blade", + "weapon-bow": "Bow", + "weapon-lightblade": "Light Blade", + "weapon-polearm": "Polearm", + "weapon-unarmed": "Unarmed", + "weaponmastery-attacktype": "Select bonus weapon mastery gained from the attack type:", + "weaponmastery-attacktype2": "Select additional bonus weapon mastery gained from having the attack type twice:", + "weaponmastery-initial": "Select initial weapon mastery:", + "weaponmastery-noble": "Select bonus weapon mastery gained from the noble class (can be the same as a previously selected weapon mastery):", + "weaponmastery-noble2": "Select additional bonus weapon mastery gained from having the noble class twice:", + "weapons": "Weapons", + "weather": "Weather", + "weather-list": "weather-blizzard,weather-cold,weather-dark,weather-deepfog,weather-fog,weather-hardrain,weather-hot,weather-hurricane,weather-modifiers,weather-rain,weather-snow", + "weather-blizzard": "Blizzard", + "weather-cold": "Cold", + "weather-dark": "Dark", + "weather-deepfog": "Deep Fog", + "weather-fog": "Fog", + "weather-hardrain": "Hard Rain", + "weather-hot": "Hot", + "weather-hurricane": "Hurricane", + "weather-modifiers": "Weather Modifiers", + "weather-rain": "Rain", + "weather-snow": "Snow", + "weather-strongwind": "Strong Wind", + "whisper-always": "Always Whisper Rolls", + "whisper-never": "Never Whisper Rolls", + "whisper-query": "Query Whisper", + "white": "White" +} \ No newline at end of file diff --git a/Ryuutama/translations/hu.json b/Ryuutama/translations/hu.json new file mode 100644 index 0000000000..ecae5f3b9f --- /dev/null +++ b/Ryuutama/translations/hu.json @@ -0,0 +1,263 @@ +{ + "@{currentStr}": "STR", + "@{currentDex}": "DEX", + "@{currentInt}": "INT", + "@{currentSpi}": "SPI", + "abilities": "Abilities", + "accuracy": "Accuracy", + "accuracy-check": "accuracy check", + "add-crit-die": "Add Critical Die", + "additional-checks": "Additional Checks", + "age": "Age", + "all": "All", + "alt-shape": "Alt Shape", + "animal-tracking": "Animal Tracking", + "animals": "Animals", + "appearance": "Image Color/Appearance", + "appearance-personality": "Appearance, Personality", + "apply-concentration": "Apply Concentration to next roll?", + "apply-overburden": "Apply overburden penalties", + "apply-terrain": "Apply terrain bonuses/penalties", + "apply-weather": "Apply weather bonuses/penalties", + "armor": "Armor", + "artefact": "Artefact", + "artisan": "Artisan", + "artisan-checks": "Artisan Checks", + "automatic-negativeone": "Automatic -1 is applied", + "background-color": "Background color", + "base": "Base", + "benediction": "Bénédiction", + "blue": "Blue", + "book": "Book", + "camp": "Camp", + "capacity": "Capacity", + "capacity-animal": "Animal Capacity", + "capacity-item": "Item Capacity", + "capacity-water": "Water Capacity", + "capacity-weapon-armor": "Equipped Weapon & Armor Capacity", + "char-name": "Character Name", + "class": "Class", + "class-list": "artisan,farmer,healer,hunter,merchant,minstrel,navigator,noble,other", + "class-other-ph": "If other, type class name here", + "classification": "Classification", + "common-checks": "Common Checks", + "concentration-note": "Note: Concentration cannot be applied to initiative, condition, or damage rolls.", + "condition": "Condition", + "condition-bonus": "If >=10 add 1 dice size to", + "containers": "Containers", + "count-abbreviation": "Ct", + "crafting": "Crafting", + "critical": "CRITICAL SUCCESS!!!", + "currency": "Currency", + "current": "Current", + "current-season": "Current Season", + "current-terrain": "Current Terrain", + "current-weather": "Current Weather", + "damage": "Damage", + "date": "Date", + "date-example": "9/6", + "default": "Default", + "defense-points": "Defense Points", + "delicate-work": "Delicate Work", + "dex": "DEX", + "direction": "Direction", + "dodge": "Dodge", + "draconica-number": "Draconica Number", + "drinking": "Drinking", + "durability": "Durability", + "duration": "Duration", + "effect": "Effect", + "empty-string": " ", + "etiquette": "Etiquette", + "exp": "Experience", + "farmer": "Farmer", + "first-meeting": "First meeting with trouble", + "firstaid": "First Aid", + "fumble": "FUMBLE!!!", + "fumble-points": "Fumble Points", + "gender": "Gender", + "gm": "GM", + "goal": "Goal", + "grayscale": "Grayscale", + "habitat": "Habitat", + "hard-exercise": "Hard Exercise", + "header": "Header", + "header-color": "Header color", + "healer": "Healer", + "healer-checks": "Healer Checks", + "healing": "Healing", + "herb-gathering": "Herb Gathering", + "history-of-tales": "History of Tales", + "holdhands": "Hold Hands", + "hometown": "Hometown/Reason for Travel", + "hp": "HP", + "hp-words": "Hit Points", + "human": "Human", + "hunter": "Hunter", + "hunter-checks": "Hunter Checks", + "hunting": "Hunting", + "icon-color": "Icon background color", + "in-combat": "in combat", + "incantation": "Incantation", + "incantation-ritual": "Incantation (Ritual)", + "initiative": "Initiative", + "inscription": "Inscription", + "instant": "Instant", + "int": "INT", + "items": "Items", + "job-knowledge": "Job Knowledge", + "journey-rules": "Journey Rules", + "knowledge-of-tradition": "Knowledge of Tradition", + "koneko": "Koneko Goblin", + "level": "Level", + "lifepoints": "Lifepoints", + "lilac": "Lilac", + "living-quarters": "Living Quarters", + "lp-cost": "LP Cost", + "magic": "Magic", + "mastered-weapons": "Mastered Weapons", + "materials": "Materials", + "merchant": "Merchant", + "merchant-checks": "Merchant Checks", + "minstrel": "Minstrel", + "minstrel-checks": "Minstrel Checks", + "monster-knowledge": "Monster Knowledge", + "mp": "MP", + "mp-words": "Mental Points", + "music": "Music", + "name": "Name", + "navigation": "Navigation", + "navigator": "Navigator", + "navigator-checks": "Navigator Checks", + "negotiation": "Negotiation", + "noble": "Noble", + "noble-checks": "Noble Checks", + "notes": "Notes", + "npc": "NPC", + "number-of-slots": "# of slots", + "npc-freetext-instruction": "Space for npc details or special abilities. You can use inline rolls if needed, ex. [[1d6]].", + "onetarget": "1 Target", + "optional-modifiers": "Optional Modifiers", + "other": "Other", + "out-of-combat": "out of combat", + "output-description": "Output Description Box to chat", + "overburden-penalties": "Overburden Penalties", + "partyrole": "Party Role", + "pc": "PC", + "penalty": "Penalty", + "perception": "Perception", + "personalitem": "Personal Item", + "price-example": "Shell (1000G)", + "protected-travelers": "Protected Travelers", + "protected-worlds": "Protected Worlds", + "race": "Race", + "range": "Range", + "refined-education": "Refined Education", + "repair": "Repair", + "reveil": "Réveil", + "role-list": "role-journalkeeper,role-leader,role-mapper,role-quartermaster", + "role-journalkeeper": "Journal Keeper", + "role-leader": "Leader", + "role-mapper": "Mapper", + "role-quartermaster": "Quartermaster", + "roll": "Roll", + "scenario-name": "Scenario name", + "search-for-food": "Search for Food", + "season": "Season", + "season-fall": "Fall", + "season-fall-ritual": "Fall (Ritual)", + "season-spring": "Spring", + "season-spring-ritual": "Spring (Ritual)", + "season-summer": "Summer", + "season-summer-ritual": "Summer (Ritual)", + "season-winter": "Winter", + "season-winter-ritual": "Winter (Ritual)", + "selection": "Selection", + "selection-color": "Selection color", + "sense": "Sense", + "shields-armor": "Shields & Armor", + "side-job": "Side Job", + "size": "Size", + "skills-list": "condition,delicate-work,dodge,drinking,hard-exercise,initiative,job-knowledge,magic,monster-knowledge,negotiation,perception,search-for-food,sense,stealth", + "species": "Species", + "spells-music-other": "Spells/Music/Other Abilities", + "spi": "SPI", + "status-exhaustion": "Exhaustion", + "status-injury": "Injury", + "status-lowerall": "lowers all dice sizes", + "status-lowerdex": "lowers DEX die size", + "status-lowerint": "lowers INT die size", + "status-lowerspi": "lowers SPI die size", + "status-lowerstr": "lowers STR die size", + "status-muddled": "Muddled", + "status-poison": "Poison", + "status-shock": "Shock", + "status-sickness": "Sickness", + "stealth": "Stealth", + "str": "STR", + "tab-character": "Character", + "tab-modifiers": "Modifiers", + "tab-class": "Class", + "tab-history": "History", + "tab-info": "Info", + "tab-inv": "Inventory", + "tab-stats": "Stats", + "target": "Target", + "terrain-list": "terrain-alpine,terrain-deepforest,terrain-desert,terrain-grassland,terrain-highlands,terrain-jungle,terrain-modifiers,terrain-mountain,terrain-rocky,terrain-swamp,terrain-wasteland", + "terrain-alpine": "Alpine", + "terrain-deepforest": "Deep Forest", + "terrain-desert": "Desert", + "terrain-grassland": "Grassland", + "terrain-highlands": "Highlands", + "terrain-jungle": "Jungle", + "terrain-modifiers": "Terrain Modifiers", + "terrain-mountain": "Mountain", + "terrain-rocky": "Rocky Terrain", + "terrain-swamp": "Swamp", + "terrain-wasteland": "Wasteland", + "terrain-woods": "Woods", + "touch": "Touch", + "trader": "Trader", + "trapping": "Trapping", + "travel": "Travel", + "traveler-name-examples": "Haruka, Leo", + "travelers-names": "Traveler's names", + "travelers-outfit": "Traveler's Outfit", + "type": "Type", + "type-attack": "Attack", + "type-magic": "Magic", + "type-technical": "Technical", + "use-fumble": "Use Fumble Point", + "use-mp": "Use MP", + "water": "water", + "weapon-axe": "Axe", + "weapon-blade": "Blade", + "weapon-bow": "Bow", + "weapon-lightblade": "Light Blade", + "weapon-polearm": "Polearm", + "weapon-unarmed": "Unarmed", + "weaponmastery-attacktype": "Select bonus weapon mastery gained from the attack type:", + "weaponmastery-attacktype2": "Select additional bonus weapon mastery gained from having the attack type twice:", + "weaponmastery-initial": "Select initial weapon mastery:", + "weaponmastery-noble": "Select bonus weapon mastery gained from the noble class (can be the same as a previously selected weapon mastery):", + "weaponmastery-noble2": "Select additional bonus weapon mastery gained from having the noble class twice:", + "weapons": "Weapons", + "weather": "Weather", + "weather-list": "weather-blizzard,weather-cold,weather-dark,weather-deepfog,weather-fog,weather-hardrain,weather-hot,weather-hurricane,weather-modifiers,weather-rain,weather-snow", + "weather-blizzard": "Blizzard", + "weather-cold": "Cold", + "weather-dark": "Dark", + "weather-deepfog": "Deep Fog", + "weather-fog": "Fog", + "weather-hardrain": "Hard Rain", + "weather-hot": "Hot", + "weather-hurricane": "Hurricane", + "weather-modifiers": "Weather Modifiers", + "weather-rain": "Rain", + "weather-snow": "Snow", + "weather-strongwind": "Strong Wind", + "whisper-always": "Always Whisper Rolls", + "whisper-never": "Never Whisper Rolls", + "whisper-query": "Query Whisper", + "white": "White" +} \ No newline at end of file diff --git a/Savage Worlds - Graph Paper/translations/ca.json b/Savage Worlds - Graph Paper/translations/ca.json new file mode 100644 index 0000000000..42513f559a --- /dev/null +++ b/Savage Worlds - Graph Paper/translations/ca.json @@ -0,0 +1,656 @@ +{ + "_height": "Height", + "abilities": "Abilities", + "abilities-placeholder": "Abilities", + "ability-placeholder": "Ability: Description", + "ace-damage": "Ace Damage", + "ace-damage-title": "Exploding Damage Dice On/Off", + "advancements-heroic-placeholder": "Heroic", + "advancements-legendary-placeholder": "Legendary", + "advancements-novice-placeholder": "Novice", + "advancements-rank-h": "H", + "advancements-rank-l": "L", + "advancements-rank-n": "N", + "advancements-rank-s": "S", + "advancements-rank-v": "V", + "advancements-seasoned-placeholder": "Seasoned", + "advancements-veteran-placeholder": "Veteran", + "age": "Age", + "agi-u": "AGI", + "agility-mod": "Bonus", + "agility-natural": "Natural", + "agility-wd": "WD", + "allies": "Allies", + "allies-name-placeholder": "Name", + "allies-note-box-placeholder": "Notes", + "allies-note-field-1-placeholder": "Note #1", + "allies-note-field-10-placeholder": "Note #10", + "allies-note-field-11-placeholder": "Note #11", + "allies-note-field-12-placeholder": "Note #12", + "allies-note-field-13-placeholder": "Note #13", + "allies-note-field-14-placeholder": "Note #14", + "allies-note-field-15-placeholder": "Note #15", + "allies-note-field-16-placeholder": "Note #16", + "allies-note-field-17-placeholder": "Note #17", + "allies-note-field-18-placeholder": "Note #18", + "allies-note-field-19-placeholder": "Note #19", + "allies-note-field-2-placeholder": "Note #2", + "allies-note-field-20-placeholder": "Note #20", + "allies-note-field-3-placeholder": "Note #3", + "allies-note-field-4-placeholder": "Note #4", + "allies-note-field-5-placeholder": "Note #5", + "allies-note-field-6-placeholder": "Note #6", + "allies-note-field-7-placeholder": "Note #7", + "allies-note-field-8-placeholder": "Note #8", + "allies-note-field-9-placeholder": "Note #9", + "ally": "Ally", + "ammunition": "Ammunition", + "ammunition-reset": "R", + "ammunition-set": "S", + "apparel": "Apparel", + "apparel-armor": "Armor", + "apparel-name-placeholder": "Apparel", + "apparel-note-box-placeholder": "Notes", + "apparel-notes-label": "Notes:", + "apparel-notes-placeholder": "Notes, Tags, Trappings, Requirements, etc.", + "apparel-properties": "Properties", + "apparel-properties-placeholder": "Protection/Resistance/Tags", + "apparel-total-weight": "Total Weight: ", + "apparel-weight": "WGT", + "apparel-weight-placeholder": "WGT", + "apparel-weight-toggle-title": "Weight On/Off", + "armor-and-statistics": "Armor & Statistics", + "armor-arms": "Arms", + "armor-head": "Head", + "armor-legs": "Legs", + "armor-notes-u": "NOTES", + "armor-torso": "Torso", + "attributes": "Attributes", + "augmentations": "Augmentations", + "augmentations-grade": "Grade", + "augmentations-grade-placeholder": "Iron", + "augmentations-loss": "Loss", + "augmentations-name-placeholder": "[Advanced/Superior] Augmentation [Level] (Upgrades)", + "augmentations-note-box-placeholder": "Notes", + "augmentations-notes-label": "Notes:", + "augmentations-notes-placeholder": "Effect/Description", + "augmentations-power": "Power", + "augmentations-slots": "Slots", + "augmentations-strain": "Strain", + "augmentations-toggle-title": "Loss/Strain On/Off", + "augmentations-total-loss": "Total Loss: ", + "augmentations-total-strain": "Total Strain: ", + "battle": "Battle", + "bennies": "Bennies", + "bits": "#Bits", + "boating": "Boating", + "bonus-wd": "Bonus WD", + "bonus-wild-die": "Bonus Wild Die", + "carried-weight-total": "Total Carried Weight", + "custom-skill-1": "Custom Skill 1", + "custom-skill-2": "Custom Skill 2", + "custom-skill-3": "Custom Skill 3", + "custom-skill-4": "Custom Skill 4", + "custom-skill-5": "Custom Skill 5", + "custom-skill-6": "Custom Skill 6", + "custom-u": "CUSTOM", + "damage": "Damage", + "damage-modifier": "Damage Modifier", + "defaults-block-show-abilities": "[Block] Show Abilities", + "defaults-block-show-abilities-description": "List special abilities or monstrous powers.", + "defaults-block-show-allies": "[Block] Show Allies", + "defaults-block-show-allies-description": "Keep track of allied characters with a barebone mini sheet.", + "defaults-block-show-ammunition": "[Block] Show Ammunition", + "defaults-block-show-ammunition-description": "Keep track of your \"magazines\" for three weapons.", + "defaults-block-show-augmentations": "[Block] Show Augmentations", + "defaults-block-show-augmentations-description": "Install augmentations/cyberware and keep track of the Loss/Strain.", + "defaults-block-show-engrams": "[Block] Show Engrams", + "defaults-block-show-engrams-description": "Special programs or hardware to execute Hacking actions.", + "defaults-block-show-integrity": "[Block] Show Integrity", + "defaults-block-show-integrity-description": "Quantifies mental health/sanity and keeps track of mental afflictions. Maschinenleben.", + "defaults-block-show-power": "[Block] Show Power/Energy", + "defaults-block-show-power-description": "The energy/mana/etc. reserves of a character.", + "defaults-block-show-powerarmors": "[Block] Show Power Armors", + "defaults-block-show-powerarmors-description": "Vehicles and their modifications/weapons.", + "defaults-block-show-powers": "[Block] Show Powers/Spells", + "defaults-block-show-powers-description": "The known powers/spells of a character.", + "defaults-block-show-vehicles": "[Block] Show Vehicles", + "defaults-block-show-vehicles-description": "Vehicles and their modifications/weapons.", + "defaults-block-show-walkers": "[Block] Show Walkers", + "defaults-block-show-walkers-description": "Walkers/Mechs and their modifications/weapons.You can show or hide skills from the list in accordance with the played Game Setting. This can also be done manually for each individual sheet in its Settings tab. There are two custom skills that can be renamed and modified within the sheet as well, for example to make specialized skills (e.g. specific weapons with custom bonus or Wild Die).
", + "defaults-function-explode-run-die": "[Function] Explode Run Die", + "defaults-function-explode-run-die-description": "Makes the run die Ace.", + "defaults-function-running-applies-fatigue": "[Function] Running Applies Fatigue", + "defaults-function-running-applies-fatigue-description": "Fatigue penalties are subtracted from the run roll.You can show or hide content blocks in accordance with the played Game Setting. This can also be done manually for each individual sheet in its Settings tab. Some blocks that were designed for Maschinenleben, such as Augmentations and Engrams, can be adapted for other purposes as well.
", + "defaults-function-running-ignores-wounds": "[Function] Running Ignores Wounds", + "defaults-function-running-ignores-wounds-description": "Wound penalties are not subtracted from the run roll.", + "defaults-rename-attribute-agi": "[Rename] Attribute: AGI to ", + "defaults-rename-attribute-agi-description": "Renamed via the attribute rename_agi.", + "defaults-rename-attribute-agility": "[Rename] Attribute: Agility to ", + "defaults-rename-attribute-agility-description": "Renamed via the attribute rename_agility.", + "defaults-rename-attribute-sma": "[Rename] Attribute: SMA to ", + "defaults-rename-attribute-sma-description": "Renamed via the attribute rename_sma.", + "defaults-rename-attribute-smarts": "[Rename] Attribute: Smarts to ", + "defaults-rename-attribute-smarts-description": "Renamed via the attribute rename_smarts.", + "defaults-rename-attribute-spi": "[Rename] Attribute: SPI to ", + "defaults-rename-attribute-spi-description": "Renamed via the attribute rename_spi.", + "defaults-rename-attribute-spirit": "[Rename] Attribute: Spirit to ", + "defaults-rename-attribute-spirit-description": "Renamed via the attribute rename_spirit.", + "defaults-rename-attribute-str": "[Rename] Attribute: STR to ", + "defaults-rename-attribute-str-description": "Renamed via the attribute rename_str.", + "defaults-rename-attribute-strength": "[Rename] Attribute: Strength to ", + "defaults-rename-attribute-strength-description": "Renamed via the attribute rename_strength.", + "defaults-rename-attribute-vig": "[Rename] Attribute: VIG to ", + "defaults-rename-attribute-vig-description": "Renamed via the attribute rename_vig.You can rename the labels of each skill, best kept below 15 characters due to layout constrains. This can also be done manually with the @{rename_attribute} for each individual sheet. Note that changing the label does not affect the reference @{attribute} for rolls. They will always be in English.
", + "defaults-rename-attribute-vigor": "[Rename] Attribute: Vigor to ", + "defaults-rename-attribute-vigor-description": "Renamed via the attribute rename_vigor.", + "defaults-rename-block-allies": "[Rename] Block: Allies to ", + "defaults-rename-block-allies-description": "Renamed via the attribute rename_block_allies.", + "defaults-rename-block-ammunition": "[Rename] Block: Ammunition to ", + "defaults-rename-block-ammunition-description": "Renamed via the attribute rename_block_ammunition.", + "defaults-rename-block-apparel": "[Rename] Block: Apparel to ", + "defaults-rename-block-apparel-description": "Renamed via the attribute rename_block_apparel.", + "defaults-rename-block-augmentations": "[Rename] Block: Augmentations to ", + "defaults-rename-block-augmentations-description": "Renamed via the attribute rename_block_augmentations.", + "defaults-rename-block-engrams": "[Rename] Block: Engrams to ", + "defaults-rename-block-engrams-description": "Renamed via the attribute rename_block_engrams.", + "defaults-rename-block-integrity": "[Rename] Block: Integrity to ", + "defaults-rename-block-integrity-description": "Renamed via the attribute rename_block_integrity.", + "defaults-rename-block-inventory": "[Rename] Block: Inventory to ", + "defaults-rename-block-inventory-description": "Renamed via the attribute rename_block_inventory.", + "defaults-rename-block-power": "[Rename] Block: Power to ", + "defaults-rename-block-power-description": "Renamed via the attribute rename_block_power.", + "defaults-rename-block-powerarmors": "[Rename] Block: Power Armors to ", + "defaults-rename-block-powerarmors-description": "Renamed via the attribute rename_block_powerarmors.", + "defaults-rename-block-powers": "[Rename] Block: Powers to ", + "defaults-rename-block-powers-description": "Renamed via the attribute rename_block_powers.", + "defaults-rename-block-quick-notes": "[Rename] Block: Quick Notes to ", + "defaults-rename-block-quick-notes-description": "Renamed via the attribute rename_block_quick_notes.", + "defaults-rename-block-vehicles": "[Rename] Block: Vehicles to ", + "defaults-rename-block-vehicles-description": "Renamed via the attribute rename_block_vehicles.", + "defaults-rename-block-walkers": "[Rename] Block: Walkers to ", + "defaults-rename-block-walkers-description": "Renamed via the attribute rename_block_walkers.", + "defaults-rename-block-weapons": "[Rename] Block: Weapons to ", + "defaults-rename-block-weapons-description": "Renamed via the attribute rename_block_weapons.You can rename the Hindrances caused by the loss of Integrity (Sanity, Purity, etc.). This can also be done manually with the @{rename_integrity-attribute} for each individual sheet. Note that they activate in intervals with each fraction of 10 below 70 — Discord triggers on 69.9 or lower, Dissonance on 59.9 or lower, and so forth.
", + "defaults-rename-integrity-alienation": "[Rename] Integrity: Alienation to ", + "defaults-rename-integrity-alienation-description": "Renamed via the attribute rename_alienation.", + "defaults-rename-integrity-depersonalization": "[Rename] Integrity: Depersonalization to ", + "defaults-rename-integrity-depersonalization-description": "Renamed via the attribute rename_depersonalization.", + "defaults-rename-integrity-derealization": "[Rename] Integrity: Derealization to ", + "defaults-rename-integrity-derealization-description": "Renamed via the attribute rename_derealization.", + "defaults-rename-integrity-discord": "[Rename] Integrity: Discord to ", + "defaults-rename-integrity-discord-description": "Renamed via the attribute rename_discord.", + "defaults-rename-integrity-dissonance": "[Rename] Integrity: Dissonance to ", + "defaults-rename-integrity-dissonance-description": "Renamed via the attribute rename_dissonance.", + "defaults-rename-integrity-ego-death": "[Rename] Integrity: Ego Death to ", + "defaults-rename-integrity-ego-death-description": "Renamed via the attribute rename_ego_death.", + "defaults-rename-integrity-psychosis": "[Rename] Integrity: Psychosis to ", + "defaults-rename-integrity-psychosis-description": "Renamed via the attribute rename_psychosis.", + "defaults-rename-integrity-seizures": "[Rename] Integrity: Seizures to ", + "defaults-rename-integrity-seizures-description": "Renamed via the attribute rename_seizures.", + "defaults-rename-label-age": "[Rename] Label: Age to ", + "defaults-rename-label-age-description": "Renamed via the attribute rename_label_age (e.g. Number or Incarnation).", + "defaults-rename-label-bits": "[Rename] Label: #Bits to ", + "defaults-rename-label-bits-description": "Renamed via the attribute rename_label_bits (e.g. Money or Gold).You can rename the blocks to better fit the Game Setting, such as \"Powers\" to \"Talismans\" or \"Walkers\" to \"Frames\". This can also be done manually with the @{rename_block_attribute} for each individual sheet.
", + "defaults-rename-label-exp": "[Rename] Label: EXP to ", + "defaults-rename-label-exp-description": "Renamed via the attribute rename_label_exp (e.g. Karma or Gems).", + "defaults-rename-label-eyes": "[Rename] Label: Eyes to ", + "defaults-rename-label-eyes-description": "Renamed via the attribute rename_label_eyes (e.g. Sensors or Optics).", + "defaults-rename-label-gender": "[Rename] Label: Gender to ", + "defaults-rename-label-gender-description": "Renamed via the attribute rename_label_gender (e.g. Sex or Version).", + "defaults-rename-label-hair": "[Rename] Label: Hair to ", + "defaults-rename-label-hair-description": "Renamed via the attribute rename_label_hair (e.g. Horns or Mane).", + "defaults-rename-label-height": "[Rename] Label: Height to ", + "defaults-rename-label-height-description": "Renamed via the attribute rename_label_height (e.g. Scale or Length).", + "defaults-rename-label-level": "[Rename] Label: Level to ", + "defaults-rename-label-level-description": "Renamed via the attribute rename_label_level (e.g. Circle or Year).", + "defaults-rename-label-name": "[Rename] Label: Name to ", + "defaults-rename-label-name-description": "Renamed via the attribute rename_label_name (e.g. Alias or Codename).", + "defaults-rename-label-origin": "[Rename] Label: Origin to ", + "defaults-rename-label-origin-description": "Renamed via the attribute rename_label_origin (e.g. Race or Species).", + "defaults-rename-label-rank": "[Rename] Label: Rank to ", + "defaults-rename-label-rank-description": "Renamed via the attribute rename_label_rank (e.g. Grade or Titel).", + "defaults-rename-label-weight": "[Rename] Label: Weight to ", + "defaults-rename-label-weight-description": "Renamed via the attribute rename_label_weight (e.g. Mass or Your Mom).", + "defaults-rename-skill-academics": "[Rename] Skill: Academics to ", + "defaults-rename-skill-academics-description": "Renamed via the attribute rename_academics.", + "defaults-rename-skill-athletics": "[Rename] Skill: Athletics to ", + "defaults-rename-skill-athletics-description": "Renamed via the attribute rename_athletics.", + "defaults-rename-skill-boating": "[Rename] Skill: Boating to ", + "defaults-rename-skill-boating-description": "Renamed via the attribute rename_boating.", + "defaults-rename-skill-common-knowledge": "[Rename] Skill: Common Knowl. to ", + "defaults-rename-skill-common-knowledge-description": "Renamed via the attribute rename_common_knowledge.", + "defaults-rename-skill-custom-skill-1": "[Rename] Skill: Custom Skill #1 to ", + "defaults-rename-skill-custom-skill-1-description": "Can be renamed directly in the sheet's Settings tab.", + "defaults-rename-skill-custom-skill-2": "[Rename] Skill: Custom Skill #2 to ", + "defaults-rename-skill-custom-skill-2-description": "Can be renamed directly in the sheet's Settings tab.You can rename the labels at the top of the sheet, such as \"Name\" to \"Alias\" or \"Origin\" to \"Race\". This can also be done manually with the @{rename_label_attribute} for each individual sheet. Note that the labels are separated from the actual fields and do not affect the references (e.g. @{name}). They will always be in English.
", + "defaults-rename-skill-driving": "[Rename] Skill: Driving to ", + "defaults-rename-skill-driving-description": "Renamed via the attribute rename_driving.", + "defaults-rename-skill-electronics": "[Rename] Skill: Electronics to ", + "defaults-rename-skill-electronics-description": "Renamed via the attribute rename_electronics.", + "defaults-rename-skill-faith": "[Rename] Skill: Faith to ", + "defaults-rename-skill-faith-description": "Renamed via the attribute rename_faith.", + "defaults-rename-skill-fighting": "[Rename] Skill: Fighting to ", + "defaults-rename-skill-fighting-description": "Renamed via the attribute rename_fighting.", + "defaults-rename-skill-focus": "[Rename] Skill: Focus to ", + "defaults-rename-skill-focus-description": "Renamed via the attribute rename_focus.", + "defaults-rename-skill-gambling": "[Rename] Skill: Gambling to ", + "defaults-rename-skill-gambling-description": "Renamed via the attribute rename_gambling.", + "defaults-rename-skill-hacking": "[Rename] Skill: Hacking to ", + "defaults-rename-skill-hacking-description": "Renamed via the attribute rename_hacking.", + "defaults-rename-skill-healing": "[Rename] Skill: Healing to ", + "defaults-rename-skill-healing-description": "Renamed via the attribute rename_healing.", + "defaults-rename-skill-intimidation": "[Rename] Skill: Intimidation to ", + "defaults-rename-skill-intimidation-description": "Renamed via the attribute rename_intimidation.", + "defaults-rename-skill-language": "[Rename] Skill: Language to ", + "defaults-rename-skill-language-description": "Renamed via the attribute rename_language.", + "defaults-rename-skill-magic": "[Rename] Skill: Magic to ", + "defaults-rename-skill-magic-description": "Renamed via the attribute rename_magic.", + "defaults-rename-skill-notice": "[Rename] Skill: Notice to ", + "defaults-rename-skill-notice-description": "Renamed via the attribute rename_notice.", + "defaults-rename-skill-occult": "[Rename] Skill: Occult to ", + "defaults-rename-skill-occult-description": "Renamed via the attribute rename_occult.", + "defaults-rename-skill-performance": "[Rename] Skill: Performance to ", + "defaults-rename-skill-performance-description": "Renamed via the attribute rename_performance.", + "defaults-rename-skill-persuasion": "[Rename] Skill: Persuasion to ", + "defaults-rename-skill-persuasion-description": "Renamed via the attribute rename_persuasion.", + "defaults-rename-skill-piloting": "[Rename] Skill: Piloting to ", + "defaults-rename-skill-piloting-description": "Renamed via the attribute rename_piloting.", + "defaults-rename-skill-psionics": "[Rename] Skill: Psionics to ", + "defaults-rename-skill-psionics-description": "Renamed via the attribute rename_psionics.", + "defaults-rename-skill-repair": "[Rename] Skill: Repair to ", + "defaults-rename-skill-repair-description": "Renamed via the attribute rename_repair.", + "defaults-rename-skill-research": "[Rename] Skill: Research to ", + "defaults-rename-skill-research-description": "Renamed via the attribute rename_research.", + "defaults-rename-skill-riding": "[Rename] Skill: Riding to ", + "defaults-rename-skill-riding-description": "Renamed via the attribute rename_riding.", + "defaults-rename-skill-science": "[Rename] Skill: Science to ", + "defaults-rename-skill-science-description": "Renamed via the attribute rename_science.", + "defaults-rename-skill-shooting": "[Rename] Skill: Shooting to ", + "defaults-rename-skill-shooting-description": "Renamed via the attribute rename_shooting.", + "defaults-rename-skill-spellcasting": "[Rename] Skill: Spellcasting to ", + "defaults-rename-skill-spellcasting-description": "Renamed via the attribute rename_spellcasting.", + "defaults-rename-skill-stealth": "[Rename] Skill: Stealth to ", + "defaults-rename-skill-stealth-description": "Renamed via the attribute rename_stealth.", + "defaults-rename-skill-survival": "[Rename] Skill: Survival to ", + "defaults-rename-skill-survival-description": "Renamed via the attribute rename_survival.", + "defaults-rename-skill-taunt": "[Rename] Skill: Taunt to ", + "defaults-rename-skill-taunt-description": "Renamed via the attribute rename_taunt.", + "defaults-rename-skill-thievery": "[Rename] Skill: Thievery to ", + "defaults-rename-skill-thievery-description": "Renamed via the attribute rename_thievery.", + "defaults-rename-skill-weird-science": "[Rename] Skill: Weird Science to ", + "defaults-rename-skill-weird-science-description": "Renamed via the attribute rename_weird_science.", + "defaults-rule-augmentation-strain": "[Rule] Augmentation Strain", + "defaults-rule-augmentation-strain-description": "Use the Strain rules from the Science Fiction Companion (SFC 29).", + "defaults-rule-no-power-points": "[Rule] No Power Points", + "defaults-rule-no-power-points-description": "Use the No Power Points Setting Rule (SWADE 140).", + "defaults-skill-show-boating": "[Skill] Show Boating Skill", + "defaults-skill-show-boating-description": "Show the Boating (Agility) skill.", + "defaults-skill-show-custom-skill-1": "[Skill] Show Custom Skill #1", + "defaults-skill-show-custom-skill-1-description": "Show the Custom Skill #1, which can be renamed further down.", + "defaults-skill-show-custom-skill-2": "[Skill] Show Custom Skill #2", + "defaults-skill-show-custom-skill-2-description": "Show the Custom Skill #2, which can be renamed further down.You can rename the labels of each attribute and its abbreviation (max. 3 characters). This can also be done manually with the @{rename_attribute} for each individual sheet. Note that changing the label does not affect the reference @{attribute} for rolls. They will always be in English.
", + "defaults-skill-show-driving": "[Skill] Show Driving Skill", + "defaults-skill-show-driving-description": "Show the Driving (Agility) skill.", + "defaults-skill-show-electronics": "[Skill] Show Electronics Skill", + "defaults-skill-show-electronics-description": "Show the Electronics (Smarts) skill.", + "defaults-skill-show-faith": "[Skill] Show Faith Skill", + "defaults-skill-show-faith-description": "Show the Faith (Spirit) skill.", + "defaults-skill-show-focus": "[Skill] Show Focus Skill", + "defaults-skill-show-focus-description": "Show the Focus (Spirit) skill.", + "defaults-skill-show-language": "[Skill] Show Language Skill", + "defaults-skill-show-language-description": "Show the Language (Smarts) skill.", + "defaults-skill-show-magic": "[Skill] Show MAGIC Skill", + "defaults-skill-show-magic-description": "Show the MAGIC (Smarts) skill. Maschinenleben.", + "defaults-skill-show-occult": "[Skill] Show Occult Skill", + "defaults-skill-show-occult-description": "Show the Occult (Smarts) skill.", + "defaults-skill-show-piloting": "[Skill] Show Piloting Skill", + "defaults-skill-show-piloting-description": "Show the Piloting (Agility) skill.", + "defaults-skill-show-psionics": "[Skill] Show Psionics Skill", + "defaults-skill-show-psionics-description": "Show the Psionics (Smarts) skill.", + "defaults-skill-show-riding": "[Skill] Show Riding Skill", + "defaults-skill-show-riding-description": "Show the Riding (Agility) skill.", + "defaults-skill-show-spellcasting": "[Skill] Show Spellcasting Skill", + "defaults-skill-show-spellcasting-description": "Show the Spellcasting (Smarts) skill.", + "defaults-skill-show-weird-science": "[Skill] Show Weird Science Skill", + "defaults-skill-show-weird-science-description": "Show the Weird Science (Smarts) skill.", + "dice-roller-code-placeholder": "2d6!+2", + "dice-roller-damage": "Damage", + "dice-roller-hidden": "Hidden", + "dice-roller-roll": "Roll", + "dice-roller-run": "Run", + "dice-roller-run-ace": "Run!", + "die-button-number-10": "10", + "die-button-number-12": "12", + "die-button-number-2": "2", + "die-button-number-4": "4", + "die-button-number-6": "6", + "die-button-number-8": "8", + "driving": "Driving", + "edges-and-hindrances": "Edges & Hindrances", + "electronics": "Electronics", + "engrams": "Engrams", + "engrams-description": "Description", + "engrams-description-placeholder": "e.g. entangle (SWADE 161) power but resisted by Smarts", + "engrams-name-placeholder": "Engram", + "engrams-note-box-placeholder": "Notes", + "engrams-notes-placeholder": "Effect/Description", + "engrams-penalty": "Penalty", + "engrams-skill-placeholder": "Hacking", + "exclamation-mark": "!", + "exp": "EXP", + "extra-fatigue": "FTG", + "extra-trait-mod-placeholder": "+/−", + "extra-trait-wd-placeholder": "WD", + "extra-wounds": "WDS", + "eyes": "Eyes", + "faith": "Faith", + "fatigue": "Fatigue", + "feature-name-new": "New", + "flight": "Flight", + "focus": "Focus", + "gambling": "Gambling", + "gender": "Gender", + "gm-roll": "GM Roll", + "hacking": "Hacking", + "hair": "Hair", + "healing": "Healing", + "integrity": "Integrity", + "integrity-alienation": "Alienation", + "integrity-depersonalization": "Depersonalization", + "integrity-derealization": "Derealization", + "integrity-discord": "Discord", + "integrity-dissonance": "Dissonance", + "integrity-ego-death": "Ego Death", + "integrity-maximum": "Max", + "integrity-mod": "Mod", + "integrity-psychosis": "Psychosis", + "integrity-seizures": "Seizures", + "inventory": "Inventory", + "inventory-name-placeholder": "Item", + "inventory-note-box-placeholder": "Notes", + "inventory-notes-placeholder": "About this item...", + "inventory-total-weight": "Total Weight: ", + "inventory-weight-placeholder-u": "WGT", + "inventory-weight-toggle-title": "Weight On/Off", + "inventory-weight-u": "WGT", + "language": "Language", + "level": "Level", + "magic": "MAGIC", + "mod": "Mod", + "modifier": "Modifier", + "multiplier": "Multiplier", + "name": "Name", + "none": "None", + "notes": "Notes", + "occult": "Occult", + "origin": "Origin", + "pace": "Pace", + "parry": "Parry", + "penalty": "Penalty", + "performance": "Performance", + "piloting": "Piloting", + "power": "Power", + "power-consumed": "Consumed", + "power-energy": "Power", + "power-maximum": "Max", + "powerarmor": "Power Armor", + "powerarmors": "Power Armors", + "powerarmors-armor": "Armor", + "powerarmors-build-placeholder": "Chassis | Modifications, Notes, etc.", + "powerarmors-mods": "Mods", + "powerarmors-mods-placeholder": "0/5", + "powerarmors-name-placeholder": "Power Armor Type", + "powerarmors-pace": "Pace", + "powerarmors-size": "Size", + "powerarmors-weapons": "Weap.", + "powerarmors-weight": "Weight", + "powerarmors-weight-placeholder": "500", + "powers": "Powers", + "powers-ap": "AP", + "powers-damage": "Damage", + "powers-damage-placeholder": "2d6", + "powers-duration": "Duration", + "powers-duration-placeholder": "Duration", + "powers-name-placeholder": "Power", + "powers-note-box-placeholder": "Notes", + "powers-notes-placeholder": "Effect/Description", + "powers-penalty": "Penalty", + "powers-pp": "PP", + "powers-pp-placeholder": "2", + "powers-range": "Range", + "powers-range-placeholder": "Range/Melee", + "powers-skill-placeholder": "Spellcasting", + "powers-trapping-placeholder": "Fire, Light, etc.", + "psionics": "Psionics", + "query-rof": "Query RoF", + "query-wd": "Query WD", + "quick-notes": "Quick Notes", + "rads": "Rads", + "raise-calculator": "Raise Calculator", + "raises": "raises", + "rank": "Rank", + "rate-of-fire": "Rate of Fire", + "repair": "Repair", + "research": "Research", + "riding": "Riding", + "roll-button": "Roll Button", + "roll-description": "Description", + "roll-description-placeholder": "Narrative or functional description below the header in the Roll Template. Leave empty to disable.", + "roll-injection": "Roll Injection", + "roll-injection-placeholder": "{{source_label=}} {{source=}} {{custom3_label=}} {{custom3=}} {{rof=[[ 1 ]]}} {{traitroll8=}}", + "roll-of": "Roll of", + "roll-result": "Roll Result", + "roll-tooltip-prefix": "Roll ", + "roll-tooltip-suffix": "RoF ", + "rolls": "rolls", + "rolltemplate-armor-piercing": "Armor Piercing", + "rolltemplate-bonus-wild-die": "Bonus Wild Die", + "rolltemplate-commander": "Commander", + "rolltemplate-damage": "Damage", + "rolltemplate-damage-modifier": "Damage Modifier", + "rolltemplate-damage-title": "Roll Damage", + "rolltemplate-dice-rof": "Dice/RoF", + "rolltemplate-fatigue": "Fatigue", + "rolltemplate-hits-rof": "Hits/RoF", + "rolltemplate-modifier": "Modifier", + "rolltemplate-range": "Range", + "rolltemplate-reroll-title": "Reroll", + "rolltemplate-trapping": "Trapping", + "rolltemplate-wild-die": "Wild Die", + "rolltemplate-wound-penalty": "Wound Penalty", + "run": "Run", + "runs-ellipsis": "runs...", + "science": "Science", + "settings-abilities-label": "Abilities", + "settings-allies-label": "Allies", + "settings-ammunition-container-1": "Ammo #1", + "settings-ammunition-container-2": "Ammo #2", + "settings-ammunition-container-3": "Ammo #3", + "settings-ammunition-label": "Ammunition", + "settings-apparel-label": "Apparel", + "settings-augmentations-label": "Augmentations", + "settings-custom-button-1-label": "Custom Button #1", + "settings-custom-button-2-label": "Custom Button #2", + "settings-custom-button-3-label": "Custom Button #3", + "settings-custom-buttons-placeholder": "UnShake/Detox/etc.", + "settings-engrams-label": "Engrams", + "settings-function-augmentation-markers": "Augmentation Markers", + "settings-function-explode-run-die": "Explode Run Die", + "settings-function-halve-untrained-penalty": "Halve Untrained Penalty (-1)", + "settings-function-roll-description-inputs": "List Roll Description Inputs", + "settings-function-roll-injection-inputs": "List Roll Injection Inputs", + "settings-function-running-applies-fatigue": "Running Applies Fatigue", + "settings-function-running-ignores-wounds": "Running Ignores Wounds", + "settings-function-silhouette-markers": "Silhouette Markers", + "settings-function-skill-markers": "Skill Markers", + "settings-help-ammunition": "Ammunition", + "settings-help-ammunition-description": "You can keep track of up to three named \"magazines\" in the Ammunition block. The buttons allow you to quickly add to or subtract from the values. You can save a value with [S] and restore it with [R].", + "settings-help-armor-and-notes": "Armor & Notes", + "settings-help-armor-and-notes-description": "Enter your Armor ratings for the corresponding limbs. They are not self-calculating since there are too many factors; this is more convenient. You can add notes for Resistances, circumstance modifiers, or relevant augmentations such as subdermal armor to keep things in one place.", + "settings-help-attribute-reference": "Attribute Reference", + "settings-help-attribute-reference-description": "The attributes of this sheet follow a simple naming pattern and can be easily derived from their labels. Just remove any dots or special characters, expand abbreviations, convert to lowercase, and replace whitespaces with underscores (_). Adjacent/Sibling attributes are appended like this as well. Agility becomes @{agility}, @{agility_mod}, @{agility_wd}, @{agility_extra_wd} (for Extras only), and @{agility_natural}. Tough. expands @{toughness} and Armor is referenced with @{armor_head|_torso|_arms|_legs}. English only!", + "settings-help-edges-and-hindrances": "Edges & Hindrances", + "settings-help-edges-and-hindrances-description": "Manage your Edges and Hindrances here. They follow a horizontal masonry layout to save space and remain visible for convenience. The width is automatically adjusted once you press enter and you can cycle through colored labels to indicate Rank, type, and more. Sorting is wonky though.", + "settings-help-extra-sheet": "Extra Sheet", + "settings-help-extra-sheet-description": "For non-player characters, you can change the layout to a more compact alternative with the switch right above the sheet. This version lacks many features but is primed for Extras without Wild Die. Of course, you can add Wild Dice if needed. Edit Traits by clicking on their die, opening a small menu, and roll with the label. Hovering reveals buttons for direct die rolls. Add skills by clicking the framed pencil icon in the header. Lists work as usual.", + "settings-help-helper-buttons": "Helper Buttons", + "settings-help-helper-buttons-description": "The buttons above the skill section provide selected actions and convenience functions. The dice roller input is parsed, so you can write codes like \"Sma+2d6\". You may also use references such as @{athletics} or macros, but beware that the parser is not smart. Hidden rolls are sent only to the GM. The toggles can enable/disable additional roll queries for the whole sheet.", + "settings-help-hexagon-fields": "Hexagon Fields", + "settings-help-hexagon-fields-description": "Your attributes and secondary statistics. They either accept dice codes (d4 to d12) or integers. Positive modifiers are automatically prefixed. Hovering reveals additional fields that are otherwise invisible until relevant. You can leave them empty to use defaults, such as a d6 as Wild Die. The Wild Die can be disabled with \"n/a\". The labels act as roll buttons.", + "settings-help-list-item-options": "List Item Options", + "settings-help-list-item-options-description": "Interactive list items, such as weapons and powers, come with options. When the item is folded out, you can access them via the gear icon. Typical options include toggles for buttons and fields, but some also allow to override the Wild Die and more. Mind that the inputs are not validated; do not enter nonsense!", + "settings-help-raise-damage": "Raise Damage", + "settings-help-raise-damage-description": "There is no general function or field to apply raise damage since this modifier is too flexible. But nothing can stop you from entering \"d6!\" when prompted for a damage modifier. You could also add \"2d4!+2\" or whatever may apply in your case. Do not forget to add the exclamation mark after the die or the roll will not explode.", + "settings-help-rate-of-fire": "Rate of Fire (Multiple Dice)", + "settings-help-rate-of-fire-description": "To roll multiple skill dice, you have two options. If you lock the skills, you can click directly on the desired die bubble, always prompting you to enter the Rate of Fire. Alternatively, you can toggle the [Query RoF] helper button, enabling the feature for the whole sheet.", + "settings-help-roll-injections": "Roll Injections", + "settings-help-roll-injections-description": "When you enable the option under Setup, you can append and toggle custom code to list item rolls. Mind that the inputs are not validated; do not enter nonsense! Following is a collection of useful template hooks.
You can show or hide skills from the list in accordance with the played Game Setting. This can also be done manually for each individual sheet in its Settings tab. There are two custom skills that can be renamed and modified within the sheet as well, for example to make specialized skills (e.g. specific weapons with custom bonus or Wild Die).
", + "defaults-function-explode-run-die": "[Function] Explode Run Die", + "defaults-function-explode-run-die-description": "Makes the run die Ace.", + "defaults-function-running-applies-fatigue": "[Function] Running Applies Fatigue", + "defaults-function-running-applies-fatigue-description": "Fatigue penalties are subtracted from the run roll.You can show or hide content blocks in accordance with the played Game Setting. This can also be done manually for each individual sheet in its Settings tab. Some blocks that were designed for Maschinenleben, such as Augmentations and Engrams, can be adapted for other purposes as well.
", + "defaults-function-running-ignores-wounds": "[Function] Running Ignores Wounds", + "defaults-function-running-ignores-wounds-description": "Wound penalties are not subtracted from the run roll.", + "defaults-rename-attribute-agi": "[Rename] Attribute: AGI to ", + "defaults-rename-attribute-agi-description": "Renamed via the attribute rename_agi.", + "defaults-rename-attribute-agility": "[Rename] Attribute: Agility to ", + "defaults-rename-attribute-agility-description": "Renamed via the attribute rename_agility.", + "defaults-rename-attribute-sma": "[Rename] Attribute: SMA to ", + "defaults-rename-attribute-sma-description": "Renamed via the attribute rename_sma.", + "defaults-rename-attribute-smarts": "[Rename] Attribute: Smarts to ", + "defaults-rename-attribute-smarts-description": "Renamed via the attribute rename_smarts.", + "defaults-rename-attribute-spi": "[Rename] Attribute: SPI to ", + "defaults-rename-attribute-spi-description": "Renamed via the attribute rename_spi.", + "defaults-rename-attribute-spirit": "[Rename] Attribute: Spirit to ", + "defaults-rename-attribute-spirit-description": "Renamed via the attribute rename_spirit.", + "defaults-rename-attribute-str": "[Rename] Attribute: STR to ", + "defaults-rename-attribute-str-description": "Renamed via the attribute rename_str.", + "defaults-rename-attribute-strength": "[Rename] Attribute: Strength to ", + "defaults-rename-attribute-strength-description": "Renamed via the attribute rename_strength.", + "defaults-rename-attribute-vig": "[Rename] Attribute: VIG to ", + "defaults-rename-attribute-vig-description": "Renamed via the attribute rename_vig.You can rename the labels of each skill, best kept below 15 characters due to layout constrains. This can also be done manually with the @{rename_attribute} for each individual sheet. Note that changing the label does not affect the reference @{attribute} for rolls. They will always be in English.
", + "defaults-rename-attribute-vigor": "[Rename] Attribute: Vigor to ", + "defaults-rename-attribute-vigor-description": "Renamed via the attribute rename_vigor.", + "defaults-rename-block-allies": "[Rename] Block: Allies to ", + "defaults-rename-block-allies-description": "Renamed via the attribute rename_block_allies.", + "defaults-rename-block-ammunition": "[Rename] Block: Ammunition to ", + "defaults-rename-block-ammunition-description": "Renamed via the attribute rename_block_ammunition.", + "defaults-rename-block-apparel": "[Rename] Block: Apparel to ", + "defaults-rename-block-apparel-description": "Renamed via the attribute rename_block_apparel.", + "defaults-rename-block-augmentations": "[Rename] Block: Augmentations to ", + "defaults-rename-block-augmentations-description": "Renamed via the attribute rename_block_augmentations.", + "defaults-rename-block-engrams": "[Rename] Block: Engrams to ", + "defaults-rename-block-engrams-description": "Renamed via the attribute rename_block_engrams.", + "defaults-rename-block-integrity": "[Rename] Block: Integrity to ", + "defaults-rename-block-integrity-description": "Renamed via the attribute rename_block_integrity.", + "defaults-rename-block-inventory": "[Rename] Block: Inventory to ", + "defaults-rename-block-inventory-description": "Renamed via the attribute rename_block_inventory.", + "defaults-rename-block-power": "[Rename] Block: Power to ", + "defaults-rename-block-power-description": "Renamed via the attribute rename_block_power.", + "defaults-rename-block-powerarmors": "[Rename] Block: Power Armors to ", + "defaults-rename-block-powerarmors-description": "Renamed via the attribute rename_block_powerarmors.", + "defaults-rename-block-powers": "[Rename] Block: Powers to ", + "defaults-rename-block-powers-description": "Renamed via the attribute rename_block_powers.", + "defaults-rename-block-quick-notes": "[Rename] Block: Quick Notes to ", + "defaults-rename-block-quick-notes-description": "Renamed via the attribute rename_block_quick_notes.", + "defaults-rename-block-vehicles": "[Rename] Block: Vehicles to ", + "defaults-rename-block-vehicles-description": "Renamed via the attribute rename_block_vehicles.", + "defaults-rename-block-walkers": "[Rename] Block: Walkers to ", + "defaults-rename-block-walkers-description": "Renamed via the attribute rename_block_walkers.", + "defaults-rename-block-weapons": "[Rename] Block: Weapons to ", + "defaults-rename-block-weapons-description": "Renamed via the attribute rename_block_weapons.You can rename the Hindrances caused by the loss of Integrity (Sanity, Purity, etc.). This can also be done manually with the @{rename_integrity-attribute} for each individual sheet. Note that they activate in intervals with each fraction of 10 below 70 — Discord triggers on 69.9 or lower, Dissonance on 59.9 or lower, and so forth.
", + "defaults-rename-integrity-alienation": "[Rename] Integrity: Alienation to ", + "defaults-rename-integrity-alienation-description": "Renamed via the attribute rename_alienation.", + "defaults-rename-integrity-depersonalization": "[Rename] Integrity: Depersonalization to ", + "defaults-rename-integrity-depersonalization-description": "Renamed via the attribute rename_depersonalization.", + "defaults-rename-integrity-derealization": "[Rename] Integrity: Derealization to ", + "defaults-rename-integrity-derealization-description": "Renamed via the attribute rename_derealization.", + "defaults-rename-integrity-discord": "[Rename] Integrity: Discord to ", + "defaults-rename-integrity-discord-description": "Renamed via the attribute rename_discord.", + "defaults-rename-integrity-dissonance": "[Rename] Integrity: Dissonance to ", + "defaults-rename-integrity-dissonance-description": "Renamed via the attribute rename_dissonance.", + "defaults-rename-integrity-ego-death": "[Rename] Integrity: Ego Death to ", + "defaults-rename-integrity-ego-death-description": "Renamed via the attribute rename_ego_death.", + "defaults-rename-integrity-psychosis": "[Rename] Integrity: Psychosis to ", + "defaults-rename-integrity-psychosis-description": "Renamed via the attribute rename_psychosis.", + "defaults-rename-integrity-seizures": "[Rename] Integrity: Seizures to ", + "defaults-rename-integrity-seizures-description": "Renamed via the attribute rename_seizures.", + "defaults-rename-label-age": "[Rename] Label: Age to ", + "defaults-rename-label-age-description": "Renamed via the attribute rename_label_age (e.g. Number or Incarnation).", + "defaults-rename-label-bits": "[Rename] Label: #Bits to ", + "defaults-rename-label-bits-description": "Renamed via the attribute rename_label_bits (e.g. Money or Gold).You can rename the blocks to better fit the Game Setting, such as \"Powers\" to \"Talismans\" or \"Walkers\" to \"Frames\". This can also be done manually with the @{rename_block_attribute} for each individual sheet.
", + "defaults-rename-label-exp": "[Rename] Label: EXP to ", + "defaults-rename-label-exp-description": "Renamed via the attribute rename_label_exp (e.g. Karma or Gems).", + "defaults-rename-label-eyes": "[Rename] Label: Eyes to ", + "defaults-rename-label-eyes-description": "Renamed via the attribute rename_label_eyes (e.g. Sensors or Optics).", + "defaults-rename-label-gender": "[Rename] Label: Gender to ", + "defaults-rename-label-gender-description": "Renamed via the attribute rename_label_gender (e.g. Sex or Version).", + "defaults-rename-label-hair": "[Rename] Label: Hair to ", + "defaults-rename-label-hair-description": "Renamed via the attribute rename_label_hair (e.g. Horns or Mane).", + "defaults-rename-label-height": "[Rename] Label: Height to ", + "defaults-rename-label-height-description": "Renamed via the attribute rename_label_height (e.g. Scale or Length).", + "defaults-rename-label-level": "[Rename] Label: Level to ", + "defaults-rename-label-level-description": "Renamed via the attribute rename_label_level (e.g. Circle or Year).", + "defaults-rename-label-name": "[Rename] Label: Name to ", + "defaults-rename-label-name-description": "Renamed via the attribute rename_label_name (e.g. Alias or Codename).", + "defaults-rename-label-origin": "[Rename] Label: Origin to ", + "defaults-rename-label-origin-description": "Renamed via the attribute rename_label_origin (e.g. Race or Species).", + "defaults-rename-label-rank": "[Rename] Label: Rank to ", + "defaults-rename-label-rank-description": "Renamed via the attribute rename_label_rank (e.g. Grade or Titel).", + "defaults-rename-label-weight": "[Rename] Label: Weight to ", + "defaults-rename-label-weight-description": "Renamed via the attribute rename_label_weight (e.g. Mass or Your Mom).", + "defaults-rename-skill-academics": "[Rename] Skill: Academics to ", + "defaults-rename-skill-academics-description": "Renamed via the attribute rename_academics.", + "defaults-rename-skill-athletics": "[Rename] Skill: Athletics to ", + "defaults-rename-skill-athletics-description": "Renamed via the attribute rename_athletics.", + "defaults-rename-skill-boating": "[Rename] Skill: Boating to ", + "defaults-rename-skill-boating-description": "Renamed via the attribute rename_boating.", + "defaults-rename-skill-common-knowledge": "[Rename] Skill: Common Knowl. to ", + "defaults-rename-skill-common-knowledge-description": "Renamed via the attribute rename_common_knowledge.", + "defaults-rename-skill-custom-skill-1": "[Rename] Skill: Custom Skill #1 to ", + "defaults-rename-skill-custom-skill-1-description": "Can be renamed directly in the sheet's Settings tab.", + "defaults-rename-skill-custom-skill-2": "[Rename] Skill: Custom Skill #2 to ", + "defaults-rename-skill-custom-skill-2-description": "Can be renamed directly in the sheet's Settings tab.You can rename the labels at the top of the sheet, such as \"Name\" to \"Alias\" or \"Origin\" to \"Race\". This can also be done manually with the @{rename_label_attribute} for each individual sheet. Note that the labels are separated from the actual fields and do not affect the references (e.g. @{name}). They will always be in English.
", + "defaults-rename-skill-driving": "[Rename] Skill: Driving to ", + "defaults-rename-skill-driving-description": "Renamed via the attribute rename_driving.", + "defaults-rename-skill-electronics": "[Rename] Skill: Electronics to ", + "defaults-rename-skill-electronics-description": "Renamed via the attribute rename_electronics.", + "defaults-rename-skill-faith": "[Rename] Skill: Faith to ", + "defaults-rename-skill-faith-description": "Renamed via the attribute rename_faith.", + "defaults-rename-skill-fighting": "[Rename] Skill: Fighting to ", + "defaults-rename-skill-fighting-description": "Renamed via the attribute rename_fighting.", + "defaults-rename-skill-focus": "[Rename] Skill: Focus to ", + "defaults-rename-skill-focus-description": "Renamed via the attribute rename_focus.", + "defaults-rename-skill-gambling": "[Rename] Skill: Gambling to ", + "defaults-rename-skill-gambling-description": "Renamed via the attribute rename_gambling.", + "defaults-rename-skill-hacking": "[Rename] Skill: Hacking to ", + "defaults-rename-skill-hacking-description": "Renamed via the attribute rename_hacking.", + "defaults-rename-skill-healing": "[Rename] Skill: Healing to ", + "defaults-rename-skill-healing-description": "Renamed via the attribute rename_healing.", + "defaults-rename-skill-intimidation": "[Rename] Skill: Intimidation to ", + "defaults-rename-skill-intimidation-description": "Renamed via the attribute rename_intimidation.", + "defaults-rename-skill-language": "[Rename] Skill: Language to ", + "defaults-rename-skill-language-description": "Renamed via the attribute rename_language.", + "defaults-rename-skill-magic": "[Rename] Skill: Magic to ", + "defaults-rename-skill-magic-description": "Renamed via the attribute rename_magic.", + "defaults-rename-skill-notice": "[Rename] Skill: Notice to ", + "defaults-rename-skill-notice-description": "Renamed via the attribute rename_notice.", + "defaults-rename-skill-occult": "[Rename] Skill: Occult to ", + "defaults-rename-skill-occult-description": "Renamed via the attribute rename_occult.", + "defaults-rename-skill-performance": "[Rename] Skill: Performance to ", + "defaults-rename-skill-performance-description": "Renamed via the attribute rename_performance.", + "defaults-rename-skill-persuasion": "[Rename] Skill: Persuasion to ", + "defaults-rename-skill-persuasion-description": "Renamed via the attribute rename_persuasion.", + "defaults-rename-skill-piloting": "[Rename] Skill: Piloting to ", + "defaults-rename-skill-piloting-description": "Renamed via the attribute rename_piloting.", + "defaults-rename-skill-psionics": "[Rename] Skill: Psionics to ", + "defaults-rename-skill-psionics-description": "Renamed via the attribute rename_psionics.", + "defaults-rename-skill-repair": "[Rename] Skill: Repair to ", + "defaults-rename-skill-repair-description": "Renamed via the attribute rename_repair.", + "defaults-rename-skill-research": "[Rename] Skill: Research to ", + "defaults-rename-skill-research-description": "Renamed via the attribute rename_research.", + "defaults-rename-skill-riding": "[Rename] Skill: Riding to ", + "defaults-rename-skill-riding-description": "Renamed via the attribute rename_riding.", + "defaults-rename-skill-science": "[Rename] Skill: Science to ", + "defaults-rename-skill-science-description": "Renamed via the attribute rename_science.", + "defaults-rename-skill-shooting": "[Rename] Skill: Shooting to ", + "defaults-rename-skill-shooting-description": "Renamed via the attribute rename_shooting.", + "defaults-rename-skill-spellcasting": "[Rename] Skill: Spellcasting to ", + "defaults-rename-skill-spellcasting-description": "Renamed via the attribute rename_spellcasting.", + "defaults-rename-skill-stealth": "[Rename] Skill: Stealth to ", + "defaults-rename-skill-stealth-description": "Renamed via the attribute rename_stealth.", + "defaults-rename-skill-survival": "[Rename] Skill: Survival to ", + "defaults-rename-skill-survival-description": "Renamed via the attribute rename_survival.", + "defaults-rename-skill-taunt": "[Rename] Skill: Taunt to ", + "defaults-rename-skill-taunt-description": "Renamed via the attribute rename_taunt.", + "defaults-rename-skill-thievery": "[Rename] Skill: Thievery to ", + "defaults-rename-skill-thievery-description": "Renamed via the attribute rename_thievery.", + "defaults-rename-skill-weird-science": "[Rename] Skill: Weird Science to ", + "defaults-rename-skill-weird-science-description": "Renamed via the attribute rename_weird_science.", + "defaults-rule-augmentation-strain": "[Rule] Augmentation Strain", + "defaults-rule-augmentation-strain-description": "Use the Strain rules from the Science Fiction Companion (SFC 29).", + "defaults-rule-no-power-points": "[Rule] No Power Points", + "defaults-rule-no-power-points-description": "Use the No Power Points Setting Rule (SWADE 140).", + "defaults-skill-show-boating": "[Skill] Show Boating Skill", + "defaults-skill-show-boating-description": "Show the Boating (Agility) skill.", + "defaults-skill-show-custom-skill-1": "[Skill] Show Custom Skill #1", + "defaults-skill-show-custom-skill-1-description": "Show the Custom Skill #1, which can be renamed further down.", + "defaults-skill-show-custom-skill-2": "[Skill] Show Custom Skill #2", + "defaults-skill-show-custom-skill-2-description": "Show the Custom Skill #2, which can be renamed further down.You can rename the labels of each attribute and its abbreviation (max. 3 characters). This can also be done manually with the @{rename_attribute} for each individual sheet. Note that changing the label does not affect the reference @{attribute} for rolls. They will always be in English.
", + "defaults-skill-show-driving": "[Skill] Show Driving Skill", + "defaults-skill-show-driving-description": "Show the Driving (Agility) skill.", + "defaults-skill-show-electronics": "[Skill] Show Electronics Skill", + "defaults-skill-show-electronics-description": "Show the Electronics (Smarts) skill.", + "defaults-skill-show-faith": "[Skill] Show Faith Skill", + "defaults-skill-show-faith-description": "Show the Faith (Spirit) skill.", + "defaults-skill-show-focus": "[Skill] Show Focus Skill", + "defaults-skill-show-focus-description": "Show the Focus (Spirit) skill.", + "defaults-skill-show-language": "[Skill] Show Language Skill", + "defaults-skill-show-language-description": "Show the Language (Smarts) skill.", + "defaults-skill-show-magic": "[Skill] Show MAGIC Skill", + "defaults-skill-show-magic-description": "Show the MAGIC (Smarts) skill. Maschinenleben.", + "defaults-skill-show-occult": "[Skill] Show Occult Skill", + "defaults-skill-show-occult-description": "Show the Occult (Smarts) skill.", + "defaults-skill-show-piloting": "[Skill] Show Piloting Skill", + "defaults-skill-show-piloting-description": "Show the Piloting (Agility) skill.", + "defaults-skill-show-psionics": "[Skill] Show Psionics Skill", + "defaults-skill-show-psionics-description": "Show the Psionics (Smarts) skill.", + "defaults-skill-show-riding": "[Skill] Show Riding Skill", + "defaults-skill-show-riding-description": "Show the Riding (Agility) skill.", + "defaults-skill-show-spellcasting": "[Skill] Show Spellcasting Skill", + "defaults-skill-show-spellcasting-description": "Show the Spellcasting (Smarts) skill.", + "defaults-skill-show-weird-science": "[Skill] Show Weird Science Skill", + "defaults-skill-show-weird-science-description": "Show the Weird Science (Smarts) skill.", + "dice-roller-code-placeholder": "2d6!+2", + "dice-roller-damage": "Damage", + "dice-roller-hidden": "Hidden", + "dice-roller-roll": "Roll", + "dice-roller-run": "Run", + "dice-roller-run-ace": "Run!", + "die-button-number-10": "10", + "die-button-number-12": "12", + "die-button-number-2": "2", + "die-button-number-4": "4", + "die-button-number-6": "6", + "die-button-number-8": "8", + "driving": "Driving", + "edges-and-hindrances": "Edges & Hindrances", + "electronics": "Electronics", + "engrams": "Engrams", + "engrams-description": "Description", + "engrams-description-placeholder": "e.g. entangle (SWADE 161) power but resisted by Smarts", + "engrams-name-placeholder": "Engram", + "engrams-note-box-placeholder": "Notes", + "engrams-notes-placeholder": "Effect/Description", + "engrams-penalty": "Penalty", + "engrams-skill-placeholder": "Hacking", + "exclamation-mark": "!", + "exp": "EXP", + "extra-fatigue": "FTG", + "extra-trait-mod-placeholder": "+/−", + "extra-trait-wd-placeholder": "WD", + "extra-wounds": "WDS", + "eyes": "Eyes", + "faith": "Faith", + "fatigue": "Fatigue", + "feature-name-new": "New", + "flight": "Flight", + "focus": "Focus", + "gambling": "Gambling", + "gender": "Gender", + "gm-roll": "GM Roll", + "hacking": "Hacking", + "hair": "Hair", + "healing": "Healing", + "integrity": "Integrity", + "integrity-alienation": "Alienation", + "integrity-depersonalization": "Depersonalization", + "integrity-derealization": "Derealization", + "integrity-discord": "Discord", + "integrity-dissonance": "Dissonance", + "integrity-ego-death": "Ego Death", + "integrity-maximum": "Max", + "integrity-mod": "Mod", + "integrity-psychosis": "Psychosis", + "integrity-seizures": "Seizures", + "inventory": "Inventory", + "inventory-name-placeholder": "Item", + "inventory-note-box-placeholder": "Notes", + "inventory-notes-placeholder": "About this item...", + "inventory-total-weight": "Total Weight: ", + "inventory-weight-placeholder-u": "WGT", + "inventory-weight-toggle-title": "Weight On/Off", + "inventory-weight-u": "WGT", + "language": "Language", + "level": "Level", + "magic": "MAGIC", + "mod": "Mod", + "modifier": "Modifier", + "multiplier": "Multiplier", + "name": "Name", + "none": "None", + "notes": "Notes", + "occult": "Occult", + "origin": "Origin", + "pace": "Pace", + "parry": "Parry", + "penalty": "Penalty", + "performance": "Performance", + "piloting": "Piloting", + "power": "Power", + "power-consumed": "Consumed", + "power-energy": "Power", + "power-maximum": "Max", + "powerarmor": "Power Armor", + "powerarmors": "Power Armors", + "powerarmors-armor": "Armor", + "powerarmors-build-placeholder": "Chassis | Modifications, Notes, etc.", + "powerarmors-mods": "Mods", + "powerarmors-mods-placeholder": "0/5", + "powerarmors-name-placeholder": "Power Armor Type", + "powerarmors-pace": "Pace", + "powerarmors-size": "Size", + "powerarmors-weapons": "Weap.", + "powerarmors-weight": "Weight", + "powerarmors-weight-placeholder": "500", + "powers": "Powers", + "powers-ap": "AP", + "powers-damage": "Damage", + "powers-damage-placeholder": "2d6", + "powers-duration": "Duration", + "powers-duration-placeholder": "Duration", + "powers-name-placeholder": "Power", + "powers-note-box-placeholder": "Notes", + "powers-notes-placeholder": "Effect/Description", + "powers-penalty": "Penalty", + "powers-pp": "PP", + "powers-pp-placeholder": "2", + "powers-range": "Range", + "powers-range-placeholder": "Range/Melee", + "powers-skill-placeholder": "Spellcasting", + "powers-trapping-placeholder": "Fire, Light, etc.", + "psionics": "Psionics", + "query-rof": "Query RoF", + "query-wd": "Query WD", + "quick-notes": "Quick Notes", + "rads": "Rads", + "raise-calculator": "Raise Calculator", + "raises": "raises", + "rank": "Rank", + "rate-of-fire": "Rate of Fire", + "repair": "Repair", + "research": "Research", + "riding": "Riding", + "roll-button": "Roll Button", + "roll-description": "Description", + "roll-description-placeholder": "Narrative or functional description below the header in the Roll Template. Leave empty to disable.", + "roll-injection": "Roll Injection", + "roll-injection-placeholder": "{{source_label=}} {{source=}} {{custom3_label=}} {{custom3=}} {{rof=[[ 1 ]]}} {{traitroll8=}}", + "roll-of": "Roll of", + "roll-result": "Roll Result", + "roll-tooltip-prefix": "Roll ", + "roll-tooltip-suffix": "RoF ", + "rolls": "rolls", + "rolltemplate-armor-piercing": "Armor Piercing", + "rolltemplate-bonus-wild-die": "Bonus Wild Die", + "rolltemplate-commander": "Commander", + "rolltemplate-damage": "Damage", + "rolltemplate-damage-modifier": "Damage Modifier", + "rolltemplate-damage-title": "Roll Damage", + "rolltemplate-dice-rof": "Dice/RoF", + "rolltemplate-fatigue": "Fatigue", + "rolltemplate-hits-rof": "Hits/RoF", + "rolltemplate-modifier": "Modifier", + "rolltemplate-range": "Range", + "rolltemplate-reroll-title": "Reroll", + "rolltemplate-trapping": "Trapping", + "rolltemplate-wild-die": "Wild Die", + "rolltemplate-wound-penalty": "Wound Penalty", + "run": "Run", + "runs-ellipsis": "runs...", + "science": "Science", + "settings-abilities-label": "Abilities", + "settings-allies-label": "Allies", + "settings-ammunition-container-1": "Ammo #1", + "settings-ammunition-container-2": "Ammo #2", + "settings-ammunition-container-3": "Ammo #3", + "settings-ammunition-label": "Ammunition", + "settings-apparel-label": "Apparel", + "settings-augmentations-label": "Augmentations", + "settings-custom-button-1-label": "Custom Button #1", + "settings-custom-button-2-label": "Custom Button #2", + "settings-custom-button-3-label": "Custom Button #3", + "settings-custom-buttons-placeholder": "UnShake/Detox/etc.", + "settings-engrams-label": "Engrams", + "settings-function-augmentation-markers": "Augmentation Markers", + "settings-function-explode-run-die": "Explode Run Die", + "settings-function-halve-untrained-penalty": "Halve Untrained Penalty (-1)", + "settings-function-roll-description-inputs": "List Roll Description Inputs", + "settings-function-roll-injection-inputs": "List Roll Injection Inputs", + "settings-function-running-applies-fatigue": "Running Applies Fatigue", + "settings-function-running-ignores-wounds": "Running Ignores Wounds", + "settings-function-silhouette-markers": "Silhouette Markers", + "settings-function-skill-markers": "Skill Markers", + "settings-help-ammunition": "Ammunition", + "settings-help-ammunition-description": "You can keep track of up to three named \"magazines\" in the Ammunition block. The buttons allow you to quickly add to or subtract from the values. You can save a value with [S] and restore it with [R].", + "settings-help-armor-and-notes": "Armor & Notes", + "settings-help-armor-and-notes-description": "Enter your Armor ratings for the corresponding limbs. They are not self-calculating since there are too many factors; this is more convenient. You can add notes for Resistances, circumstance modifiers, or relevant augmentations such as subdermal armor to keep things in one place.", + "settings-help-attribute-reference": "Attribute Reference", + "settings-help-attribute-reference-description": "The attributes of this sheet follow a simple naming pattern and can be easily derived from their labels. Just remove any dots or special characters, expand abbreviations, convert to lowercase, and replace whitespaces with underscores (_). Adjacent/Sibling attributes are appended like this as well. Agility becomes @{agility}, @{agility_mod}, @{agility_wd}, @{agility_extra_wd} (for Extras only), and @{agility_natural}. Tough. expands @{toughness} and Armor is referenced with @{armor_head|_torso|_arms|_legs}. English only!", + "settings-help-edges-and-hindrances": "Edges & Hindrances", + "settings-help-edges-and-hindrances-description": "Manage your Edges and Hindrances here. They follow a horizontal masonry layout to save space and remain visible for convenience. The width is automatically adjusted once you press enter and you can cycle through colored labels to indicate Rank, type, and more. Sorting is wonky though.", + "settings-help-extra-sheet": "Extra Sheet", + "settings-help-extra-sheet-description": "For non-player characters, you can change the layout to a more compact alternative with the switch right above the sheet. This version lacks many features but is primed for Extras without Wild Die. Of course, you can add Wild Dice if needed. Edit Traits by clicking on their die, opening a small menu, and roll with the label. Hovering reveals buttons for direct die rolls. Add skills by clicking the framed pencil icon in the header. Lists work as usual.", + "settings-help-helper-buttons": "Helper Buttons", + "settings-help-helper-buttons-description": "The buttons above the skill section provide selected actions and convenience functions. The dice roller input is parsed, so you can write codes like \"Sma+2d6\". You may also use references such as @{athletics} or macros, but beware that the parser is not smart. Hidden rolls are sent only to the GM. The toggles can enable/disable additional roll queries for the whole sheet.", + "settings-help-hexagon-fields": "Hexagon Fields", + "settings-help-hexagon-fields-description": "Your attributes and secondary statistics. They either accept dice codes (d4 to d12) or integers. Positive modifiers are automatically prefixed. Hovering reveals additional fields that are otherwise invisible until relevant. You can leave them empty to use defaults, such as a d6 as Wild Die. The Wild Die can be disabled with \"n/a\". The labels act as roll buttons.", + "settings-help-list-item-options": "List Item Options", + "settings-help-list-item-options-description": "Interactive list items, such as weapons and powers, come with options. When the item is folded out, you can access them via the gear icon. Typical options include toggles for buttons and fields, but some also allow to override the Wild Die and more. Mind that the inputs are not validated; do not enter nonsense!", + "settings-help-raise-damage": "Raise Damage", + "settings-help-raise-damage-description": "There is no general function or field to apply raise damage since this modifier is too flexible. But nothing can stop you from entering \"d6!\" when prompted for a damage modifier. You could also add \"2d4!+2\" or whatever may apply in your case. Do not forget to add the exclamation mark after the die or the roll will not explode.", + "settings-help-rate-of-fire": "Rate of Fire (Multiple Dice)", + "settings-help-rate-of-fire-description": "To roll multiple skill dice, you have two options. If you lock the skills, you can click directly on the desired die bubble, always prompting you to enter the Rate of Fire. Alternatively, you can toggle the [Query RoF] helper button, enabling the feature for the whole sheet.", + "settings-help-roll-injections": "Roll Injections", + "settings-help-roll-injections-description": "When you enable the option under Setup, you can append and toggle custom code to list item rolls. Mind that the inputs are not validated; do not enter nonsense! Following is a collection of useful template hooks.